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Thread: The sexiest and only Nando guide you need™

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    The sexiest and only Nando guide you need™

    Hi, I'm your local obsessive Nando main, I'm here with a guide about everyone's favourite crush regardless of sexuality, Fernando. Let's begin, shall we?

    Overview


    Strengths and weaknesses:

    Strengths:
    -Good burst damage
    -Large hp pool (4600)
    -Large shield with biggest base hp (8000)
    -Medium escape mobility
    -Independent
    -Medium sustain
    -Lex-level credit accumulation

    Weaknesses:
    -Low range, very susceptible to snipers
    -Low dps
    -No quick sustain
    -No CC

    Kit and role



    Flame lance: It does 350 base damage and 450 in total counting the status effect. The flame lance is your main source of damage, you'll be using this most of the time for all your murdering needs, as Fernando, you're SS+ tier for time in terms of holding down left-click. While the flame lance has an ammo bar, you can just straight up stop firing when low and it'll take less than two seconds to reload, and if you do overheat, it'll be 2 whole seconds, which still isn't much, but you won't be able to use your fireball.

    The flame lance also pierces through everything and is only stopped by shields meaning you can apply cauterize to everything on the point, making cauterize a must-pick on Fernando.

    The lance also comes with a burning status effect, this brings more suspense than most horror movies, it does 200 damage over 2 seconds and against most DDs and flanks, it should take down a single bar of hp, so you can leave them alone, turn around and they'll disintegrate just like a scene straight out of power rangers in 2 seconds.

    2 second reveal
    But in addition to your badass finisher, you can use the flame effect as a 2 second wallhack in case those sneaky bastards try to lose you by cutting a corner, it works especially well for teleporters like Ying or Evie since it gives you a bigger hint as to where they might be. (It doesn't work on Talus however, he cleans fire effects)


    Shield: Your shield is the best in the game in terms of usability, it has the highest base hp at 8k, the longest duration at 10 seconds and the easiest to move compared to everyone else. While it has a largely steep cooldown of 15 seconds, fearless leader helps a little bit with that problem while Aegis could lower it by 4 seconds.

    It's best to pop this up for your teammates instead of yourself if you see someone low, that's when you should use it, stand there and back away to make sure your teammate (mostly the healer) gets out and heal. If you're gonna use this to protect yourself, it's best to do it at half hp, the lower your hp is, the more likely you're gonna die against an opponent with wrecker. When using your shield to run, simply back the fuck away from the threat, nimble helps since they won't be able to catch up without a movement ability, eventually, the backline that will most likely shoot your shield will give you charge within a couple seconds, thus giving you your exit ticket.

    The shield itself also lets you counter Vik's ult as well as deadzone if you aren't at the centre. It also stops cauterize and gives your healers time to heal you, if you see a shielding Nando, please heal him.


    Fireball: Fireball is a giant medium-sized piercing sphere of death (with the hitbox of a giant sphere of death) that zones fairly well. It's the ultimate corridor killer and is the main stable point of most scorchnandos. This puts Zhin's sword hitbox to shame and simply lets you snipe the backline without giving a single fuck, scorch even makes you benefit more from this ability.

    The fireball is a 6 cooldown ability that does a total of 450 damage without falloff with unlimited range, the fireball itself is just as fast as Drogoz's rockets and with the hitbox, it should be relatively easy to hit most things with this.

    Charge: Charge is used to both start fights and get out of them, due to the fact heat transfer exists, charging straight in won't doom you by removing your movement. Charge can be used with your shield up and you can use your shield during charge. You can also move your camera during charge, and if you were to look backwards, your view immediately clips to where you're facing. It's not the best in terms of distance but it's more meant as a gap closer.

    You also have knockback immunity when using this, meaning you can power through Torv's ult (until your charge ends and then you'll be pushed again)

    Mooncharge
    Of course, while it may seem that the shield is always facing the charge direction, there's a trick that I like to call the "moon charge", if you were to jump before charging (or fall from a ledge during charge), you can move your shield freely and in this case, move it backwards, allowing you to moonwalk at breakneck speeds with a shield that protects you.

    The mechanics behind this is self explanatory, Nando's model is locked at the direction you are charging, you can only turn it if you're above the ground, meaning if you fall off a ledge, you can move your model freely. The mooncharge basically exploits this "feature", when you're jumping, you're obviously not touching the ground, so if you charge and turn fast enough, you can dash backwards, allowing you to make your shield face towards the enemy instead of away from them, this renders safe travel useless.

    This technique is incredibly hard to do when you're jumping, just know that you can only turn in charge if you're not on the ground, that means you have less than a second to move your mouse backwards, try to do this in the training range till you get the hang of it.


    Immortal: This ability is overpowered if I was a psychic, unfortunately, I'm not. The description of this ability is incomplete. They forgot to mention that it pushes your teammates back 20 feet away from you, but for those who bought common sense III, this ultimate could save lives, it has the radius of bugged Damba's gourd. For those who don't know what this actually does for your team because you ran away, this applies Fernando's effect on to you, so you too can become immortal, the best part is, 1500 is 75% of most of your squishy hp compared to the 40% I get so you can pew pew all you like for 4 whole seconds without worrying about anything. And the best part is, this thing goes through walls too, use it on more cramped maps full of walls like jaguar falls for max efficiency.

