5 years ago
3
Patch 2.4
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Free Agent - EU

This is a build guide primarily focusing on Drogoz, The Greedy!

The guide is mainly written to provide plenty of information on playing Drogoz, in terms of meta, and general drafting.

This guide does have significant points on the upcoming 2.05 release, however most of the points that are written for it, will be noted in italics.

Abilities

LMB - Rocket Launcher: Fast Projectile (Rocket) with Splash (AOE) damage, dealing 850 damage at all ranges, with 6 ammo, and a firing rate of 0.85s.

RMB - Fire Spit: Slow Projectile with Direct AOE and/or Splash (AOE) damage. Hit an enemy directly with it and they will take 30% additional damage from all of your attacks for 4s. However, if you shoot at the projectile, it will detonate, dealing 900 damage in a large AOE. [Cooldown (CD): 8s]

Q - Salvo: Loads all the Rockets available in your current ammo, then afterwards, shooting with your LMB will shoot the rockets out as a barrage, firing at a rate of 0.15s, but with it's damage reduced to 250 per shot. In addition, your Salvo additionally deals more damage to shields, with an increase of 200% extra shield damage. [CD: 20s]

F - Thruster: Dash upwards in the air, granting you more movement. [CD: 11s]

Passive - Booster: Pressing spacebar allows you rise up into the air, which you can additionally combine with your Thruster to stay afloat in air. Your booster utilizes Fuel, which passively regenerates when your booster isn't actively being used. Losing too much fuel on your booster will force you to fall.

E - Dragon Punch: Charge up your thrusters for 2s, becoming CC immune, and begin moving forwards at a rapid pace, no being affected by gravity. Making direct contact to an enemy will deal all of their maximum health as damage, not being affected by Damage Reduction from cards or Items.

Drogoz General Tips

1. Position yourself in advantageous areas.

This is a big deal with Drogoz, especially now. He excels when he holds positions that allows him to deal poke/apply pressure without getting pressured himself too much. He excels with cover/walled off areas with good sightlines, and especially with the high ground. Look, he even has a thruster to allow him to gain significant vertical mobility.

2. Don't stick too far away with your team.

Unlike most rocket DPS characters, Drogoz is much more reliant on team position and how they are applying damage/pressure. If your team is applying good aggressive pressure, and has good dominant control of the map, he can easily start playing aggressive and to deal with other stragglers on the enemy team, and roam to deal damage. However, when you're way too far up front, most of the pressure will be applied to you, rather than your Front Line(s)/Flanks.

3. Always look for something to do.

This is a suggestion that all players should keep in mind, but Drogoz players have to keep this in their minds especially. Drogoz is a significant "Generalist" DPS, in the same vein of Cassie, Lian, Sha Lin, and Bomb King, as in they have plenty of ways to fill themselves in into other roles that most other Damages and Flanks can do. So when you do play Drogoz, consider these questions to ask yourself:

"Am I creating space for my Front Line to push forwards enough?", "Am I helping my Support deal with enemy pressure?", "Am I in a position to keep go Roamer (Flank) and apply significant damage to their backline?", "Am I in a good position to even keep applying pressure?", etc.

4. Be wary of your Counters/Bad Match-ups.

Out of all the Damage champions, Drogoz has the most counters, with nearly an entire 1/3rd of the roster having a leg-up over him. Obviously I'm not discussing on how to deal with them, but in general, when having to deal with them, learn how to counter play general strategies each counter has for you. Being in positions that allow your team to help you with counters is a strategy to use, and can mitigate issues for these matchups.

5. Use your Ultimate to pick high priority targets.

This is a big utility the Drogoz has at his disposal. His Dragon Punch offers true damage, and is a one hit KO, and in addition, Drogoz's ultimate charge rate is significantly higher than most champions, with a lot of his abilities granting more percentages. While you do have to consider risks as "This gonna only be one trade?", and "Where's enemy team's position?" before ulting, big targets such as Front Lines are the difference makers in a match, so getting rid of a huge part the enemies momentum is often a huge benefit, provided as you are in a position to do so.

Now that we've gotten that out of the way, let's talk about the Talents that Drogoz offers.

Talents//What Playstyle Do Each Give?
Build Section
Notes

Drogoz has some pretty great Talents that provide him with ample playstyle changes, with each having obvious advantages in terms of map, and champions.

Combustible
Combustible

Combustible

Fire Spit

Fire Spit applies a Knockback and deals an additional 300 damage over 2s.

Level 1

Notes

Combustible is Drogoz's default talent, allowing Fire Spit to now knockback and deal an additional 30% of its damage to targets hit over 2s.

Combustible is an excellent talent that grants Drogoz tons of poke, and strong AOE damage. Typically, this is used on maps with tons of cramped areas (Jaguar Falls, Splitstone Quarry, Frog Isle), or maps with changes in height (Ice Mines, Serpent Beach, Frozen Guard) as his spit's knockback (KB) and extra Damage over Time (DoT) can help disorient solo targets, constantly apply pressure to grouped up targets, like the support/front line, and push enemies out of their positions.

