3 months ago
2
Patch 5.7
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Free Agent - EU

Hi! My name is Maya. Currently a Rei main but I one-tricked Dredge before her release and he's still my secondary and all-time most played character. As with Rei, I feel like I have something to add to the conversation around Dredge, which is why I'm making this guide.

What helped my Dredge gameplay the most was breaking him down like this:

- What is my main job on the team?

- What can I do to make sure I'll be able to do my job?

The answer to the first question is simple. My main job is to kill the enemy point tank or to pressure them off the point.

The second question is a bit more complicated and is therefore also practical to break down into smaller parts:

- Does my base kit allow me to do my job?

- Which in-game factors can stop me from doing my job?

- How do I deal with those in-game factors?

In Dredge's case, the answer to the first question is a resounding YES. He absolutely does not need a specific talent, card or item to effectively pressure the enemy point tank. Cursed Howitzer alone can provide immense pressure, but smart use of Broadside and Kraken is what really pushes it over the edge.

In-game factors that can stop me from doing my job include out-of-combat downtime as a result of low in-combat sustain, distractions in the form of enemy flanks and off-tanks, and respawn/rollout downtime as a result of being picked off.

So how can we minimise these factors? The first and third factor can be minimised through building defensively and the second factor through burst, cc and mobility. All of this will be addressed in the build section of the guide.

Build
Build Section
Notes

Let's talk about talents. All of Dredge's talents are completely usable, but Abyss Spike is my pick and I'd like to explain why.

Hurl trades our only non-ultimate CC for something that isn't really all that necessary. While it makes us more threatening to certain champions, it only does so at a range where they don't pose a threat to us. Our massive sustain and freedom of positioning due to having an explosive lobbed projectile, means we aren't threatened by hyper mobile flanks at longer ranges. They only become an actual threat at closer ranges where the Howitzer is just as good of an option. If a flank isn't threatening you, you should be pressuring the point. Some say it makes it easier to fight snipers, but a good sniper will punish you hard for trying to hurl them instead of staying behind cover where you can pressure both them and the tank safely because of your lobbed projectiles. Harpoon also doesn't apply anti heal and does not work with Wrecker or Bulldozer. Cassie, Sha and Tiberius have similar projectiles that do, and are thus usually better options for the play style. If you personally think Hurl is better or it is your favourite talent, you should definitely keep using it. These are just my personal reasons for not using it.

Scuttle is honestly pretty great, but to me it doesn't compete with the utility of Abyss Spike. There is also some redundancy as it mainly focuses on improving what base Dredge is already amazing at.

Now let's talk about one of the most underrated talents in all of paladins. Abyss Spike is a hard to see, completely indestructible, 1000 damage proximity mine, with a fairly large detection area, even larger damage area and zero fall-off. Smart placement of Abyss Spike makes it almost impossible for anyone to dive you without you getting 1000 free damage on them (pre-mitigation). Add this to the fact that it sees stealth and that having it out doesn't stop it from going on cooldown, and the range of different situations you can handle is vastly increased. The fuse time is also the exact same as the duration of the slow, allowing you to combo the initial hit into the explosion if you have the height advantage or if there is a wall or object behind your opponent. Expansive Vault makes it extremely easy to quickly get height advantage mid-fight, and with good timing you can hit someone with a spear and a weapon shot before landing. The weapon shot will be much easier to hit because of the slow and the spike will go off shortly after landing.

So not only is it by far the best flank detergent available to us. It's also our fastest way to take out flanks if we are forced to fight them head on. Allowing us to go back to pressuring the enemy point-tank as quickly as possible.

Main Loadout
Abyss Spike

Abyss Spike

Harpoon

Harpoon lodges into terrain and explodes when an enemy comes within 20 units, dealing 1000 damage in a 35-unit-radius area.

Level 1

Dreadnought

Dreadnought

Armor

Increase your maximum Health by 250.

Level 5

Dark Bargain

Dark Bargain

Shortcut

Heal for 250 every 1s while standing near a Shortcut.

Level 5

Crow's Nest

Crow's Nest

Broadside

Hitting yourself with Broadside now applies a Knockback of 450.

Level 3

Hull Piercer

Hull Piercer

Harpoon

Reduce the Cooldown of Harpoon by 1.2s.

Level 1

Expansive Vault

Expansive Vault

Shortcut

Jump height is increased for your first jump within 1s after exiting a Shortcut.

Level 1

Veteran

Veteran

Armor

Increase your base maximum Health by 5.5%.

Level 1

Nimble

Nimble

Armor

Gain 7% Movement Speed.

Level 1

Haven

Haven

Armor

Reduce the Damage you take from Direct and Area of Effect attacks by 6%.

Level 1

Resilience

Resilience

Armor

Reduce the duration and effectiveness of Crowd Control and Slows by 25%.

Level 1

Notes

Now, to the actual loadout.

The big must-haves in Dredge's deck building are Dark Bargain and Expansive Vault.