    This ult is best used right on your teammates when you think they're about to die, you should use this to save your healer if they're about to get flanked, but not when you're outnumbered. You should keep in mind your teammates aren't CC immune either so this might save you from Torv, it won't save your teammates, however.

    Role and playstyle:

    Fernando has two main roles, main tank and flank. All of us play him as a flank but whenever your partner tank falls, you can easily rush in and fill their role, your kit lets you stall long enough for them to return, so long as they aren't zoned. As for his flank role, your actual job is backline bully, you should only "flank" anything you can get to within a 8-10 second timeframe, anything further than that puts you out of position if you're going alone, zoning from that far alone is not really an excuse, his fireball already does from the point in the first place.

    When engaging your target, depending on the distance, start with an opening charge and a fireball, then start shooting, within a second the target has lost 900-ish hp. This should let you end the fight much quicker.

    If reinforcements arrive, pop up your shield at half hp and back up, as soon as your charge is up, run away and fight another day since you don't have any immediate healing moves.

    When you finish off a target, heal to full before engaging again, without immediate self-sustain, it's best to fight at full hp when you're certain that you will most likely win the duel.

    Keep note of your supports, if a flank is coming and you are close by, charge straight to them and give them no mercy. Also keep note of your other tank as well, take the fire off them and distract the enemy to let them heal.

    Items


    One of your main purpose to the group is to be the ultimate caut slave. You are the master of touching things due to your inhand infecting everyone with your disease/caut, so it ensures that your teammates only need to shoot instead of worrying about who to caut. Caut is the only red item you'll need, your damage won't work on wrecker and bulldozer and deft hands is simply no.

    It's recommended that this is the only item you touch until it's maxed at caut III. Once you're done, ask yourself, am I getting stunned/knocked back everywhere? If yes, go with resilience. If no I recommend getting master riding or nimble, master riding to get your objective faster while nimble is there so you can nope away faster.

    After you're done, the rest of the items are up to you depending on your situation.

    If you have brand V however, I would recommend just going straight for nimble. But rejuv is always good to have at the start of the round as well. I like to keep nimble at II before I buy more items, if there's no CC or any major threat, maxing out nimble should be fine.

    Cards and Decks


    In terms of overall cards, Fernando has a bunch of good cards while the rest are complete utter crap, this section will be advising you on how much points you should be putting into certain cards and which cards you shouldn't pick at all

    Important Cards:

    These cards are cards that can't go wrong and can fit into pretty much every deck whether as a filler or as a main card, these ones will have your back.

    Incinerate: A stable point to all Scorch builds or just any build in general, this card reduces the cooldown of fireball by 10% per level, this card should be set at to around level 3+ or 30% reduction if you want to have some use out of it or I recommend putting it at level 4. Level 5 is there if you want to shave off a few more seconds but you're better off using that excess point for something else.

    Fearless Leader: This card reduces are your cd by 10% per level I would recommend using this card in every build especially at level 4+, this heavily reduces the cooldown of all your abilities, thus giving you an extra burst in fireball, a much faster charge and most importantly, a much faster shield which is a saving grace if no one uses wrecker thus easily triggering the last stand card.

    Heat Transfer: For every 1k damage your shield takes, reduces charge cd by 1s. This is a filler card, a very good filler card too. It's best to leave it at level 2 or if the new system provided you with excess points, it can be used at level 3 but level 2 is mostly enough to ensure you always get your charge back because this card reduces charge cd by 8 at level 2 if your shield was fully depleted.

    Safe Travel: After charge ends, gain a shield that has 250 hp per level. Another filler card that is semi-reliable, best used at level 2 for an extra bit of leeway when running, but the moon charge renders this useless.

    Brand: Fireball reduces healing by 15% per level. This card is a bit polarizing, it requires incinerate to function properly, you're using this card so that you can buy other items but it's useless if the gap between cauterize is higher than 1.5s, so I suggest incinerate III or IV when using this card.

    Sub-par

    These cards are good but they're mostly meant to as either pure fillers in case you run out of ideas or as a support for certain legendaries.

    Launch: Increases charge distance by 12% per level. There was a time where this card was amazing but those days were over. This is mostly a waste of a slot at level one and a waste of actual parts at level 3+ so it's best to keep it at level 2 for that distance while running.

    Looks that Kill: Fill ammo meter by 20 per level for everytime fireball hits an enemy. This is a card that synergizes with dragonfire lance or can be used to prolong your damage. It's a bit on the crap side but not crap enough to fit in the meh section. It can be used between level 2 and 3 for some decent potential but Nando has an already quick recharge speed.

    Cavalier: Increases hp by 150 per level. A decent enough hp card, I'd recommend it at 2 or 3. It's there as a buffer against damage.

    Towering Barrier: Increases shield hp by 500 per level. It falls off late game with wrecker but this card is mostly used for its synergy with heat transfer, by giving you essentially 1 extra proc at level 2. This card only works at level 2 or 4 so keep that in mind.

    Immovable object: Increases cc control by 14% per level. Unfortunately, unlike deft hands, this does stack diminishingly meaning you get less value by pairing this with resilience. With this card, it's either commit fully or not commit at all. 3+ is the minimum required to make a difference while 5 would turn this into old resilience. If you're going against an extremely CC heavy team which is likely, I would advise to keep a deck centered around the level 5 version.

