Inhibitor Guide

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Inhibitor is a tank bloodline that combines burst DPS with self-preservation. The best way to describe Inhibitor’s playstyle is that he is adept at taking the enemy’s momentum and turning it against them. He has a vast array of spells that simultaneous control and inflict damage, making him difficult to kill. However, knowing when to use his abilities requires good game sense, so beginners may have trouble playing him.

 Deals 120 damage, inflicts Sol, consumes any Ohm effect healing self for 65 health per stack.  Sol Increases damage taken by 8%, stacks up to 3 times, and lasts for 6s. [M1] Sol Bolt

Sol Bolt is a projectile that deals a moderate amount of damage with each hit and applies the Sol debuff on the enemy. This debuff stacks up to 3 times and increases the damage taken by the target with each stack. Additionally, if the target has any Ohm stacks, Sol Bolt consumes them and heals the Inhibitor for each stack consumed.

When to use Sol Bolt?

  • To amplify damage on an enemy being focused.
  • To build stacks for Ohm Bolt.
  • To consume Ohm and heal yourself.
 Deals 70 damage, heals self for 70 health, inflicts Ohm, consumes any Sol stacks dealing 55 damage per stack.  Ohm Reduces damage and healing done by 8%, stacks up to 3 times, and lasts for 6s. [M2] Ohm Bolt

Ohm Bolt is a projectile that deals slight damage and heals himself with each hit and applies the Ohm debuff on the enemy. This debuff stacks up to 3 times and reduces the damage done and healing done by the target with each stack. Additionally, if the target hsa any Sol stacks, Ohm Bolt consumes them and deals damage for each stack consumed.

Yes, you read that correctly. Inhibitor is unique in that he has 2 spells that act like spammable M1 abilities while every other bloodline only has one.

When to use Ohm Bolt?

  • To reduce an enemy’s effectiveness, preferably the enemy’s healer.
  • To build stacks for Sol Bolt.
  • To consume Sol and deal burst damage.
Teleports to target location on impact, deals 100 damage and inflicts Incapacitate on enemies passed through during the teleport.  Incapacitate Incapacitates target for 0,8s, damage breaks this effect.  [Space] Waji

Waji sends Inhibitor teleporting to the target location, dealing damage and incapacitating all enemies taht he passes through along the way. The damage is nothing spectacular and the incapacitate isn’t very long, but it’s a great spell to throw in the middle of a fight to dodge spells or disrupt the enemy team’s rhythm.

This is Inhibitor’s only spell that gets him out of combat so use it wisely. Be aware that Waji is blocked by walls but not by gaps.

Waji also has an EX version, which is basically a double Waji: Inhibitor teleports once to the target location, then again to a new target location. Each teleport deals minor damage and incapacitates, but if Inhibitor hits an enemy with both teleports, it deals bonus damage and breaks the incapacitate.

When to use Waji?

  • When the enemy team is clumped together or lined up.
  • When you need to interrupt an enemy’s cast time or channel.
  • When you need to escape.

When to use Waji EX?

  • When the enemy team is clumped together or lined up.
  • When you need burst damage.
  • When you need to escape around a corner or pillar.
Deals 120 damage on direct hit and 80 damage to enemies near the impact location. It also inflicts both Slow and Spell Block.  Spell Block Interrupts next ability cast and disables it for 2,5s. This lasts for 0,6s.  Slow Reduces movement speed by 20%, lasts for 1,5s.  [Q] Runic Discharge

Runic Discharge is a projectile ability that explodes when it collides with an enemy, dealing moderate damage to the target and nearby enemies. In addition, it slows the movespeeds of all enemies hit and inflicts them with Spellblock, which interrupts their next casted spell and disables it temporarily. If the enemy is mid-cast, that spell is blocked.

Spellblock is a powerful mechanic and Inhibitor must use this ability well to keep his enemies on their toes. Use it when you see an enemy casting a big spell and they’ll hate you for it. It’s also good when an enemy switches focus to you–just as they start spamming their M1 attacks, Spellblock them and you’ll delay their pressure on you.

Runic Discharge also has an EX version, which summons a beam between your current location to the target location. While the beam is charging, Inhibitor is free to walk around and cast other spells. The beam explodes after a delay, dealing considerable damage and inflicting Spellblock and temporarily immobilizing all enemies caught inside.

When to use Runic Discharge?

  • When you need to interrupt an enemy’s cast time or channel.
  • When the enemy team is clumped together.
  • When an enemy is about to focus you.
  • When you need burst damage.

When to use Runic Discharge EX?

