Infinite Crisis™

Infinite Crisis™

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Mastering the Enforcer Class [WIP]
By Davido007
After much deliberation, I regret to announce the official shutdown of this guide. I will end development efforts today and will close the guide on August 14, 2015.

This guide shall show you how to play the Enforcer class. Including champions such as Wonder Woman, Arcane Green Lantern, Atomic Poison Ivy and Shazam.
   
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Introduction
After much deliberation, I regret to announce the official shutdown of this guide. I will end development efforts today and will close the guide on August 14, 2015.

The enforcer class is all about taking lots of damage and initiating first into fights. Your typical tank. Along with this they will often have crowd control abilities so they can protect the squishier members of the team. Although they may not get all of the glory of the kills, they most certainly are a critical component of a team.

This guide shall show you exactly what an enforcer is expected to do, during the laning phase and in teamfights. As well as which items are most beneficial to them and what stolen powers to take. A quick overview of all of the enforcers in the game is also present so you can get a basic idea of each of them.
Wonder Woman


Skills:

Child of Olympus
No Cost / Cooldown: 120s
Trigger (Cooldown: 120s) - When Wonder Woman's Health drops below 25%, she regains a percentage of her Max Health over 10s.

Heal: 12%/16%/20%/24%

Lasso Grab
75 Will / Cooldown: 16.0s
Wonder Woman throws her lasso, stunning the first target it hits for 1s, and then dashes to them to deal 75 Power Damage.

Damage: 75/125/175/225 + 60% of Power Damage
Cooldown: 16/14/12/10


Protection
55 Will / Cooldown: 12s
Wonder Woman gains a Shield that blocks 40 damage and lasts for 4s. If she targets an ally or allied camera with Protection, then she will dash to the target and grant it the Shield instead.

If the Shield is broken by damage, Amazonian Prowess immediately gains a charge and the cooldown on all of Wonder Woman's skills is reduced by 2s.

Shield: 40/65/90/115 +10% of Bonus Health
Cost: 55/65/75/85


Amazonian Prowess
30 Will / Cooldown: 1s
Wonder Woman can spend a charge to sweep her sword and deal 50 Power Damage to all nearby targets. She gains a charge ever few seconds for a max of 2. Amazonian Prowess cooldown is .5s.

Damage: 50/80/110/140 + 5% of Bonus Health + 20% of Power Damage
Charge Regen: 14/12/10/8
Cost: 30/35/40/45


Blocking Bracers
No Cost / Cooldown: 120s
Wonder Woman Taunts nearby enemies and channels in place for 2s. While channeling, she gains 50% Attack Armor and 50% Power Armor, deals 60 Power Damage over the duration to enemies in the area and her Taunted targets are forced to Basic Attack.

When Blocking Bracers end all enemies are dealt 80 Power Damage.

Damage Over Time: 60/120/180/240 + 60% of Power Damage
Damage: 80/140/200/260 + 60% of Power Damage


Playstyle:

Wonder Woman is an Enforcer who is a fairly archetypal tank. She is there to take lots of damage and be as annoying as possible to the enemy team with crowd control abilities. In terms of regular damage mitigation she has her Protection skill which provides her with a minor shield. If cast on an ally (and remember also an allied camera) then you will dash to them and give them the shield, which can be useful for escaping or initiating.

Your main initiation tool with Wonder Woman will be her Lasso Grab. It has a medium range which allows you to dash to enemies who are hit and briefly stun the first target hit. Attempt to aim for squishy targets who are out of position so your team can follow up. If you require stronger initiation your ultimate provides this. A 2 second taunt forcing any enemies caught inside it to basic attack you. Along with this you gain a 50% percentage buff on your resistances so you will be extra tanky too.

Her passive allows her to heal a certain percentage of her max health in 10 seconds when she falls under 25% health. This is great for ensuring you can stay in lane or that teamfight for just those extra few crucial seconds. Beware of burst damage though as the healing takes a significant amount of time to finish.