    Hot Pursuit: Increases movement speed for 2s by 10% per level for each enemy hit by fireball. It's not a full on value meaning you won't get 90% if you have it at level III and hit 3 people, it uses the dimin returns formula. Here's a break down on the effects:

    (P stands for players hit)

    Level 1
    2p: 20%
    3p: 30%
    4p: 39%
    5p: 46%

    Level 2
    2p: 38%
    3p: 51%
    4p: 62%
    5p: 70%

    Level 3
    2p: 52%
    3p: 67%
    4p: 78%
    5p: 86%

    Level 4
    2p: 64%
    3p: 79%
    4p: 90%
    5p: 98%

    Level 5
    2p: 74%
    3p: 89%
    4p: 99%
    5p: 106%

    Meh Cards

    These cards are either plain fillers and/or plain bad. There is a niche for them but I recommend not using them at all.

    Running Start: Increases movement speed for 3s by 10% after charge ends. This is essentially a worse version of hot pursuit, it does not have a stacking potential (on its own, without nimble or other movement cards) meaning it's capped at the current value and it's on a larger cooldown due to charge. If you want to use this, just use it as a filler at level 1 or 2.

    Dire Need: Increases movement speed while holding a shield by 5% per level. It serves its purpose since Nando moves slightly slower with a shield but nimble II outshines the first 4 levels while the bonus from the last level is a waste. Despite the name you do not need this, it can be a filler if you want to stack it with running start or nimble, but I recommend putting no points into it at all.

    Last Stand: This card heals you for 100 per level when you have your shield up, it triggers when you're below 40% hp. Goodnight sweet prince, you've been nerfed to the ground. Don't use this card, it's quite useless.

    Cards you probably shouldn't use

    We're getting to the crappiest cards of the bunch, you shouldn't use these ones as a filler since there are essentially better alternatives.

    Pyre: Fernando has 10 additional ammo per level. This is a basic ammo card that got nerfed, don't use this at all.

    Unstoppable force

    Unstoppable force gets its own section because quite frankly, it's very unique.

    Unstoppable force: Charge now knocks back for 800 and increases by 200 per level. Even the description itself is cryptic, but I can convert this to a language that you can maybe(?) understand:

    Level 1 is similar to Cassie's disengage but with at least 25% less knockback
    Level 5 is pretty much Ash's kinetic burst with max cards.

    This is semi-accurate verbal presentation of what the level actually mean. I can see this as having its own special uses, with level 1-2 as some kind of filler that can maybe disorient your enemies but this card already confuses you more than 3 of them combined. Anything beyond level 3 can be considered its own legendary as the knockback can maybe push people off with it having a high success rate at level 4-5.

    My main use for this card is to dis-orientate people, it's good for confusing your targets thus messing their aim but I mainly use it on tanks to push them back a bit, it can be quite useful if you need to rush forward but you don't want to get too close to the enemy.

    Talents

    Aegis: Aegis is pure shit, they nerfed it again while readjusting everything back to the old system. It reduces your shield by a whopping 3s and gives you infinite duration, this card is not worth your time.

    Scorch: Scorch is Fernando's most popular talent. While the extra 100 damage doesn't seem like that much, it gives Nando a 1k burst when engaging in a fight, that extra 100 lets you end things much quicker when your dps is utter crap. But that's not the main appeal, the powerful part is chaining the fireball, and by chain, I don't mean trickshots involving 4 enemies, that is pretty awesome and very satisfying but that's just an extra part of it. The main appeal is that 800 damage from chaining 2 enemies, in this case, the backline, since most healers hang around directly behind their tank, it should be simple to hit them, once they take 800 damage, they only have a couple seconds to live as you dash straight to them, while it does help in 1v1, this talent lets you end backlines and makes your job as backline bully much easier, and if there's someone else in the backline, you've also helped them with their deal.

    Formidible: Formidable is an early game surprise card that tips the scales in terms of 1v1s, what this does is heal 55% of your hp (2500k base) back when you hit 40% hp, it triggers when you take damage, so keep that in mind since you'll get caut when this happens. This is Fern's only quick sustain card for when you don't trust your healer, this provides you with what you need for the first few minutes of the match, it's fairly hard to win a 1v1 against a formidable Fern (pun-intended) without the help of cauterize II+, but if you ever do get caut and you see formidable trigger, immediately have your shield ready, you'll get 1.25k healing for the remaining duration depending on your reflexes. But keep in mind that Formidable has a largely steep cooldown of 45, while the other two provides you with an advantage all the time. It's best to know the difference between playing passively and aggressively when playing with formidable. If you want to rely on its effects in a certain fight, turn on "Show card cooldown" in the options so you know when to fight.

    Dragonfire Lance: Dragonfire lance sacrifices your two second wallhack for an infinite range 600 damage sniping flame thrower with a decently sized hitbox too. Dragonfire lance is a straight weapon rework talent meaning you have it readily available all the time, one problem is that his projectiles are relatively slow and small, so you're gonna have a hard time trying to hit anything from long range so don't bother sniping, it should be relatively easy to hit things at medium range. But when integrated with fireball, you can easily make some deadly 1k medium ranged combos with it. And you only need to land 4/5 shots to make up for the potential damage decrease. While this isn't exactly a solid talent, it's still better than aegis.

