3 months ago
5
Patch 2.4
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Free Agent - NA

Some Plat Barik main here with a guide on the dwarven engineer. He is really strong at the moment (In my tier list for this patch, I tiered him close to Jenos and post-buff Willo), and actually more versatile than most high level players give him credit for if you're good at him. I'll go through the pros and cons of picking Barik over another tank.

Pros and Cons

PROS (+)

  • Able to deal consistently high damage with most builds.

  • Has the smallest hurtbox out of all of the tanks.

  • Has rather high mobility for a tank.

  • One of the best area denial champions in the entire game.

CONS (-)

  • Has the lowest health pool out of all of the tanks.

  • Has rather lengthy cooldowns that can be a real pain if mis-managed.

  • Even after the buffs, Dome Shield (his ultimate) is not really all that great.

Barik Builds
Build Section
Notes

Before I get into the builds, the meat of this guide, I'll have to go over Barik's abilities and talents.

Abilities

Blunderbuss-

On use, Barik fires his Blunderbuss once every second, dealing 500 direct damage among 13 pellets. This weapon kind of stinks without Tinkerin even after the buffs to be honest. It's best used at very close range, and aiming at the center of mass to hit the most pellets. With Tinkerin, it's most effective at the close end of medium range.

Barricade-

On use, Barik deploys a shield in front of him that lasts up to 5 seconds (or until destroyed) on a cooldown of 10 seconds.This shield is very useful to weave around (or to go in front of and then behind and back again), and it also can just be used to protect you, your teammates, or your turrets. This ability really isn't very complicated, you just put it down in front of you and try to utilize the shield's protection as much as you can.

Sentry Gun-

On use, Barik deploys a turret in front of him that lasts until destroyed and can take up to 600 damage, deals 120 direct damage per second and has a cooldown of 10 seconds. and you may have up to two deployed at once. These turrets really are the bread and butter of Barik's kit. They are useful to secure objectives, to zone off enemies from specific areas, to keep a payload pushing, to protect your support (or anyone else, though support point-sitting is very much a part of the meta if you didn't know) while they sit on the objective... The ability is really useful for so much. The damage might seem like total trash, but I assure you, especially with Architectonics, it is NOTHING to scoff at. When you get 140 or 150k damage games with Barik, or at least when I do, it's really the TURRETS that cranked out a lot of that damage. The only thing to note is they do NOT apply on-hit effects such as Cauterize.

Rocket Boots-

On use, Barik increases his movement speed for 1 second or until canceled by pressing the key or button it is bound to again (while making him unable to use other abilities), on a cooldown of 12 seconds. This is usable in multiple ways. It can be used to dive in and secure a kill, it can be used to escape from a bad situation, or most interesting of all it can be used to stall (by moving in a circle). There is no talent to really buff this ability, but I assure you that it is still nonetheless an important part of Barik's kit, especially when you're running Tinkerin.

Dome Shield (ULTIMATE)-

On use, Barik deploys a flamethrower turret in front of him surrounded by a shield. The turret has 2000 health and deals 600 area damage per second to enemies within its range and the shield has 20,000 health. This ultimate is used to secure objectives first and foremost due to its ability to keep opponents away from the inside of the shield. It also can be used to zone people out of corners and chokes for the same reason. It also has the rare usage just to deal sheer damage, but it's rarely if ever useful in that capacity due to the fact the damage per second on the turret even after the buff is not that high.


Talents

Architectonics-

What I believe to be Barik's strongest talent, it is great for zoning and being a stubbornly defensive point tank, as it allows your turrets to become a real nuisance. This talent requires more game sense and understanding of Barik's kit, but less aim. And of course Master Riding ( I'll get to that later ;) )!

Tinkerin-

What everyone else believes to be Barik's strongest talent, it is quite good for a more defensive style of play, but a defensive style of play that's more focused on dealing solid poke damage at medium range. It's also really great at destroying shields as the single projectile deals more damage more consistently.

Fortify-

It's a trash talent so I won't waste my time going over it.

Architectonics Cards
Architectonics

Architectonics

Turret

Increase the damage of your Turrets by 20% and reduce their Cooldown by 3s.

