Currently, Herald utilizes a “hit and run” playstyle, as it lacks the sustain to facetank in team fights and can’t win most duels, but offers high mobility and strong burst damage.
You will have to constantly jump in and out of fights, using
Due to your high mobility, you can easily get to a side node after a fight is won and cap it or assist your sidenoder.
This is a very important aspect of herald gameplay, as lack of energy usually results in death or retreat. Good energy management will mostly come through practice, however, there are a few basic rules you can follow:
- Double-tap every Glint skill except
Facet of Lightand Facet of Darkness
- Your 2 mobility skills on
Legendary Assassin Stancehave a very high cost. Due to this, make sure you have enough energy for a stunbreak ( Riposting Shadows) before committing to a fight. The same goes for Jade Winds, which costs a whopping 50 energy.
Your main combo goes as follows:
Enchanted Daggers Phase Traversalon target (follow up with Deathstrikeif they’re too far away) Chilling Isolation Facet of Nature True Nature
- Swap to
Legendary Dragon Stance Shackling Wave Elemental Blast Burst of Strength
- Swap to staff, as you’ve used most of your offensive resources by this point.
At this point, you must read the fight and decide what to do. You can either use
Self-sustain and damage mitigation
- To deal with heavy condition pressure, use
Riposting Shadowsinto legend swap or Renewing Wave. Infuse Lightand Warding Riftcan be used to reverse/mitigate enemy damage. Enchanted Daggersis very strong, free damage and sustain for a tiny energy cost. Use it off cooldown. Chaotic Releaseis a very versatile skill: you can use it to knock enemies off points, give superspeed to yourself and allies as well as help finish off downed enemies. Gaze of Darknessis just as versatile: it stunbreaks you, reveals nearby stealthed enemies and blinds them.
Herald has a number of alternatives it can switch between to adjust to the match up or for preference. Some of these include taking