    Deck suggestions

    Starter Deck

    Fearless Leader III
    Heat Transfer III
    Safe Travel III
    Cavalier III
    Incinerate III

    This deck is what I would suggest for beginners, if you're a beginner I suggest you stop right here and play around with this deck. Tweak the points to your desire and re-distribute it to your liking, it's an all-around balanced deck and makes room for specialization if you prefer one ability over the other. I don't need to explain this, just play Nando, test out all his abilities and tweak the deck, think of this as training wheels.

    Basic Point-tank deck

    Incinerate III
    Cavalier IV
    Heat Transfer II
    Safe Travel III
    Fearless Leader III

    This deck is made for point-tanking. Cavalier provides the extra beefiness while the rest of the cards allows you to put out the offensive pressure while you are point and giving you a nice sustain and escape option whenever there's too much pressure on you.

    Speedy Flanknando deck

    Incinerate IV
    Hot Pursuit IV
    Fearless Leader II
    Heat Transfer III
    Cavalier II

    I made this deck with mobility in mind, of course, Fernando himself is still flexible enough to tank with a loadout like this but I prefer a different card and point distribution for a more hybridy build. But this deck is mostly focused on the fireball and speed rather than tanking, heat transfer is made so you can try and get 2 charges off at once.

    Brand deck

    Incinerate IV
    Brand V
    Cavalier III
    Unstoppable Force I
    Heat Transfer II

    You might be wondering why I have unstoppable force, it's mostly because it's the only filler card that's decent at level I. This deck is made specifically to render cauterize useless, the point of this deck is to make you buy items to compensate for your overall lack of everything else.

    Maps


    While Fernando pretty much works well in just about every map, he can excel in certain maps or certain parts of the map or the opposite, and usually, it involves you having to switch from an aggressive to a passive playstyle, meaning he's not entirely crap on a certain map, unlike certain characters. This aims to explain what you should do and where you should be.

    Stone Keep


    Best map in the game, no bullshit, no unreachable vantage points, no long push, just pure symmetry, good routes and great distance. Defensive or offensive, any type of playstyle will excel in this map, you can be anywhere you want in this map on any flank route, verticle mobility is not needed, you can always get to any area in a reasonable time.

    Access to the backlines during the point capture is very easy due to many flank routes having an opening that leads directly to the backline, with one route allowing you to come from one flank route, get a kill and immediately switch to another immediately. There's also a very nice cathedral that serves as a very nice shelter for point tank Fernandos in case you need to rest or apply pressure from a safe spot, cementing your backlines in there is also a very nice option as you can easily defend your backline with your presence alone due to the enclosed space.

    Fernando should be following the payload's path in terms of the push section, although the flank routes are very close by in case a certain champion is causing trouble, not to mention, that most of them are close enough to the payload to allow you to push/contest it while hugging the edge of the route, allowing for double the pressure until we get to the last push.

    This can also be applied to the defence section by employing mostly the same strategies, but it is much harder during the final stand due to the lack of easy access to certain important routes that flanks like to hug.

    Jaguar Falls


    Another map where Nando greatly excels at, I might as far to say that this is his best map, although Fernando is usually focused more on the middle or the flank route opposite of the cliff in terms of capturing compared to the full equal presence of Stone Keep. This map yet again has flank routes that can easily be accessed since you don't need verticle mobility.

    When on point, as soon as you get to the inner temple, there's a spot where you can corner the backline, it doesn't matter if they're much further back since there isn't anywhere good for them to run to without tasting the burning cinders of your lance thrusting into them. Point taking is also great like the other map due there being two spots to hide, even while cornered, a good charge can get you to a great spot even without launch.

    The push segment is a bit more limited than Stone keep since you're better off near the payload path than the flank routes but due to the limited amounts there are, you can see and immediately move to any nearby flanks and drive them away or kill them due to lack of any good escape options for them. Although the final push is a bit harder due to ledges (*shivers*) making it hard to do a decent charge/moon charge that takes you far enough to cover, but this problem is solved with a second tank, letting you zone further to hopefully secure your push.

    While the final push is usually is a bit hard for Nando, the final stand is where Fernando shines as a bruiser/defensive hybrid, allowing him to defend the gate and punish anyone who tries to come near, even those coming from the backline, getting him out of there through distraction isn't enough for the whole defense to fall apart and the only way for it to completely die down is if the second tank or the healer dies before he comes back to assert his dominance.

    Brightmarsh


    Brightmarsh is another amazing map for Fernando due to the lack of flank routes that require vertical mobility. This is a bit worse than Jaguar falls due to some routes taking a bit longer than it would normally take you in the other map but there's an extra route that you can take which lets you drop on the backline from the roof. (Only available through mounts, made easier with master riding, I'll talk about this later.)

    Brightmarsh's point fight can be defended purely from being aggressive and driving everything away from the inside which a defensive Nando can easily do with little to no difficulty unless outnumbered or against Inara. You can do this and do this only without needing to completely kill the backline but that makes it easier. It's best to enter from the port since the pressure will be coming from the front door, attacking from this side lets you sneakily chip away hp and turn the tide of the fights.

    Defending or attacking works very similarly so you won't need separate instructions, just hug the payload route and lurk around the flank route that isn't elevated. There's no point in trying to zone though be near the payload since you won't be able to zone everyone unless you're near the base due to the many concealed flank routes, being near the base alone or otherwise means you're out of position since you should only be there when the payload is near, this applies to both pushing and defending, the rule being permanent when defending.