Fusillade
Fusillade

Fusillade

Weapon

Damage dealt when hitting an enemy directly with Rocket Launcher or Salvo is increased by 25%.

Level 1

Notes

Fusillade is Drogoz's Level 2 talent, granting his direct shots to deal an extra 25% damage on hit.

Fusillade rewards players who know how shoot well with Drogoz. It allows him to focus on dealing huge damage on squishies, finishing off damaged enemies, and long ranged poke. It is typically played on maps with more separated flank routes (Brightmarsh, Stone Keep), and long maps (Ice Mines, Frozen Guard)

WYRM Jets
W.Y.R.M. Jets

W.Y.R.M. Jets

Armor

Increase your Movement Speed while using your Booster.

Level 1

Notes

WYRM Jets is Drogoz's Level 8 talent, giving his boosters, empowered flight qualities.

WYRM Jets gives Drogoz significantly increased mobility in air, allowing him to reach much more higher sections of map with ease. In addition, the added mobility allows Drogoz to maneuver around his counters, regroup with his team, easily sneak to apply pressure on their backline, or dodge stray fire. It is typically played on maps with huge skyboxes (Frog Isle, Jaguar Falls, Warder's Gate), and maps with a combination of changes in height and a huge skybox (Stone Keep, Serpent Beach).

Useful Items//What Should I Go For?
Build Section
Notes

Now when it comes to Itemization, Drogoz has many options to choose from, but I'll be sticking to the different types of Items (Defensive, Utility, etc) with each section.

Defense Items
Haven

Haven

Armor

Reduce the Damage you take from Direct and Area of Effect attacks by 18%.

Level 3

Resilience

Resilience

Armor

Reduce the duration and effectiveness of Crowd Control and Slows by 75%.

Level 3

Guardian

Guardian

Armor

Increase the effectiveness of Shields you create by 30%. This does not affect most cards and passives.

Level 3

Illuminate

Illuminate

Armor

Increase the range at which you see nearby stealthed targets by 45 units.

Level 3

Notes

Defense Items are generally items to keep your survivability higher, not exactly high value, but is still worth taking in certain scenarios. In terms of Defense Items, Haven is your biggest priority if you buy a Blue Item. Drogoz's midair velocity is not fast (even with loadout/talents, which I will get to), Since most of the damage taken will tend to be direct, Haven has the greatest value. Resilience is another value pick if their team has significant Crowd Control (CC), as Resilience counters Drogoz significantly in terms of his mobility, giving him less of a way to escape danger. Blast Shields is rare item, but is perfect when their team has significant AOE or they have a Lian. Lastly, Illuminate is not so much of a useful pick unless you have to track down either Sha Lin, Skye, or Strix.

Utility Items
Morale Boost

Morale Boost

Armor

Increase your Ultimate charge rate by 30%.

Level 3

Nimble

Nimble

Armor

Gain 21% Movement Speed.

Level 3

Master Riding

Master Riding

Armor

Increase your Mount Speed by 45%.

Level 3

Chronos

Chronos

Armor

Reduce the Cooldown of all your abilities by 30%.

Level 3

Notes

Utility Items are strong value picks for Drogoz, granting him much more increased attributes. In terms of Utility Items, Drogoz gain the most value with all but 1 of these items. The 3 Utility Items are Morale Boost, Nimble, and Master Riding. Morale Boost grants Drogoz increased access to his ult, allowing him to further pick main targets off the map, or give him more mobility to gain distance or more desirable positions. Nimble allows him to boost his midair velocity, in addition to his ground speed, allowing him to maneuver around the map more easily. Master Riding allows Drogoz to play more aggressively, poking enemies in desirable positions that he can ride to with his mount, or plan a specific ambush onto certain characters. Chronos is the odd one out, as cycling through Drogoz's Cooldowns is not difficult, as he has many Cooldown reduction (CD) cards, which makes his kit more versatile, and makes it easier to cycle through.

Healing Items
Rejuvenate

Rejuvenate

Armor

Receive 30% more Healing from other players.

Level 3

Kill to Heal

Kill to Heal

Armor

Getting a kill or elimination heals you for 600 Health, unaffected by Anti-Healing.

Level 3

Life Rip

Life Rip

Weapon

Your weapon shots gain +30% Lifesteal.

Level 3

Veteran

Veteran

Armor

Increase your base maximum Health by 16.5%.

Level 3

Notes

Healing Items are generally a fairly non-value option on Drogoz, especially as in general, he has to use his slots to build items for Offense, Utility, and occasionally the odd Defense. But also in addition, due to how potent Cauterize (Anti-Heal) is in the game, most Drogoz players won't have use for half of the healing items. For Drogoz, the most value you can get with a Green Item is Rejuvenate, allowing Drogoz to come back to a support, and get back to full health. Kill to Heal is useful for the odd casual match of 5 DPS, due to fact that most likely you'll be getting eliminations while off Cauterize. The last two, Life Rip and Veteran, are really unremarkable choice buys, as they don't give huge benefits to Drogoz's high burst and generalist playstyle.

Offense Items

Level 3

Wrecker

Wrecker

Weapon

Your weapon attacks deal 90% increased Damage to Shields.