  • When the enemy team is lined up.
  • Use it as follow-up on an enemy that is already CC’d.
Negates the next projectile, melee or direct area damage attack directed at the Inhibitor within 1,2s. Negating an attack removes all negative effects and teleports the Inhibitor behind the attacker. Deals 100 damage and inflicts Incapacitate on all targets passed through during the teleport.  Incapacitate Incapacitates target for 0,8s, damage breaks this effect.  [E] Wuju

Wuju is Inhibitor’s trance spell and it’s incredibly frustrating to play again. When cast, Inhibitor enters a channeled trance. If he’s hit by a direct damage spell while tranced, the attack is negated, all debuffs are removed, and he teleports behind the attacker. All enemies that he passes through during the teleport are damaged and incapacitated.

The frustrating aspect of Wuju is, of course, the incapacitate. This spell is essentially the perfect initiator. It places Inhibitor right next to the target AND deals damage AND incapacitates them, leaving them vulnerable to his attacks. Useful for setting up teammate combos, too.

When to use Wuju?

  • When you want to initiate on an enemy.
  • When a big damage spell is about to hit you.
Shields target ally, reduces damage taken by 50%, absorbs up to 180 damage, lasts for 2,5s. Breaking the shield with damage causes an explosion; deals 120 damage and inflicts Incapacitate on nearby enemies.  Incapacitate Incapacitates target for 1,2s, damage breaks this effect.  [R] Rune Shield

Rune Shield is Inhibitor’s support spell. It encases a target teammate (or himself) in a magical shield that reduces incoming damage before absorbing it. If the shield absorbs too much damage, it explodes, dealing damage to all enemies nearby the shielded target and incapacitating them. Due to the long cooldown, you do NOT want to waste this.

The optimal timing for Rune Shield is to place it on a teammate just before they receive a big burst of damage. It’s even better if the target is standing in the middle of multiple enemies so they can be hit by the explosion. The two most common usages of Rune Shield is to put it on yourself before you dive into combat OR to put it on your healer when they’re being focused.

When to use Rune Shield?

  • Right before you or a teammate jumps into a fight.
  • When you or a teammate is being focused.
Fires 5 projectiles over 2,5s, each projectile deals 180 damage, heals self for 90 health, inflicts 1 stack of Sol, inflicts 1 stack of Ohm and knocks target back slightly.  Sol Increases damage taken by 8%, stacks up to 3 times, and lasts for 6s.   Ohm Reduces damage and healing done by 8%, stacks up to 3 times, and lasts for 6s.  [F] Rune Infusion

Rune Infusion is a channeled ability that fires 5 projectiles in quick succession. For each projectile that hits, the Inhibitor is healed, the target is damaged and knocked back slightly and receives 1 stack each of the Sol and Ohm debuffs. The damage of Rune Infusion is devastating; landing all 5 on one target will almost always guarantee a kill.

Don’t forget about the healing portion of this spell. If you find yourself cornered by an enemy, throw a Rune Shield on yourself and blast them with Rune Infusion. The self-healing may well keep you alive long enough to even the odds.

When to use Rune Infusion?

  • When an enemy has no outs remaining.
  • When you’ve cornered an enemy.
  • When you are cornered and have no other options.

Basic Tactics, Techniques, and Combos

M1-M2 damage rotation. If you want to go straight up DPS mode, the best rotation is the following: M1 > M1 > M1 > M2. In other words, build 3 stacks of Sol and consume them with Ohm Bolt. Repeat this rotation as many times as you need.

M2-M1 healing rotation. If you need some emergency self-healing, the best rotation is the following: M2 > M2 > M2 > M1. In other words, build 3 stacks of Ohm and consume them with Sol Bolt. Repeat this rotation as many times as you need.

Wuju and Waji combo. It’s always better to use Wuju to enter a fight instead of a Waji. Wuju is a guaranteed counter-attack and it places you right next to your target, which means less room for error in positioning. As a result, it leaves Waji available in case you need to get back out. For control and disruption, you can Wuju in and Waji out in quick succession.

Maximize Rune Infusion damage. The best targets for Rune Infusion are those with little or no Recovery HP. Always wait until the enemy has no outs remaining before you cast Rune Infusion. In addition, after Rune Infusion ends, always follow up with an M1 and M2 to consume the Sol and Ohm stacks, which will give you both burst healing and burst damage.

In and out of battle. Inhibitor is best played when he’s constantly zipping in and out of battle, constantly switching targets, always keeping the enemy team guessing what his next move will be. He has enough control and damage to pressure the enemies while using his shield and Waji to escape when necessary.

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