Well, I've played Paladins since early beta. Took a long hiatus, and came back a few months ago with a new account. On my old Account, Rubberx, I reached master level one tricking our friendly neighborhood flying lizard, Drogoz. Upon return, I noticed in alot of ranked games, that people seem to think Drogoz is a bad damage now? I am here to assure you that this consensus is grossly absurd, and to show you how to master the wanna-be fire breather. If you are good at aiming projectiles, and you love mobility in your champions, you too will fall in love with Drogoz. And once you get his weaknesses under control, you can be top damage in all your games..
Dragoz is a character that whence picked, forces the enemy to play champions they may not normally play. And may not be very good with. This causes a major advantage for your team if the enemy cant go their main and must go a hitscan or lian or andro to try to counter your play. But if your enemy team has a Godlike Andro or Lian on thier team, you can be the one having a headache. But not if you play right, heres how:
Ok so lets get down to business.
His build is flexible in someways, you can tinker with it, but a majority of your cards need to focus on your flying abilities. Lets take a look at a build that I've ran since day one and has preformed well for me for nearly 1000 games with drogoz between accounts.
((READ)) One of the most important things in this build is to buy level 1-2 Nimble right away! Thats right, NIMBLE. The item that gives +10% movement speed per level. "But Zombie", you may say "Are you trolling? Nimble only works for characters run/walk speed!" You are wrong my freind! Luckily for us, Nimble is a movement speed booster, meaning it works for Drogoz in the air! The more points you have into it, the faster you can dart around in the skies after using Thrust. At Level 3, you pretty much have Wyrm Jets without even picking that talent. Its amazing and the KEY ELEMENT to this build and to perfecting your drogoz damage output and survivability *********************
Propel - Level 4 - Propel is the card that makes your Thrust ability shoot you farther into the sky. And with four points into it, you will have more time airbourne.
Rain of Fire - Level 3 - This card allows you to consume less booster fuel after thrust has put you in the skys. This means more time hovering, and mind you, you do NOT want to hover in one spot, you gotta juke around just as you would on the ground to make you a harder to hit target. This is where the item Nimble kicks in.
((Remember)) as Drogoz you need to use momentum in your favor. When your flying you dont want to mash on the spacebar the entire time. Let go of it sometimes especially in a sweet spot after you use thrust and your thrusting forward not straight up, if you let go of spacebar for a second it gives you a massive momentum boost as you gain speed falling but stay up when reapplying your boosters!
Fuel Tank - Level 3 - This card also allows you to stay in the air longer. It increases your booster fuel, which allows you to stay up there for a long time, especially coupled with the rest of the cards in your load out. The longer your enemies crosshairs are pointing upward, the less time they have to damage your team, and the more that flank has to chase you in the skies, the more of a chance the rest of your team including yourself has of killing him!
Altitude - Level 2 - Thats right, another card helping you stay in the air, This one restores booster fuel every time you participate in a kill.
And lastly, and heres where things can differ, (as it is not needed and can be swapped out with a card of your choice)
Decimate - Level 3 - This card allows your salvo to hit more targets and have a greater explosion radius. This card is not crucial to the build and is just preference, allowing you to pick a card here that you think works better depending on your play style!
TALENT ========== FUSSILADE
Thats right FUSSILADE! Not Combustible, not Wyrm Jets, and ill tell you why.
Wyrm Jets arent needed, (although they seem to be meta right now), Because you are running nimble as the first or second item you buy and you are getting nimble to level 2 at the very least. This gives the same effect as Wyrm Jets without having to actually go the talent. This is a secret the masters dont want you to know!
Combustible doesnt preform as well as Fussilade if you are good at landing your shots! Combustible also forces you to stand still to reliably hit your Fire Spit with a rocket and cause the explosion. The way the cards have changed over the years for drogoz, you used to be able to change the velocity of Fire Spit, now you no longer can, and the thing is slow! Its difficult to hit while flying reliably, and the small bit of DoT and Knock back that this Talent provides is not worth trading those 1000+ Dmg rockets every time you get a direct hit. Its just not worth it in damage output nor for survivability.