Level 1

Forged Alloy

Forged Alloy

Turret

Increase the Health of your Turret by 700.

Level 4

Brave and Bold

Brave and Bold

Armor

Increase your maximum Health by 450.

Level 3

Field Deploy

Field Deploy

Turret

Reduce the Deploy Time of your Turret by 1.7999999999999998s.

Level 3

One Man's Treasure

One Man's Treasure

Armor

Reduce your active Cooldowns by 30% after getting an Elimination.

Level 3

Failsafe

Failsafe

Armor

Reset the Cooldown of Rocket Boots after falling to or below 20% Health.

Level 2

Notes

Things to note:

  • Failsafe, Accelerator Field, and Combat Repair are situational filler cards for this build. Though Failsafe is the best of the three, the other two have definitely good reasons to be used. Accelerator Field is good if you want to be able to quickly weave through your shield, and Combat Repair is good to keep turrets up.

  • Failsafe can be taken rank 3, though to do so you should reduce Field Deploy to rank 2.

  • Forged Alloy can be taken rank 5 and you may decide to reduce Field Deploy to rank 2.

Tinkerin Cards
Tinkerin

Tinkerin

Weapon

Modify your Blunderbuss to fire a single slug that deals 560 damage.

Level 1

Bowling Ball

Bowling Ball

Rocket Boots

Gain a 1200-Health Shield after activating Rocket Boots that persists for 3s after Rocket Boots ends.

Level 4

Healing Station

Healing Station

Turret

Heal for 180 every 1s while standing near your Turret.

Level 4

One Man's Treasure

One Man's Treasure

Armor

Reduce your active Cooldowns by 30% after getting an Elimination.

Level 3

Brave and Bold

Brave and Bold

Armor

Increase your maximum Health by 300.

Level 2

Failsafe

Failsafe

Armor

Reset the Cooldown of Rocket Boots after falling to or below 20% Health.

Level 2

Notes

Things to note:

  • I have no situational cards in this build, though I can see the usefulness of Red Streak and Forged Alloy. The former though shouldn't be necessary with One Man's Treasure in the build and the latter doesn't really fit with the playstyle and makes the build counterable by Cauterize, Wrecker, AND Bulldozer.

  • You can have rank 3 Brave and Bold in exchange for 1 point in Healing Station or Bowling Ball.

  • You may decide to take rank 5 of either Healing Station or Bowling Ball, and instead opting to take rank 3 of the other card depending on the team composition on the other team.

Architectonics Items
Master Riding

Master Riding

Armor

Increase your Mount Speed by 15%.

Level 1

Rejuvenate

Rejuvenate

Armor

Receive 10% more healing from other players.

Level 1

Cauterize

Cauterize

Weapon

Your weapon shots reduce the effect of healing on your target by 30% for 1.5s.

Level 1

Bulldozer

Bulldozer

Weapon

Your weapon shots deal 50% increased Damage to Deployables, Pets, and Illusions.

Level 1

Wrecker

Wrecker

Weapon

Your weapon attacks deal 75% increased Damage to Shields.

Level 1

Haven

Haven

Armor

Reduce the Damage you take from Direct attacks by 7%.

Level 1

Blast Shields

Blast Shields

Armor

Reduce the Damage you take from Area of Effect attacks by 7%.

Level 1

Resilience

Resilience

Armor

Reduce the duration and effectiveness of Crowd Control and Slows by 30%.

Level 1

Notes

Master Riding-

No idea why I don't see anyone else running it. It's absolutely fantastic for turret-based builds as it allows you to prep turrets early, and also to stall the objective more. You should get rank 1 immediately, but sit on it to focus more on Rejuvenate and Cauterize.

Rejuvenate-

Only common courtesy to your healer. You should get this to rank 3 ASAP.

Cauterize-

Too broken in this meta not to take. You should also get this to rank 3 ASAP.

Wrecker, Bulldozer-

Alright options for if you're doing well and if the enemy team has shields or deployables.

Blues-

Generally the best option last. Haven if there's a lot of direct damage, Blast Shields if there's problematic blasters, and Resilience if there's problematic CC.