    Nando from above

    If you want to engage the backline from above, I recommend dropping on the enemy but don't try this without master riding as you'll waste your time if you fail. Now, firstly, you'd need to get to the top garden towards the flank route facing the ocean.



    Notice this tree planter? Jump onto the sides of it.



    Now jump on the wall and then jump to the roof.



    Congratz, now start attacking the enemy after an opening fireball, as soon as they notice, drop down and perform surprise buttsex continue chasing them a bit, they should be dead very soon due to the initial burst that you applied.

    Serpent Beach


    Serpent beach is a worse version of Jaguar Falls for Nando, there's an easy access to the backline but it's a lot less limited, it also has flank routes that require vertical mobility for easy access since it's slow to get there normally. But unlike the other two maps, zoning is much easier on this one, however.

    It's best to completely erase all traces of the backline for this one since without a horse, getting back there will not be as easy as before. You can either zone, which is simple if you stay in one of the two intersections or you can defend with the same principles as brightmarsh, though I recommend zoning since each intersection provides a basic charge path back to the point.

    When pushing the payload, you should go ahead and hug the flank routes that are near the intersection, it provides cover and allows you to chip the enemy until they start noticing you, you can't get to the elevated routes that easily so don't bother going there. Once the payload goes path both intersections, hug the payload and hug close, use it as a meatshield to block bullets too since the final stand is short but hard, they'll be a constant barrage of enemies due to the distance between the enemy spawn and the payload, the longer you survive, the closer the payload gets, hold out as long as you can, you might win or you might not.

    Defending is a bit different, make sure that the enemy never back past the first intersection, Fernando is a great door defender as shown in jaguar falls but the distance between the door and spawn is too long for a prolonged fight so if you and your team dies, set up your defenses in the second intersection. If they get to the final area, the last stand will be very rough, so hide behind the payload or jump on it, start attacking and don't use your shields until you're at 25% hp, let last stand (badum tsk) or your healer get your health up before trying again, if only one enemy is left, you successfully defended the point.

    Frog Isle


    Frog Isle is like Jaguar Falls without the easy access to the backlines, in fact, don't even try, the backline is a scary place because you don't have the burst of an actual flank, meaning the enemy tanks will be coming for you and it will not be pretty at all, trust me.

    This is the one time where you should be defending the point for once, no backline bumrushing, just you, the enemy and the point, exert all your will and try to scare off the enemy, let your flanks or damage do the zoning since there're too many factors that prevent you from zoning 100% of the time. Being in a place that puts you out of position but atleast one charge can put you almost back in position.

    Pushing and defending the payload is very straightforward, it's like a mesh of the start of jaguar falls and the end of stone keep. That's not much to look out for since you can go to those sections specifically.

    Splitstone Quarry


    We're getting to some of the crappier maps for Nando or the crap maps in general. Stone Quarry is a good map but a not-so-good Nando map but it's not bad per se.

    The point consists of many flank routes, all giving you the high ground in case you want to drop from above or kill Inara. Fernando........... cannot use most of them in a short span of time, he is capable of getting to some of these spots on horseback but it's a once in a lifetime (literally) thing so you can't get back without a horse. The point has a very nice opening straight to the backline (or at least the grounded part), although you can't corner the backline as easily as some of the above maps. But if you had master riding II, you can get to the sniping spot and with III, you should be able to do it before the sniper comes.

    The first half of the push is usually very easy but once you get to the second half, things are going to get tough, I find it more effective to just stay near the payload instead of pushing ahead since the setup is somewhat similar to brightmarsh's and serpent beach's last push but combined, meaning you're getting barraged with respawns and these ones are pretty much out of your control since you can't get in and try to zone them further.

    The same can be said for the defending stage, but the part the separates the first half and the second half counts as some kind of gate so as Nando the gatekeeper, that part should be one of the easiest spots to defend especially when you get up to the high ground to contest, damage and zone as well as look out for any incoming enemy. If they go push fast this part, there's another gate like structure (and another one before that) near spawn that works similarly to the other one, use this to contest and pressure the enemy.

    Fish Market


    We're getting the even worse maps, fish market is a mediocre map at best and a not so good Nando map. It takes forever to get anywhere on the point and there's too much open space everywhere.

    The point fight can be a pain, there elevated spots everywhere, you cannot reach most of them so all you can do is shoot and hope you drive them away, but since the area around the point is huge, it's hard to switch between spread out targets due to the sheer size of the whole place. It's best to ignore the point and take the fight to the ledge, making sure to clear out everything before going on the point as a defensive Nando or to zone for offensive Nandos.

    When pushing, stay away from the payload when Torvald and Ash are there unless resilience is active, but zoning should be a relatively easy task though so you can stay away from the payload until they get out of the market into the grassy lands. Getting over the hill is typically not easy when you're not zoning since staying near the payload hinders your vision, it's best to try and zone near the payload's destination to zone since the desperation of enemies usually make them reckless.

    As for defending. DO WHATEVER YOU PHYSICALLY CAN WITH YOUR POWER TO NOT LET THEM GET NEAR THE HILL! As soon as the enemy gets past that hill, it'll be very hard to get them out, fortunately, it's very hard for them to push above the hill in the first place so keep guard near that area and pressure them, don't zone, you need to all be ready to push them away, if they do get over the hill, use the same strategy that was mentioned in serpent beach.