Get Fussilade and learn to land your shots. Spam them at the point, learn to predict enemy movement. Aim for the target not thier feet. Being in the air a majority of your time makes this easier to do. Every Direct hit will give you a damage of at least 1000. And if you hit your target with Firespit first and dont explode it. Your shots will do 1300 per shot, 1500 per shot if you have a Jenos Damage buff. Thats insane! You literally delete shit if you can be accurate.
So thats it for the build, now, for play style.
Being a damage champion, let me make this clear, it is YOUR job to attack the tanks on point. It is YOUR job to deal damage to the tanks or healer as a priority. It is YOUR job NOT to die to the enemy flank that is coming for you. Let the flank handle thier damage or backline. You sit back and help gets those enemies off the point. Spam them with those huge damage rockets and salvos. And when you use your ultimate, ALWAYS ult a tank or healer. If the opposing team is down a man and you have a numbers advantage, it is then okay to be more aggresive, and maybe flank yourself, tagging a healer or eliminating some squishies.
When the match starts ride your horse to point, and before the enemy team even gets there, when you know they are less than a second from arriving, fire a salvo at the point or the entrance to the point. Most of the time the enemy tanks will run straight into a salvo of rockets and go down almost half in health, fighting a losing battle from the very jump.
After that you want to start flying, or maybe even before then. Hover and go back and forth, dont be an easy target, and if your taking a lot of damage from hitscans or projectiles, you need to let go of the spacebar immediately and drop from the sky into cover, when your dropping you drop fast and you are hard to hit. Throw a firespit explosion on point whenever you get the opportunity. And be ready for that incoming flank. When he gets there, you need to have thrust ready to jump into the air and 1v1 him. You will usually have no help, this is your battle and it is very important to win, killing him or making him retreat. Without you, the enemies tanks will overwhelm your team.
Prioritize targets, you want to hit the healer if you can sure, but mainly your job is to take out the tanks, stacking cauterize is a MUST for that reason, or if the rest of your team already has cauterize, then wrecker can work as well. Stay alive, dont be a sitting duck in the sky. Your main counters are Andro, Maeve (if shes really really good), Lian, and other hitscans.
If you ARE facing a team of hitscans or hard counters, dont fret. You can still be very effective. You will just behave as if you are a normal damage champion, and you will not fly much at all. You will remain on the ground near your healer, and shoot rockets at the tanks as if you dont have wings at all, until you feel confident that it is safe to return to the skies.
I am telling you 1v1s with drogoz is about learning to land projectiles, learning to predict enemy movement, learning to spam entrance and alleyways that you know the enemy is about to come around. Its about firing first and hoping that the target runs smack into it.
This part is easy, And his ult is godlike, game changing, and hella fun. When you have your ultimate, the absolute best time to use it is at the start of every round, when both teams first run up to the capture point. You want to thrust into the air, and hug a wall, LoSing the enemy team and taking them by surprise when you come down for a dragon punch. Do not dragon punch from the ground, not only does it look so lame, your going to get shot down before you reach your target. You need to pop up out of the skies from around a corner from thin air. You always want to hit a tank or a healer. If you do the job right, at the start of every round, the enemy will be fighting a 4v5, a losing battle to say the least, and they will have one of thier most important champions fragged from the jump, being the tank or the healer. Leaving your team with mere squishies to mop up. Once you land the dragon punch, you want to thrust into the air immediately and get the hell out of dodge and back to your back line. Hopefully landing a salvo on the way out, which will help you gain momentum knocking you back into the air harder.
Well thats it guys, the champions amazing in the right hands, and he used to be one of if not the best damage character in the game at high levels. He is still beastly, do not count out dragoz, he needs a whole team to counter him, and forces the enemy to play characters they might not readily be masterful with
Increase the forward distance of Thrust by 25%.
Increase your Booster fuel capacity by 10%.
Restore 20% of your maximum Booster fuel after getting a Killing Blow or Elimination.
Rain of Fire
Consume 10% less Booster fuel for 5s after using Thrust.
Increase the explosion radius of Salvo by 15%.
Gain 7% Movement Speed.
Your weapon shots reduce the effect of healing on your target by 25% for 1.5s.
Damage dealt when hitting an enemy directly with Rocket Launcher or Salvo is increased by 25%.