Amazonian Prowess is her main damage skill. Not the most useful but it does allow her to deal small bursts of damage to multiple targets around her. The charge system means you can do 2 in quick succession, but does mean when you run out of charges you have to wait for at least one to regenerate back. Do not underestimate the damage that this can kick out, good for securing fleeing targets if it comes down to that.

Atomic Poison Ivy


Skills:

Toxic Growth
No Cost / No cooldown
If Atomic Poison Ivy takes no damage for 10s, she will gain a Shield that blocks 60 damage. While Shielded, enemies that Basic Attack her have Toxic Growth applied to them for 5s.

She applies Toxic Growth to any target she damages with a skill, or if the target already has Toxic Growth, her skills consume it for bonus effects.

Shield: 60/115/170/225 + 10% of Bonus Health

Poisoned Earth
25 Will / Cooldown: 4.0s
Atomic Poison Ivy deals 40 Power Damage to all enemies in an area around her.

Toxic Growth: Targets with Toxic Growth are dealt an additional 50% Power Damage.

Damage: 40/70/100/130 + 25% of Power Damage + 3% of Bonus Health
Cost: 25/30/25/40
Cooldown: 4/3.7/3.3/3


Bramble Rapture
70 Will / Cooldown: 18s
Atomic Poison Ivy deals 50 Power Damage and Roots her target for 1.25s.

Toxic Growth: Using this skill against a target with Toxic Growth grants her 20% Move Speed for 1.5s.

Damage: 50/100/150/200 + 50% of Power Damage
Cost: 70/80/90/100
Cooldown: 18/17/16/15


Wall of Thorns
45 Will / Cooldown: 15s
After a short delay, Atomic Poison Ivy summons a wall for 3s. Enemies that touch the wall lose 40% Move Speed, which decays over 3s.

Toxic Growth: Enemies with Toxic Growth are also dealt 70 Power Damage over 3s.

Damage Over Time: 70/110/150/190 + 60% of Power Damage
Slow: 40%/50%/60%/70%
Cost: 45/50/55/60


Secrets of the Forest
No Cost / Cooldown: 90s
Atomic Poison Ivy shrouds an area around her in fog for 10s. She and allies within the area gain 10 Power Armor. Allies within the fog are Stealthed as if in a Stealth Pad, but she remains visible.

She applies Toxic Growth to all enemies in the area.

Power Armor: 10/20/30/40 + 2% of Bonus Health
Cooldown: 90/80/70/60


Playstyle:

Atomic Poison Ivy is much unlike her counterpart in the Prime universe, except for the theme of plants. She is naturally tanky along with her passive Toxic Growth which gives her a shield when she takes no damage for 10 seconds. Furthermore any enemies that attack her have Toxic Growth applied to them meaning that her skills have additional effects if they hit them. Her other main purpose on the battlefield is to apply crowd control to enemies, so the rest of the team can follow up.

Poisoned Earth is a skill which deals power damage in an area around her. If an enemy is infected with Toxic Growth it will deal 50% additional damage. Use this skill whenever you are near enemies, it is spammable due to its low cooldown and will cost. It soon does add up in terms of damage.

For crowd control purposes she has two skills. Bramble Rapture applies a 1.25 second root to a single enemy as well as some damage. If the enemy is affected with Toxic Growth then you will gain 20% movement sped for 1.5 seconds too, great for chasing. While secondly she has Walls of Thorns which summons a wall for 3 seconds. Any enemies that pass through it will lose 40% movement speed, if they are affected by Toxic Growth this will also deal damage over time.

Her ultimate Secrets of the Forest makes everyone invisible (excluding herself) who is near her. In addition to this they also gain a considerable flat power armor buff (including herself) for 10 seconds. Any enemies within the area will also have Toxic Growth applied to them, allowing you to use your enhanced basic skill effects. This ultimate is great for initiation and particularly for escaping.
Shazam


Skills:

Power of Zeus
No Cost / No cooldown
After every 2 skill uses, Shazam will gain the Power of Zeus. In this state, his next primary Skill will be empowered and cost no energy.

