Rise of Immortals Lazarus Guide



Rise of Immortals Lazarus Guide by axte

Skill Tree:

Champion Tree (27 Points):
2/2 “Lazarus Weapon Damage Boost” – Not particularly useful, but you need it to unlock more of the champion skill tree.
0/2 “Lazarus Lifesteal Boost” – Lazarus’s other lifesteal boost (the one right before the sig) provides him with plenty of lifesteal so this one isn’t needed.
2/2 “Lazarus Magic Resistance Penetration Boost” – Fairly useful, especially when combined with the magic resistance pen. boost from the offensive skill tree.
1/4 “Lazarus Max Health Boost” – 20 health for a skill point isn’t much, but at least 1 skill point in here is needed to unlock more of the the champion tree.
2/2 “Upgrade Oblivion Missile I” – Definitely get as soon as possible, extra damage is very useful.
2/2 “Upgrade Oblivion Missile II” – Definitely get as soon as possible, extra range is useful in poking or chasing.
1/1 “Lazarus Armor Boost” – Decent armor boost for only 1 skill point, definitely get.
0/4 “Lazarus Attack Speed Boost” – Like I said before, Lazarus won’t be auto-attacking much so this is fairly useless.
2/2 “Upgrade Inner Strength I” – Every bit of extra damage helps.
2/2 “Upgrade Inner Strength II” – You should be spamming inner strength late game so this will come in handy.
4/4 “Lazarus Magic Resistance Boost” – A decent magic resist boost, though I waited until level 40+ before getting this.
2/2 “Upgrade Fate of Darkness I” – Definitely get as soon as possible.
2/2 “Upgrade Fate of Darkness II” – Useful, though I wouldn’t invest any points in here until level 42+.
2/2 “Lazarus Lifesteal Boost” – Definitely get this. This alone can provide a maxed tanky Lazarus with 30%-40% lifesteal. Plus it is needed to unlock the sig.
2/2 “Upgrade Elder Blood I” – Definitely get. The more you can use elder blood, the better.
0/2 “Upgrade Elder Blood II” – Lazarus already has plenty of lifesteal so this isn’t needed.
1/1 “Lazarus Unlock Signature Ability” – Lazarus’s Signature is great in team fights so definitely get.

Defensive Tree (2 Points):
2/2 “Max Health Boost” – Increases your health by 6% which amounts to 150+ more max HP at level 20. Very useful.

Offensive Tree (21 Points):
2/2 “Max Speed Boost” – Moment speed is important.
2/2 “Magical Weapon Damage Boost” – Not particularly useful, but you need it to unlock more of the offensive skill tree.
4/4 “Magical Resistance Penetration Boost” – Definitely get, will maximize the damage you do with your abilities.
3/3 “Spirit Vamp Boost” – This plus a Lytle Locket will provide you will enough mana for most the game.
2/3 “Lifesteal Boost” – Lazarus already has plenty of lifesteal, but at least 2 points are need in this to unlock more of the offensive tree.
3/3 “Attack Damage Boost” – Not particularly useful, but you need it to unlock more of the offensive skill tree.
2/2 “Cooldown Reduction” – Definitely get, one of the main reasons for going offensive tree.
2/2 “Magical Ability Damage Boost” – Definitely get, one of the main reasons for going offensive tree.
1/1 “Focused Boost” – Definitely get, one of the main reasons for going offensive tree.

Offensive vs. Defensive Tree:
Although Lazarus is primarily a tank, I find the offensive tree much more useful than the defensive tree.

– The healing power boost does not work with Lazarus’s abilities so it is completely useless.
– The healer’s friend boost will increase incoming healing Lazarus receives from allies, but more often than not Lazarus heals him self with his abilities so it is mostly useless.
– Lazarus’s abilities don’t cost much mana and I rarely have mana problems after I get Lytle Locket upgraded. so mana reduction is also useless. Also, the offensive tree offers 4% spirit vamp which can help make up for no mana reduction.
– The second max health boost is great, but you need to spend to points in Healer’s friend boost to unlock it so it is not worth it.
– The ironhide boost is great, but you need to spend to points in midas boost, which doesn’t give much gold so is useless.