Tinkerin Items
Cauterize

Cauterize

Weapon

Your weapon shots reduce the effect of healing on your target by 30% for 1.5s.

Level 1

Rejuvenate

Rejuvenate

Armor

Receive 10% more healing from other players.

Level 1

Wrecker

Wrecker

Weapon

Your weapon attacks deal 75% increased Damage to Shields.

Level 1

Bulldozer

Bulldozer

Weapon

Your weapon shots deal 50% increased Damage to Deployables, Pets, and Illusions.

Level 1

Master Riding

Master Riding

Armor

Increase your Mount Speed by 15%.

Level 1

Haven

Haven

Armor

Reduce the Damage you take from Direct attacks by 7%.

Level 1

Blast Shields

Blast Shields

Armor

Reduce the Damage you take from Area of Effect attacks by 7%.

Level 1

Resilience

Resilience

Armor

Reduce the duration and effectiveness of Crowd Control and Slows by 30%.

Level 1

Notes

Cauterize-

Too broken not to take, and particularly important for Tinkerin builds. You should get this to rank 3 ASAP.

Rejuvenate-

You're a tank bruh... You should get this to rank 3 ASAP also.

Wrecker, Bulldozer-

Better third options most of the time. Take wrecker against shields and bulldozer against deployables. Under rare circumstances (V Torv and another heavy shield tank), you may opt to take Wrecker before Rejuvenate.

Master Riding-

Still good for Tinkerin Barik, but there are better options. If you do decide to take it to increase pressure (that would be its function and its rarely necessary honestly), you don't need much.

Blues-

What you should almost always get last. Haven if there's a lot of direct damage, Blast Shields if there's problematic blasters, and Resilience if there's problematic CC.

Note on Matchups: Most won't be very detailed, some will be lumped together, and they are all in COMPARISON to other champions with a particular focus to other front line champions.

Matchups
Champion Section
Strong Against
TorvaldMakoaKhanZhinMaeveTalusBuckAndroxusSkyeKogaYingJenosMal'Damba
Notes

Torvald- Tinkerin and Wrecker. Solved. Even without Tinkerin, this matchup is still fairly easy to be honest. All you need is Wrecker (and MAYBE a little Resilience) and things should be fine.

Makoa- You can block his hooks with Barricade, and you can easily get inside Makoa's shield and kill him. Though I will say a good Makoa player will f*** just about anyone regardless.

Khan- You should be concerned about Khan's grab and his ult to an extent, but other than that he's not a big deal. Generally you can out-sustain him, and you can out-damage him. Plus Caut works on shout.

Flankers- Architectonics counters flankers hard. But even with Tinkerin, your turrets can distact them long enough to make them not a threat. The only ones not listed here are Lex, Moji, and Evie, because they aren't that simple. But the rest are. The ones Barik really counters hardest are Androxus and Buck.

Ying- Compared to other tanks, Barik has a rather easy time destroying her illusions.

Jenos- Jenos is so easy to hit with stuff. Plus if he's behind walls there's literally no way for him to hit you with anything except his ult, which generally isn't a threat as long as you have a dash up.

Mal'Damba- The only part of Damba's kit that should worry you is his stun, but even then with enough Resilience investment it's literally not a problem at all.

Okay Against
AshAtlasRuckusFernandoLexMojiSerisFuriaGrohkGroverIoBomb KingCassieImaniLian
Notes

Ash- Against Ash, You do have to worry a lot about her sustain and her CC quite a bit. She can also shove the backline further back. Though on the objective, you should be fine as long as she doesn't force your team back. Resilience might be a good idea.

Ruckus- Ruckus is pretty awful in this meta, but hypothetically if he gets better, you have to beware of his burst and his rocket spamming poke potential. Though of course if you fight him on the objective with your team backing you, he's going to die absurdly fast.

Atlas- Atlas' matchup is kind of like Ruckus and Ash's put together. But, obvious tip, using up his Second Chance leaves him vulnerable.

Fernando- Be careful of where you place your turrets, as Fernando can burn them down if you aren't careful. Aside from that, usually there's not that much to worry about.