Dark Bargain is the single best healing card in the game and there is no competition. At lvl 5 it grants 250 health per second just for standing near a portal. Something you should be doing at all times anyway as stepping into one is one of very few sources of complete invincibility in this game. The amount of ultimates I've dodged with well timed teleports is crazy.

The range of Dark Bargain is also very generous and goes through terrain. A portal under the point of Warder's Gate can heal you if you are standing on the point and vice versa. Placing portals within healing range of each other on opposite sides of terrain is very useful when clutching, because it means you get healing both during your invincibility and after teleporting, so you can get back in fighting shape as quickly as possible.

Expansive Vault is extremely strong at lvl 1 because the jump strength and number of empowered jumps is unaffected by level. The only thing that increases is the time during which the empowered jump is available. A few patches ago the base duration was even changed from 1 second to 2.5, so now there is even less reason to upgrade this card. The jump height is honestly quite extreme, and combined with wall-jumping you can reach some incredible heights. This card is one of the biggest reasons why Timbermill is my favourite Dredge map. It also has really good synergy with Abyss Spike as mentioned earlier.

Dreadnought is here because we are trying to be as tanky as possible. Every point we put into this card is an exponential addition to our survivability because more time spent alive = more time healing = more time spent alive, and because we are planning on buying two % based additions to our effective health that stack multiplicatively with each other (Veteran and Haven).

Crow's Nest is another card I personally think should be in every loadout because it literally just adds a completely new tool to your kit with very little investment. Every extra level only amounts to an additional 30% of the base knock-back, so on paper this is definitely more optimal at lvl 1. However for my purposes I found lvl 3 to be the sweet spot as it allows me to do all of the jumps I like to do with high consistency. Remember to use it to nudge yourself out of stuff like an Evie ult. Preferably towards or into a portal.

Hull piercer is a really strong cooldown card that is especially good with Abyss Spike. I run it as filler and am very used to managing it with the current cooldown, but stealing some levels from Crow's Nest is perfectly fine too.

As Far as items go we build effective health (Veteran, Haven) and movement speed (Nimble). Effective health for the exponential synergy with our lvl 5 as mentioned. Movement speed for better access to our portals, improved kiting, and because it increases the effectiveness of our mobility cards.

Resilience is usually the last item, but a lot of items work in this slot if cc isn't a problem.

Even though we work well with wrecker, it's rarely needed as pretty much every capture point has some sort of structure to bounce broadsides off of in such a way that they land behind the shield. Barik's Dome Shield is pretty much the only counter to this, but we can just hold Kraken to push him out of it. If we ever do need to melt shields, our shield damage is completely viable without wrecker. Wrecker is absolutely a strong Dredge item, but it's rarely necessary if you play smart.

Update:

With the new item changes we start Veteran and Nimble. After that I tend to get Armor Plating. Then either Arcane Warding or Sentinel. Generaly my 3rd and 4th item will be any combination of Armor Plating, Arcane Warding, Sentinel and Unbound.

Cards and Items
Good cards
Dreadnought

Dreadnought

Armor

Increase your maximum Health by 50.

Level 1

Dark Bargain

Dark Bargain

Shortcut

Heal for 50 every 1s while standing near a Shortcut.

Level 1

Expansive Vault

Expansive Vault

Shortcut

Jump height is increased for your first jump within 1s after exiting a Shortcut.

Level 1

Crow's Nest

Crow's Nest

Broadside

Hitting yourself with Broadside now applies a Knockback of 150.

Level 1

Hull Piercer

Hull Piercer

Harpoon

Reduce the Cooldown of Harpoon by 1.2s.

Level 1

Sea Dogs

Sea Dogs

Armor

Increase the Healing you receive by 5% while at or below 50% Health.

Level 1

Notes

I talked about most of these in the build section, but Sea Dogs is another great way to add to your sustain and to slightly counteract the effects of anti-heal.

Notes:

- The text on Expansive Vault is wrong here. The duration is supposed to be 2.5 seconds at lvl 1. After that it's 1 second per level.

- Crow's Nest is also wrong. Base knockback is 500, and every level adds 150.

Decent Cards
Abyss Cannon

Abyss Cannon

Broadside

Generate 1 Ammo for each enemy hit by Broadside.

Level 1

Hangman's Ire

Hangman's Ire

Armor

Gain a 150-Health Shield after dropping to or below 50% Health.

Level 1

Notes

The only time you are going to hit broadsides consistently is while pressuring the enemy point tank. Abyss Cannon adds even more pressure to the situation. Tanking the damage is no longer an option as it just means the barrage will keep coming.

Hangman's Ire is a really good shield card held back by the fact that it activates a little bit too early. It is still great anti-burst which is something we have limited access to aside from teleport invincibility. The high threshold does mean it has anti synergy with Sea Dogs unfortunately.

Bad Cards
Reckless Barrage

Reckless Barrage

Broadside

Heal for 50 for each enemy hit by Broadside.

Level 1

Heave Away

Heave Away

Broadside

Reduce the Cooldown of Harpoon by 0.2s for each enemy hit by Broadside.