On the other hand the offensive tree offers magic resistance penetration (both fixed and percentage), ability cool down reduction, magical ability damage boost (more damage also means more healing!) and spirit vamp.

Artifacts:

5 Gilded Bone Talismans (+5 Armor) – Your two main choices are either +armor or +magic resistance. Overall, I find armor more useful because there are more physical DPS immortals. Maga regen is tempting, but not needed because Lytle locket combined with the 4% spirit vamp from the offensive tree will provide you with more than enough mana.

5 Ancestral Totems of the Fox (+3.75 Magic Resistance Pen.) – Your two main choices are either +cooldown reduction or +magic resistance penetration. I went with magic resistance penetration because totems are the only artifacts with magic resistance penetration, but you can get cooldown reduction from seals and relics.

3 Grand Seals of Clarity (+6% Ability Cool Down Reduction) – Your two main choices here are either +cooldown reduction or +movement speed. I went with cooldown reduction because I like to max my cooldown reduction at exactly 40%.

2 Primal Life Symbols (+3 Armor, +3 Magic Resistance) – Easily the best choice for Lazarus, though Primal earth symbol (+1.5 armor, +30 health) isn’t bad either.

1 Relic of Volvos (+3% Ability Cool Down Reduction, +1.2 Magic Resistance Pen., +2 Magic Resistance) – Provides a little bit of everything Lazarus needs. Relic of Ta’amuun also works well if you like to buy Wildrunner’s boots first instead of Lytle locket.

Items:

Lytle Locket – This should be the first item you buy and upgrade. Once upgraded it will provide you will plenty of mana and health regen and allow you to lane almost indefinitely.

Wildrunner’s boots – This should be the second item you buy, although you should wait until you have at least your amulet of duality upgraded before upgrading them. The 20% cooldown reduction is essential for Lazarus.

Amulet of Duality – This is usually the third item I buy and try to upgrade quickly. Overall it will give you a little bit of everything you need at a very reasonable cost.

3x Defensive items – The last three items should be defensive, but exactly which ones will mostly depend on who you are fighting. Choose any three of the following:

  • Shining Breastplate – Buy this is you are fighting a team with multiple carries or people building crits.
  • Ring of Shielding – Buy this is you are fighting a team with multiple carries or people building crits.
  • Penman Reflector – Buy this if you are facing a team of mostly physical damage dealers that are not building crits, such as scorpix, ichorr, or pyscozen.
  • Berek’s Scroll – Buy this if you are fighting a team of mostly magical damage dealers.
  • Destroyer’s Mantle – Buy this if you facing a team of mostly tanks with no one building crits. Without any crits to worry about, the extra health and magic resistance penetration make this much more useful than a shining breastplate or ring of shielding.

Mageslayer Gloves – This is my “seventh” item. Once I have everything else fully upgraded and 5,000+ gold left over, I sell my Lytle trinket and replace it with a fully upgraded Mageslayer Gloves for additional mana regen and magic resistance penetration.

You should not buy any items that increase attack damage, attack speed, etc. Most of Lazarus’s damage should be coming from his abilities, not his auto-attacks.

Conclusion:

If you build you Lazarus according to this guide:

-You will be starting with 15% cooldown reduction. The 20% from Wildrunner’s boots and 5% from amulet of duality will max you out at 40%.
-You will be starting with 12.1 armor and 10 magic resistance. Your final armor will around 60 and final magic resistance will be around 30 most games if you buy the items I recommended above.
-You will be starting with around 14% lifesteal and will be increasing as your armor and magic resist increase to a final value of 40%+.
-You will start with 6.95 / 25% magic resistance penetration. Mageslayer Gloves add 5 magic resistance penetration when maxed and Destroyer’s Mantle adds 6 for a total possible magic resistance penetration of 17.95.

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