

Hitting an ally with Intervene not only applies this buff, but also heals them and you for 12 health, recharges your weapon and resets the cooldown of Intervene. As his only form of mobility, it’s also also the only means of applying his strongest buff: Favor. Intervene (Space) - Intervene is an incredibly important ability for Ulric and one with considerable depth. That said, healing your team when they have Favor is much more efficient, as you'll heal for significantly more. If your teammate has took only a tiny amount of damage, don’t automatically rush to top them up, as future burst damage against them might require back to back heals. As your primary means of keeping yourself and your team alive, it’s important to ensure you land Holy Light, but also don’t waste it.

Holy Light (RMB) - With a relatively large radius and healing for a high amount (with no heal over time component) Holy Light has 3 charges and doesn’t require line of sight. It’s also worth saving your stun in the event an opponent has their Ultimate ability, as the likes of Shifu will tend to save theirs for when you’ve few means of defending yourself. Ideally, you want to preserve your charged weapon for protecting an ally or yourself, or for a quick burst against an opponent (Intervene > Hammer of Justice can deal 32 damage instantly). It takes 8 seconds to charge, deals significantly higher damage when it is, and also cleaves those around Ulric.

Hammer of Justice (LMB) - Ulric’s primary attack deals low damage, but allows him to stun opponents once it’s charged. His charged weapon provides fantastic control Relies on his team being near him to be effectiveĬannot apply Favor to himself without a teammate Ridiculously high healing when Favor is applied Missing his stun on Hammer of Justice is also particularly punishing, and can see him shut down by a well timed Ultimate. The one downside to Ulric (if there is any) is that if he wastes Intervene and Radiant Shield, he can find himself focused and killed incredibly quickly. Effectively, Ulric is repeatedly capable of not only applying Favor, but also blocking multiple attacks, while offering high healing and shielding. Even with this limited means of poke, Ulric’s potency is in his ability to not only protect his teammates with ease, but also mitigate high amounts of damage for them. He joins the Arena now to demonstrate to allies, foes, and onlookers alike the primacy of the True Path.Īlthough Ulric has access to a ranged attack (Smite), when this is activated he’s unable to heal until his charges have been exhausted. Ulric, trained in the holy Monastery of Resonance, has spent many years traveling the lands to spread the word of the Light. Sworn protector of the weak, devout follower of the Way of Symphony, and unwavering light against the dark. His predominantly melee playstyle sees him not only play incredibly close to his teammates, but his key ability and its bonus (Favor) only works when he interacts with an ally. Where the likes of Poloma or Pestilus are more than capable of dealing consistently solid damage, Ulric is a little more limited. Not just because of his angelic, holy priest aesthetic, but the fact that he’s the first melee Support that’s almost entirely defensive. Ulric is the sort of Champion I’ve been waiting for.