Stun Duration: 0.5/0.75/1/1.25
Armor Multiplier: 125%/150%/175%/200%
Slow: 40%/50%/60%/70%


Mystic Power
40 Energy / Cooldown: 10s
Shazam fires a ball of lightning, dealing 60 Power Damage to the first target and 30 Power Damage to other enemies hit. Lightning can bounce to up to 3 additional enemies.

Power of Zeus: First target hit is Stunned for 0.50s.

Damage: 60/105/150/195 + 50% of Power Damage
Secondary Damage: 30/60/90/120 + 35% of Power Damage
Cooldown: 10/9/8/7


Mystic Defense
35 Energy / Cooldown: 8s
Shazam gains 15 Attack Armor and 15 Power Armor for 3s. Mystic Defense can be activated while Stunned or Suppressed.

Power of Zeus: Shazam's Attack Armor and Power Armor is increased.

Armor: 15/25/35/45

Lightning Field
35 Energy
Shazam surrounds himself with a field of lightning that deals 75 Power Damage over 3s.

Power of Zeus: Enemies within the field lose 40% Move Speed.

Damage: 75/120/165/210 + 6% of Bonus Health + 30% of Power Damage

SHAZAM!
No Cost / Cooldown: 120s
Shazam dashes to the target location and blasts the area around him, dealing 200 Power Damage. All enemies hit by the blast are Silenced for 1s.

While dashing Shazam is invincible.

Damage: 200/275/350/425 + 100% of Power Damage

Playstyle:

Shazam. SHAZAM!
Arcane Green Lantern


Skills:

Emerald Light
No Cost / Cooldown: 8s
Arcane Green Lantern's lantern grants nearby allies 10 Attack Armor.

Trigger (Cooldown: 8s) - Damaging an enemy with a Basic Attack applies Emerald Light for 3s. Allied champions that use Basic Attacks against the marked target regain 30 Health over 4s.

Attack Armor: 10/15/20/25
Heal: 30/40/50/60 + 2% of Bonus Health


Construct Champion
65 Will / Cooldown: 13s
Arcane Green Lantern constructs a knight that marches forward, dealing 60 Power Damage to all targets and Knocking Down the first enemy Champion hit for 1.25s.

Activating the skill a second time will blink Arcane Green Lantern to the knight's location, dispelling it.

Damage: 60/95/130/165 + 40% of Power Damage + 6% of Bonus Health
Cost: 65/75/85/95
Cooldown: 13/12/11/10


Shackles
70 Will / Cooldown: 15s
Enemy Champions near the lantern love 25% Move Speed and are Revealed while they remain within range. If they are still within range after 3s, they will be Rooted (unable to move or use movement abilities) for 0.80s.

Slow: 25%/30%/35%/40%
Root Duration: 0.80/0.95/1.10/1.25
Cost: 70/75/80/85


Emerald Lantern
30 Will / Cooldown: 9s
Arcane Green Lantern throws his lantern, dealing 50 Power Damage in an area. The lantern remains there for 9s, granting vision.

Touching the lantern will retrieve it, and reduce Emerald Lantern's cooldown by 3s.

Damage: 50/90/130/170 + 60% of Power Damage
Cost: 30/40/50/60


Deny the Black
No Cost / Cooldown: 165s
Arcane Green Lantern channels for 2s and then blinks to the targeted ally. As soon as he begins channeling the ally receives a Shield that blocks 250 damage and lasts for 5s, and the fog of war is Revealed in a large area around them. Enemies within this area receive the Emerald LIght effect.

Shield: 250/375/500/625 + 120% of Power Damage
Cooldown: 165/150/135/120


Playstyle:

Shazam. SHAZAM!
Atomic Green Lantern
Mecha Superman
Atrocitus
Solomon Grundy
Swamp Thing
Stolen Powers
Items
Laning
Teamfights
Conclusion