Green Aspect Guide
Hello again Faultarians. In this guide, you might learn to tank some bad humor and get to know about the Green Aspects, the Aspects which make your heroes bulkier. There is much to cover, as Green can be “mono-colored” while having multi-color synergies and being usable in more than 1 position. This guide will talk about team positions, list the Green Aspects, when to choose them, how they change the way you play Fault, talk about green item builds, and mention synergies between other Aspect colors. One more note, synergies in Fault are simply when 2 things work well together to produce a potent combination. And now, onto team positions!
First, to explain team positions and why they’re important to Green Aspects, we must talk about parallel universes. In the universe of Fault, there are 3 lanes that encompass the game. They are duo lane, mid lane, and off lane. There is also a large neutral space between these lanes called the Jungle. This is not a guide dedicated to team positions, but Green aspects can encompass 3 of the 5 team positions. These are going to be Support, Jungle, and Off-lane. Though I’ll tell you they won’t be only Green most of the time in these positions either. That is a topic for a later time, but these positions take Greens aspects the majority of the time. Here are the 3 Green aspects we currently have as of 7/1/2020.
1. Titan: Not taking damage for 10 seconds grants you a shield for 8% of your max HP. Increase your Physical Power (PP) and Energy Power (EP) by 0.5% of your max HP.
2. Rook: CC (Crowd Control) Slows are 50% less effective. Gain 9 EA and PA (Energy and Physical Armor) for 4 seconds after being hit by CC. 4 second duration, no stack limit.]
3. Beasthunter: Take 10% less damage from neutral Minion attacks. Neutral Minion kills permanently grant 0.5 PP and 4 HP, stacks up to 30 times.
Beginning with the Titan aspect, there is no particular circumstance to not take it. Any of the 3 positions could likely take Titan. Rook is very different however. Rook is often going to be a direct “counterpick” to a CC heavy enemy team. Counterpick/play involves simply seeing what your opponents are doing, and changing what you do in response. Rook of course is not very good if your opponents lack CC, but can be a real beating if they have a lot of it. Keep in mind, this doesn’t reduce how long you are CCed, but for example, if you were slowed by 50% for 2 seconds, you would be slowed by 25% for 2 seconds instead, upon choosing Rook. Beasthunter is Jungle exclusive, as it does nothing unless you’re fighting jungle Minions (Minions not running to a lane). Short as this is, on to part 4.
Titan as an aspect, doesn’t really change how you play the game very much, but it does affect what items you build. When choosing Titan, items with HP become better than normal due to an effective 8% bonus HP through the shield, in addition to bonus PP/EP which are desirable by all. Choosing Titan however, means you are obligated to build primarily HP and if an item doesn’t have HP on it while using Titan, it must counter your enemy way more than it hurts you.
Rook as an aspect doesn’t change much how you play, for by picking Rook, you have made the necessary changes to change the way you play already. For Beasthunter, it can incline you to farm in the Jungle more heavily to get it stacked sooner, but Beasthunter simply encourages you to farm anyway, which is something you do anyway when there’s no “gank” opportunities (to gank means to attack a lane to give a surprise numbers advantage). Not much on the surface to this section however, so we move along to Green items and their usefulness.
When it comes to Green, what items you start with will vary depending on your role. In fact, if you’re Support, you will not even start with a Green item. If you’re Jungling, your starting item will be Affliction, which gives you a powerful skill that can only be used on jungle monsters (Minions, Raptors, Orb Prime) that inflicts 375 +25 damage per Hero level and heals for 30% of the damage dealt. This spell gains a bonus if not used for 45 seconds and can store 2 charges. Recharge time is 90 seconds with a 15 second CD. You may commonly see this skill described as “Smite”, inspiration of a spell from a different MOBA. If you are off-laning, depending on your Hero, you will start with either Force Shield (20 PA) or Green Thumb (150 HP). There might be the rare matchup where you build Protection Veil (22 EA) when fighting an EP user, but Green Thumb may be better anyway, especially when taking Titan. After your starting item, it’s unknown if Inertia Wraps are built (100 movespeed, 17 PA, and 30% endurance, which reduces Crowd Control duration by 30%. 1.1k Gold). Regardless, my first recommended item would likely be either Storm Quiver if Jungling (28 PP, 250 HP, Smite. 1.6k Gold), Baleful Armor if starting Force Shield (Baleful Armor has 510 HP, 66 PA, and a passive that deals 3x your Level in damage to enemies within 400 units of you per second, and an active that deal 1% of your Max HP in Energy Damage per second to enemies within 600 units of you. 3k Gold.) The last item I could suggest starting is Fist of the Titan if you started Green Thumb (35 PP, 490 HP, Active that causes your Auto Attacks to deal 2% of your Max HP as Energy Damage. 3.2k Gold). Depending on your Hero choice, you may build both of these.