    Timber Mills


    Timber mills is a sniper fest that contains elevated points everywhere which you can't reach is a reasonable time, this map sucks in general for you.

    The point capture is timber mills will be a painful endeavour, staying on the point puts you under sniper fire, trying to attack one of the 2 side buildings doesn't work if the enemy is on the other and trying to get to the vantage point at the opposite end is even harder. I recommend staying on the point and trying your best to hold your own, this will be similar to frog isle but with much more heavy fire onto your sweet face. After things are clear, I recommend either zoning or camping to sniping spot to make sure no one dares to come there ever again.

    The push section is gonna be hard, trying to go past the alley with that bridge is like taking a big shit, it'll take a while unless you power through it swiftly, it'll be smooth sailing right after that. So I'd suggest that you either zone and stall the enemy until it gets past the gate or to simply be very aggressive when defending the payload to make sure nothing comes near. Once past that point, you can camp the building to the left of the payload to force people out to make sure no one fires the payload

    For when defending, be very aggressive in the alleyway to make sure that payload never gets through, this is the easiest way to defend the payload so focus on this instead of zoning due to your lack of range in a map like this. If they do past this part, either pressure anyone pushing the payload and camp in the building to make sure no one tries to come in and apply pressure, if they've pushed past the ramp, you're a bit doomed since it's usually very hard to recover from any point actually past that.

    Frozen Guard


    The new frozen guard is a special kind of map. Everything is either terrible or not terrible depending on your positioning.

    The completely flat side is where you want to be going, if there's a tank there, ignore them and try to bumrush the support, it's completely trivial with the open space and it's where you should be staying to avoid any snipers. The other side has a sniping ledge (which you somehow can't jump up like pokemon) that takes awhile for you to get to, although, your flame lance can be used to try and pressure them out, chasing them down is an annoying endeavour. One major problem is the effort it takes to get back on the point if you die, if an enemy can start zoning, there will easily zone you in this map, demounting you and effectively making you walk all the way back, most likely costing you the capture. Although unlike ice mines map, this one has two detours which can take to try to avoid the people zoning. Simply either guard the point or pressure the enemies, since you aren't hit scan and going further puts you WAY OUT OF POSITION, your zoning options still limited so you have to be more passive and stay on the point.

    The first part of the capture section is stupid. It takes 20 seconds, for the payload to exit out of the main temple front entrance and to get into the side entrance, why the hell we're taking this unnecessary detour is beyond me, so essentially, it simply becomes the same exact point fight but moved to the left/right a bit, if you do get past that part, there's the grueling arc way of doom that provides tons of cover for the enemy team and is a much worse version of the alley in timber mills. Stick near the payload until you get past this part, if the enemy is being a bitch, enter the flank route and pressure them from the sides or behind, if not, just keep hugging the payload. If you get past the arc of doom, stay near your payload again until you get to the second arc of doom, imagine Serpent Beach's spawn but placed directly 5 feet across the X axis of the payload destination, I suggest going up the ramp and just simply blocking them with your manly pecks, there isn't much you can do to prolong them.

    The defending section is surprisingly easy, you can let the enemy have the payload till they get to the first arc of doom where you can use your gatekeeping skills as Nando to pressure out the enemies, do the same if they get to the second arc. All you have to do is apply pressure since zoning is mostly impossible for you.

    Ice Mines


    Frozen mines has an intensely annoying capture section with a semi-hard payload section. Generally, I would rather not have this map but beggars can't exactly be choosers.

    Let's start off with the point, you need to spend 10 seconds getting here on horseback, meaning if you die, you'll lose 18 seconds of capture progress if you don't get zoned out making you lose 30 more seconds and the point entirely. Now that you know the risks, let's start with the point fight, the backline is somewhat is not easy to get to if they position themselves on the elevated platform, and you need to first get through the other 2 tanks, only way to get there is to surprise them with master riding III. If you win the point fight, go and zone the enemy, it should be easy since everything converges in one convenient area meaning there's no easy way to get back on point. The best way that I found is to take the detour with master riding, it puts you very close to the point at the area where you're most likely zoned, one problem is that I do not recommend doing this at all because you'll most likely be alone since no one else other than your tank will buy master riding.

    After capturing the gate will start to open, you can use this gate to get to the payload faster and I recommend doing so. Once you push it near the cave, you can either take high ground above the cave or take the low ground and try to attack anything that comes somewhat close to you. The final section will be absolutely grueling since it has a giant dispenser that dispenses people at you, there's also a bunch of barriers for the enemy to hide and for you to hide so it becomes some strange merry-go-round game of you can survive longer than the other, the enemy usually wins unless you manage to wipe all of them out at once.

    Defending is generally very trivial, the best you can do is hug the gate and make sure no one gets through. If they do, they'll have to do with the final area which most teams can't break through. The match will mostly end at a 3/3 by the final round.

    Ascension Peak



    Ascension peak is a very strange map, mostly because it has a square capture point. And if you have competent enemies, ascension peak is basically the opposite of ice mines in terms of zoning, there're just too many routes to look after unless you go to a specific choke point which is a little too close to the base for comfort. But the point fight is good enough at least.