Level 3

Bulldozer

Bulldozer

Weapon

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

Level 1

Deft Hands

Deft Hands

Weapon

Increase your Reload Speed by 20%.

Level 1

Notes

Offense Items are a high value choice for Drogoz, giving his burst damage more usefulness. The two most obvious choices are Cauterize and Wrecker, in most situations, you will be forced to weigh each one over the other, as Wrecker synergizes well with all of Drogoz's abilities, while Cauterize is a strong all-round pick for most matchups. However if you're facing with shield survivant enemies such as Torvald, Fernando, and Ruckus, often grabbing Wrecker is a safe option. Bulldozer is a situational pick, mostly dependent of enemy comp, whether fighting against a combo of Barik, Ying, Grohk, and Imani. Deft Hands is not really useful, as you have the card "Hot Swap" to fill for increased reload speed, and the fact that Drogoz has much more value with Utility or Defense cards.

Cards//What Should Be In A Drogoz Build?
Build Section
Notes

Drogoz is a character that is mostly defined by having strong cards to utilize at Level 1/2 and Level 3/4-5. However, he does have a meta-required card that makes him damn useful to use.

Propel (AKA Something Needed To Be In The Base Kit)
Propel

Propel

Thrust

Restore 40% of your maximum Booster fuel after using Thrust.

Level 4

Notes

Personally, I feel as if Propel is such required card that it needs to be talked about alone. Drogoz's thrust is such a limiting dash of mobility, only offering vertical movement. However, when you add Propel at Level 3-5, he gains so much more additional mobility. This extra dash of mobility allows Drogoz to gain much more speed in air, giving him the upper hand in movement, allowing him to gain more aggressive forward positions, and juke enemies in short bursts.

In addition, in Patch 2.05, Propel became even more of a require card in all Drogoz builds. Thrust had a buff where adding forwards distance with a card, added significantly more momentum to thrust.

General Main Cards (Level 3-4)
Thrill of the Hunt

Thrill of the Hunt

Thrust

Reduce the Cooldown of Thrust by 52% after getting an Elimination.

Level 4

Masterful

Masterful

Fire Spit

Reduce the Cooldown of Fire Spit by 2s for each enemy hit by it.

Level 4

Spitfire

Spitfire

Salvo

Reduce the Cooldown of Salvo by 1s each time Salvo hits an enemy with its rockets.

Level 4

Condescension

Condescension

Fire Spit

Reduce the Cooldown of Thrust by 4.8s for each enemy hit with Fire Spit.

Level 4

Notes

These 4 cards tend to be the main backbone of most Drogoz Builds, as they offer high value due their active CDR.

Thrill of the Hunt gives you high CDR on your Thrust on Elimination, which is a fairly common thing due to your high burst damage.

Masterful grants a CDR based on how many players are hit with a detonated Fire Spit, however it does have an internal CD of 5s.

Spitfire at Level 4 allows you to reduce Salvo's CD to 15s, as long as you hit your targets.

Condescension is primarily a backup main card to Thrill of the Hunt or Masterful, as it directly reduces the active CD of Thrust provided you hit a target with Fire Spit.

General Filler Cards (Level 1-2)
Altitude

Altitude

Armor

Restore 40% of your maximum Booster fuel after getting a Killing Blow or Elimination.

Level 2

Rain of Fire

Rain of Fire

Thrust

Consume 30% less Booster fuel for 5s after using Thrust.

Level 2

Fuel Tank

Fuel Tank

Armor

Increase your Booster fuel capacity by 20%.

Level 2

Hyper Boost

Hyper Boost

Salvo

Restore 8% of your Booster fuel each time Salvo hits an enemy.

Level 2

Follow the Scent

Follow the Scent

Fire Spit

Increase the size of your Fire Spit by 48%.

Level 2

Bask

Bask

Salvo

Heal for 35 for each enemy hit by your Salvo rockets.

Level 1

Lung Capacity

Lung Capacity

Fire Spit

Heal for 50 for each enemy hit with Fire Spit.

Level 1

Decimate

Decimate

Salvo

Increase the explosion radius of Salvo by 30%.

Level 2

Notes

After the main cards, these remaining cards are fairly useful to use have as filler cards in the build. Most of these filler cards can actually be very useful if they had more points allocated, but the main cards and Propel keep points restricted for it.

Altitude gains you back booster fuel on Elimination, staying airborne more often.

Rain of Fire allows you to not utilize too much fuel to keep afloat mid-air after using Thrust.

Fuel Tank gives you more Fuel capacity for your boosters which is fairly useful in tandem with Rain of Fire.

Hyper Boost allows you to use Salvo as a way to keep having additional fuel in the booster, without relying on Eliminations.

Follow The Scent, while not as good as it was Season 0-1, allows for an easier way to hit your Fire Spit, due to it size increase, making it a pretty noob friendly tool to learn how to detonate Fire Spit.

Bask and Lung Capacity are the healing options for Drogoz for filler cards, but Lung Capacity has the edge due to it's health gain based on per champion hit.

Decimate in 2.05 is a very useful filler card, as on Level 2, it effectively brings back Salvo's original radius, bringing back Fire Spit+Salvo as a damage combo.