The remaining items will mostly be reactive, to bolster your defenses based on what your opponents are building/doing. You will be rewarded for knowing how to respond to what your opponents are doing with the rest of these items. This may be a little difficult because you’re deciding which items to build based on your Hero, and acknowledging who is or could be the most powerful opponent(s) on the other team.
If your opponents have a good amount of EP damage and/or CC, Unyielding Mantle is your best friend (425 HP, 36 PA + EA. Active: Cleanse and become Status Immune for 2 seconds, 90 second CD. 3.2k Gold). This next item is more dependent on the enemy composition than anything else. If your opponents have a lot of poking potential, to slowly whittle you down, an excellent counter to this is Photosynthetic Symbiote (10% CDR, 650 HP, 3.0 HP Regen, 15 PA, Gain 0.5% + 0.25% per Hero level of out of combat HP regen after not receiving damage for 6 seconds. 2.8k Gold). The last item is one that is largely unfriendly to Titan users, but is pretty potent in its effects and cost. If you need to not get shredded by attack speed Heroes, Aergia’s Cataphract (20% CDR, 66 PA, Enemies within 500 units of you lose 5% attack speed. If they attack you, stacking up to 10 times, they lose 1% attack speed for 2 seconds. 2050 Gold.) As a bonus, the pronunciation is Ay-Er-Gee-Uh. With that, all the Green items for now, have been covered! Now to move on towards the final section, Multicolor synergies.
As you might have noticed earlier, Green may not lend itself well to going only Green, especially when there are potent Aspect and Item combinations because 3 positions can use Green, but find greater power in other colors also. The first off-color Aspect for ability dependent Heroes would be Magician (0.5% missing Mana Regen per second, hitting an enemy with an ability reduces your Ult CD by 2 seconds). If for some reason you need EP Scaling and aren’t concerned about having Mana, Queen also works (Gain 1 EP for every 6 minions killed, and gain 5% Ability Vamp, reduced by 1/3rd for AoE abilities). You’re most likely to use these in the off lane, because Supports will most likely be interested in another color and Jungle must take Beasthunter if going Green, which will often leave room for a 2nd Green aspect for Jungling.
For Red + Green, Hunter (Last Hits on enemy Minions heal for 8 HP. Gain 20% attack speed for 3% after attacking the same enemy Hero 3 times consecutively) is likely to be the only option. There are some Heroes who are very tanky and bulky but also skirmish well when they have Attack Speed. This aspect combination (Hunter + Green) is most likely taken in off lane or taken with Jungle with (Hunter + Beasthunter).
Showing supports some love, While they may like Titan/Rook, any of the White Aspects have viability to them, though it’s very dependent on the type of tanky support you choose. Pay attention to what your support does, and if one of those White Aspects would fit better than a 2nd Green, choose it! Keep in mind that choosing a Green Aspect will also allow you to use Aspect points to upgrade any Green Items you get.
Some very important topics have been tanked in this guide (did you build up your joke resistance?) such as Team Positions, the Green aspects themselves, when to pick them, how they influence your play, what items to build and when, and even diving into other colors for bonus effects. Having covered all this, be on the lookout for part 3 of the Aspect series, which will cover Red. Don’t get poked out until then!