    As a backline bruiser, the foundation for a backline in ascension peak is practically non-existent, there're openings everywhere and there's nowhere to run away to, so map-wise, there's nothing really stopping you from just crushing the backline. The point fight itself is pretty simple after you deal with the backline, but there's a catch to the fact that the backline crumbles so easily, it's hard to zone properly because there're a bunch of practically zone free routes, there's a few areas in the left and right flanks that ensures you don't get spotted, although, you can cover the middle route and one of the side routes, you can't block them all on your own and you'll require some help, I recommend that you zone if you have a second tank because it's very brutal when the champs get constantly dispensed onto the point, it's best to delay them instead of just taking on the onslaught.

    The push section doesn't have any elevated flank routes and most of them look extremely obvious, you can just sit back and hug the payload and if you want to zone, you don't really need to be that far, the farthest you should go is at least 10 feet away from the payload as there's no point to try and zone, this is pretty much all you have to do until you get the payload to the point.

    The defending part is not as boring as the offensive/babysitting part. I suggest you get your team to garrison near the wall since you'll have more success there, it provides decent enough cover and let's you easily watch your own backline in case someone comes for your healer, if you manage to wipe out the enemy, don't zone, it just means you'll have more places to watch out for and it's best if you stay near the wall where you can see anything. If it fails, remember there's an archway that you can guard, not only that, the point is only 15 feet away too so you can easily get back onto it, if you were to wipe out the enemy, get your team to move in front of the arch, or if you're co-ordinated, go back to the well and get one of your teammates to block another entrance to left/right of the wall, if you're successful, you should easily be able to hold it.

    Champs you should look out for


    Tanks Generally, they are the last things you should be fighting, only engage them when you have taken out their backline or when your other tank needs help.


    Ash
    She may have insulted you and questioned your use of a shield but that doesn't mean you should get discouraged because you're motherfucking Nando and a war machine isn't gonna stop you. You have the superior dps (450 instead of 433-) unless she has slug shot (and to be frank, higher dps has never stopped you from engaging most tanks) and the superior burst (4 second 450+ damage vs a long cd 800 damage), while she is tankier in terms of raw resistance, you actually have a shield that works and she can't do anything about. If she tries to knock you back in a point fight with her shoulder bash, use your CC immune charge and smash her instead, she'll slide a bit forward instead of fully stopping normally but you've prevented yourself from looking like a pushover which is good for your public image as Nando.


    Barik
    Barik has the hp of a slightly stronger healer and fairly crappy dps, on the actual off-chance that you even see Barik in the current meta, attack him without remorse when he's not on point, he dies quickly, very quickly, in fact, he's not a threat, he's just that bad, there's nothing to worry about in his kit.


    Fernando


    I'll leave it to your imagination, follow the general tip and fight him last.


    Inara: Inara turns your already pathetic dps into a damaging Jenos heal, which isn't really that much. And after ob61, she renders all caut useless which hinders your job as a caut slave, do not engage an Inara until their healer is down, it's a one-sided match. On the off chance you want to fight Inara, if she has treacherous grounds (which she should have), follow Obi's advice.



    Treacherous ground Inaras ensure you can't escape when reinforcements arrive, a 1v4 is the last thing that you want.


    Makoa
    Fernando can challenge Makoa, even when he's ulting. Makoa is generally dangerous when fought alone, though you shouldn't avoid him like the plague until you kill everything unlike the two champions below, Makoa is best fought with 2 people. The other thing that doesn't put him as a higher threat to you is that your shield pretty much counters most of his kit, as long as he doesn't have wrecker, a well-timed shield can shut down his hook, his hook combo or simply his entire ult.


    Ruckus: Ruckus is a pain in the ass because you simply can't outdamage him, you'll need to let your team take care of him. Fortunately, if they use wrecker, they'll see anything transparent and red as bubble wrap and will start shooting it, use your shield to distract them, sure it'll only last 2-3 seconds but your DDs should use that time to shoot Ruckus..... right? But in general, unless the Ruckus is below half hp, do not engage in a 1v1 against them.


    Terminus: He's even worse than Ruckus, you can't engage a Terminus, period, attacking slows you down and brings him within range, your shield slows you down slightly then he can start hitting you from the side, so you simply can't kite, curse your slow kit. If you see a Terminus, just run to your team and let them deal with him instead. Try to distract him when he uses his shield so that your teammates can shoot him from behind.


    Torvald: Fighting a Torvald is an agonizingly slow endeavour that you should just straight up avoid, not to mention that Torvald is likely to win. But if you catch Torv without his shield, he will be a slightly better Barik but without mobility, use this opportunity to kill him in the engagement.

    Support:

    Supports are the first thing you should target, none of the supports are a threat to you, and most supports either get away or die to your flames. You don't need specific tips since Fern hard counters most supports.

    Damage:

    Damages are the second thing you should target, once you get caut III, you can start targetting the annoying damages first.


    Drogoz: In tales of medieval times, as a knight, the dragon is your biggest prize and as a dragon, a knight is another random dude invading your home. In which case, you ARE just a random dude, your lance isn't the lance that will pierce the heavens, attacking Drogoz is relatively annoying especially since he's a little tankier than every other damage. Your aim isn't to kill him however, you should try to chase him away and if your flanks are opportunistic, they should chase the low hp Drogoz. If they aren't, that's okay, most Drogoz players are smart enough to not show themselves at half hp since everyone wants a piece of that dragon booty.
    Do not engage against a Drogoz player directly, when you chase him away, make sure to sneak on him, he can end you within seconds if he runs fussilade.