Lex- He's like the rest, but Death Hastens gives him more range now, so be careful because he's become a more mobile Lian with less sustained damage and a not absolutely broken ult.

Moji- Beware of Magic Barrier, and try to NOT shoot at it. Her burst with Boom Boom is very high, but luckily enough Moji players almost always go Toot for practicality's sake.

Seris- Shadow Travel and her ult make her a nuisance for Barik to deal with when it comes to supports. Though without those, she has little left to use to sustain, and her healing is also susceptible to Cauterize.

Furia- She can sustain the other frontline quite well with Solar Blessing, so be careful of the tank. Though stuns aren't usually a concern as you can easily dodge beams using Boots or just moving out of the way.

Grohk- I was debating between Grohk and Pip for who to put in "Weak Against" among the supports as the Damage champions took all the slots. Try to stay away from your turrets and take down his totems.

Grover- Back off when he ults, and punish him when its over. Also, Grover will like to get close to his tanks to keep them healed so when fighting the enemy tanks, go for Grover.

Io- Be wary of Luna, and her ult can easily knock you off of objectives and payloads. Her damage output from mid range is also quite susbtantial. Though Luna shouldn't be hard for you to kill when you can.

Bomb King- Bomb King's Poppy knockback can be utilized to your advantage, as you can use Boots in mid-air to relocate yourself while airborne. It also makes you almost impossible to hit. But his ability to burst you down is still very concerning.

Cassie- Cassie will have to waste a shot or two dealing with your turrets before she can even get to you, but that doesn't mean she's not a threat, because she's most certainly a threat.

Imani- I forgot to add her... XD Anyways, she's not that big of a threat as long as you stay away from her dragon. Taking Tinkerin into this matchup and getting Bulldozer absolutely DESTROYS the dragon,

Lian- Lian is a lot like Cassie, except you should always wait out her ult and without it she's a lot easier for you as it takes two shots without dozer for her to take down turrets without Bulldozer.

Weak Against
TerminusInaraEviePipDredgeDrogozWilloKinessaSha LinStrixTyraViktorVivian
Notes

Terminus- Avoid this matchup at all costs. If you do happen into this matchup get Tinkerin and hope he's not going Crush, because Crush will end your whole career if the enemy Terminus is good.

Inara- Treacherous Ground counters Barik very hard. No dashes means no safety and DoT means your turrets are f***ed. Even without it, Warder's Field and her sustain can be a pain.

Evie- The only flank that's remotely hard for Barik, she can easily blast your turrets down, cripple you, and totally act like you're not there with her Blink. I can't really suggest much.

Pip- A lot like Evie, except instead of a cripple he has a polymorph and instead of Blink he has Weightless. You can shoot him down a little easier, but it's still a hard matchup.

Blasters- They can easily take down your shields and turrets with enough output. Drogoz can punch the faith out of you, Dredge can spam you to death, and Willo's Dead Zone is a more than accurate name for the ability as if you stay in it for any length of time, you'll probably die.

Snipers- They can easily bust your shields down, particularly Strix, Also both of them have much better range than Barik has even with Tinkerin, so there's no fighting back against them. Sha'Lin counts as part of this category as well, since he basically is identical in how he will destroy you if he's allowed.

Tyra- She's like Viktor, but instead of worrying about Missile Barrage or grenades, you need to worry about Fire Bomb, especially if she has Burn, Monster. Though you can avoid the bombs with the right timing.

Viktor- He can easily outrun your turrets aim, and Missile Barrage will totally ignore Dome Shield, so it's almost made useless while Viktor can ult. He can easily pressure you also with grenades.

Vivian- She's also like Viktor, but instead of worrying about any area damage or mobility, you'll have to worry about her shield and her sheer damage output, especially while she's got her friends with her.

A more detailed (and to some extent straight-up better) version of this guide that still doesn't have the matchups section, and also may have a couple of new sections added (don't listen to the toxic guy attacking me, I've already debunked his credibility): https://forums.hirezstudios.com/paladins/topic/1070/how-to-dwarven-engineer-a-barik-guide/14