Level 1

Mortal Skewer

Mortal Skewer

Harpoon

Heal for 70 for each enemy hit with Harpoon.

Level 1

Cursed Weaponry

Cursed Weaponry

Harpoon

Generate 1 Ammo for each enemy hit by Harpoon.

Level 1

Blow the Man Down

Blow the Man Down

Harpoon

Enemies hit by Harpoon’s Slow have their Movement Speed reduced by an additional 6%.

Level 1

Plank Walker

Plank Walker

Shortcut

Heal for 100 after exiting a Shortcut.

Level 1

Haul on the Bowline

Haul on the Bowline

Shortcut

Increase your Movement Speed by 10% for 2s after exiting a Shortcut.

Level 1

Gun Deck

Gun Deck

Weapon

Increase your maximum Ammo by 1.

Level 1

Notes

The healing cards are made completely obsolete by the existence of Dark Bargain. Yes, even in Hurl.

Relying on hitting broadside is not a sustainable requirement for most card effects.

The ammo card is pretty weak, only adding one.

Ammo back on Harpoon is only ok in Hurl, but Hurl already has a 100% uptime on damage due to removing the cooldown on a damaging ability. Reloading is also not something Dredge should be afraid of, being one of only two characters in the game that literally shoot while reloading.

Blow the Man Down is a very small buff compared to the slow that is already on the ability.

Haul on the Bowline almost made it into the decent section, but the duration is simply too short for how rarely you activate it.

I know the point about not being afraid to reload and about hitting broadside being a sketchy requirement makes it seem a bit hypocritical to put Abyss Cannon in the decent section. But the self contained synergy is too useful to put in this section.

Good Items
Veteran

Veteran

Armor

Increase your base maximum Health by 5.5%.

Level 1

Nimble

Nimble

Armor

Gain 7% Movement Speed.

Level 1

Haven

Haven

Armor

Reduce the Damage you take from Direct and Area of Effect attacks by 6%.

Level 1

Resilience

Resilience

Armor

Reduce the duration and effectiveness of Crowd Control and Slows by 25%.

Level 1

Decent Items
Wrecker

Wrecker

Weapon

Your weapon attacks deal 30% increased Damage to Shields.

Level 1

Bulldozer

Bulldozer

Weapon

Your weapon shots deal 25% increased damage to Deployables, Pets, and Illusions.

Level 1

Chronos

Chronos

Armor

Reduce the Cooldown of all your abilities by 10%.

Level 1

Deft Hands

Deft Hands

Weapon

Increase your Reload Speed by 20%.

Level 1

Morale Boost

Morale Boost

Armor

Increase your Ultimate charge rate by 10%.

Level 1

Master Riding

Master Riding

Armor

Increase your Mount Speed by 15%.

Level 1

Notes

Wrecker and Bulldozer are useful, but rarely necessary. For Dredge, they should be built reactively, not proactively.

Chronos is very useful for portals and spikes, but I recommend learning to manage your cooldows without it as it is hard to justify early in the build.

Deft Hands is pretty strong on Dredge. Especially with Scuttle. But for this build it's more of a luxury upgrade.

Morale Boost is usually a luxury upgrade, but it can also be bought in response to pesky enemy off-tanks, as Kraken is a pretty good get-off-me option.

Master Riding is for dire situations or to increase uptime when you're getting hard focused.

Ok Items
Illuminate

Illuminate

Armor

Increase the range at which you see nearby stealthed targets by 15 units.

Level 1

Rejuvenate

Rejuvenate

Armor

Receive 10% more Healing from other players.

Level 1

Kill to Heal

Kill to Heal

Armor

Getting a kill or elimination heals you for 200 Health, unaffected by Anti-Healing.

Level 1

Lethality

Lethality

Weapon

Increase your Movement Speed by 20% and Jump Height by {60}% for 3.5s after getting an Elimination.

Level 1

Bad Items
Life Rip

Life Rip

Weapon

Your weapon shots gain +10% Lifesteal.

Level 1

Matchups
Champion Section
Strong Against
YagorathRuckusRaumNyxIoLillithMal'Damba
Notes

Immobile tanks or ones that have to really commit to their positioning (Yag sitting down, Ruckus ulting, Raum wound up) are easy targets for Kraken and Broadside.

We are pretty good into most tanks really. Yes, even Terminus.

Healers with stationary aoe heals also struggle against us.

Weak Against
TalusBuckBomb King
Notes

These three can knock you away from your portals and have the damage to capitalise on it.

Extra Matchup Tips
EvieKhanSkyeKinessaStrixJenos
Notes

Evie: As mentioned you can use Crow's Nest to get out of her ultimate.

Khan: Fighting him from behind a portal means he can't ult you without pulling you through it. (This might work against Yagorath ult as well, but I haven't had the chance to test it)

Skye: You can Abyss Spike her cloud. It can see stealth.

Snipers: If you Broadside them from behind cover they usually peek right after the last one explodes. You can use this to set up an Abyss Spike combo.

Jenos: You can place a Shortcut while being lifted to get out of the situation.