    BK: BK is a nuisance from a distance and a force of nature up close especially with chain reaction. And with the new demolition, he can actually be a threat from a distance until you have resilience up. When facing BK, make sure to jump in with resilience and face tank grumpy, you can outlast him with raw damage alone, but be careful though, you may have a 90% chance of winning, you'll probably come out at low hp, any stray enemy will kill you if you don't have your shield ready.

    Flanks

    Flanks should be targetted if they try to mess with your backline, you can't exactly chase them but if they're within your reach, a fireball takes away 25% of their hp and if you can get them low which takes 3-ish seconds on anything that isn't Buck, a second one or the burn effect will finish them off.


    Maeve: Maeve counters your shield, I wouldn't call her a hard counter though but she will delete you if she catches you off guard, the same can be said for her if you catch her off guard. Maeve can't play as recklessly as before her nerf so you should try to not isolate yourself, as long as you're close to other people, you shouldn't worry too much about her execute ability, but if you run into her at full hp, you're mostly guaranteed to beat her in a 1v1.

    All in all


    Fernando is mostly a filler pick that can do just about anything, he fits into almost any team composition and does their role well, he's the Pip of tanks when it comes to being a jack of all trades; he flanks well, attacks well and defends well (Rework Dragonfire lance to heal teammates plz Hirez), he doesn't have any inherent weakness that the other tanks don't share. He's a good beginner pick and is still reliable at high levels.
    Last edited by Hexadermia; 11-13-2018 at 06:56 AM.
    Need help with Nando?

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  2. #2
    Beta Player Duke Eloxist's Avatar
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    Woah! I am actually suprised there have not been any Nando guides yet. This was very informative!

    Also

    Last stand: This card is crap after the nerf but back then, this is a necessity in surviving the fight longer, although it's useful if you put your shield up at low hp, I already explained that you shouldn't be doing that.
    So does that mean it's only really useful with Aegis now and not with other builds? Also at what level should it be at?

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    Beta Player Prince CatManDude's Avatar
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    I didn't read this. But I have one thing I want to say...

    Great guide name.
    Protect your supports please... They want support too!
    Support main/Pip main. Greatest healing: 230,070 | Current goal: 200,000 achieved! Take a look at it! Woohoo!

    Just a silly idea

    Support Pip guide here!

    Fix the Pip bugs! There are 40 of them, so can we fix them please?

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    Super Moderator Duke Hexadermia's Avatar
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    Quote Originally Posted by Eloxist View Post
    So does that mean it's only really useful with Aegis now and not with other builds? Also at what level should it be at?
    It could work with other builds but it won't be as effective. If you want sustain, level 1 should be good enough or you can just not use it altogether, it's his only sustain option so there's not much of a choice but if you trust your healers, last stand is optional.
    Need help with Nando?

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  5. #5
    Beta Player Sovereign Prince AliceWest's Avatar
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    Haha the Title..

    This is a useful guide. It will definitely help players who want to play Nando.

    I'm just compelled to mention that I killed Nando in 3 shots in a match.(Guess who I killed him with)
    If you don't like something, change it. If you can't change it, change your attitude -Maya Angelou

  6. #6
    Beta Player Duke Skidt's Avatar
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    So... What now? I make a Drogoz one, so all champions get a guide?
    GIVE ME THE OLD RIPENED GOURD BACK! (╯°□°)╯︵ ┻━┻




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    Beta Player Grand Prince M3RC3N4RI0's Avatar
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    Why is Formidible so bad? After all it's a 3K autoheal.

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    Super Moderator Duke Hexadermia's Avatar
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    Quote Originally Posted by M3RC3N4RI0 View Post
    Why is Formidible so bad? After all it's a 3K autoheal.
    During battle, it triggers when you get hit, meaning you'll probably have it cauterized. Not to mention it has a 30 second cooldown, meaning you'll only use it 40 whole times in a 20 minute match compared to the usage of the other two legendaries. It simply isn't reliable and is never there when you need it.

    Quote Originally Posted by Skidt View Post
    So... What now? I make a Drogoz one, so all champions get a guide?
    And while you're at it, make a Willo and BK guide as well.
    Quote Originally Posted by AliceWest View Post
    Haha the Title..

    This is a useful guide. It will definitely help players who want to play Nando.

    I'm just compelled to mention that I killed Nando in 3 shots in a match.(Guess who I killed him with)
    Kinessa? Triple headshot? hax
    Need help with Nando?

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  9. #9
    Banned Sovereign Prince xPurplexx's Avatar
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    Really good guide. May follow some of the suggestions when I play Fernando, and get rid of the Last Stand I have in my Scorch loadout (maybe my Aegis loadout as well) from before the nerf... :P

    Also, what about Brand on Scorch loadouts? Is that a bad idea? At rank 2+ the healing reduction is actually pretty huge, and it basically makes for almost permanent cauterize even at range.
    Last edited by xPurplexx; 11-05-2017 at 07:50 PM.

  10. #10
    Banned Sovereign Prince xPurplexx's Avatar
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    Quote Originally Posted by Skidt View Post
    So... What now? I make a Drogoz one, so all champions get a guide?
    Maybe I should get on my Grohk guide then I guess.

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