I am Aldys. Multi Grand Champion player. Top #5 solo queue player in the world in Pre-Season. At the time of writing, I have over 5000 games as Oldur. I stream Battlerite on daily basis making educational content as much as possible.
Oldur’s main ability also called basic attack is powerful enough to apply some pressure on the enemy, especially with Time Bomb hitting after a delay. It’s very important to throw a lot of attacks. If possible, on as many enemies as possible, as Time Bomb will do the rest.
Oldur healing is the weakest in-game. It doesn’t allow you to heal any pressure due to 12 health with each use. Rejuvenate which heals 6 health after a 3.5s delay is not a reliable source of healing when it comes to sustaining high burst. In 3.5s a lot can happen and Oldur has limited possibilities if that is area damage for example.
Main escape of Oldur. He has only one I-frame if you don’t count his ultimate. It’s a very precious ability as wasting it might make Oldur prone to suffering. He is very easy to punish when out of it as Q knockback/block or R petrify is not guaranteed.
Another of Oldur’s so-called “escapes”. It can absorb projectiles or knockback melee enemies. It’s quite crucial against melee pressure as it gives Oldur some time of safety. Time Bender also becomes the more powerful, the better projectile it absorbs e.g. Jumong’s ultimate or Jade’s Snipe. He can then recast them punishing enemies. Keep in mind to use when an attack goes your way, as canceling an attack or aiming somewhere else by the enemy might cost you some health with a proper follow-up.
One of the abilities that can be counted as a combo. Quicksand takes time to land which allows you to cast M1 to apply Time Bomb which will be broken instantly. With just M1+Q you can do 12+16+8 damage. the enemy has no escapes though, you can throw some more attacks as Fading Snare will improve your accuracy. It’s an ability worth using when punishing an enemy. Used in a succession with team’s attacks can guarantee some nice damage.
Although Stone Glass cost energy it’s worth using whenever you have the opportunity. Foremost as an “escape” stopping enemy pressure. You can also line up more abilities with petrify e.g. Jade’s Snipe. Keep in mind there is a 1s timer before Petrify is applied. It can be dodged with an escape or cleansed e.g. Croak’s Camouflage or Shifu’s Fleetfoot.
Ultimate of Oldur is nothing more than a stun. It reduces cooldowns by 25%, but it’s a very small part of its potential. This ability is the best used with the whole team being able to punish the stunned enemy. Oldur alone could do M1+Q+M1 (12+16+8+12) combo only. 48 damage is not really worth wasting 100% energy unless this would really weaken the team, or that enemy was dying anyway. Also if Oldur was the last person on the team. Nonetheless, using it so the team can do damage too would benefit him the most. Remember to use it when the enemy has no I-frames. Oldur ultimate is not the fastest.
Oldur’s EX M1 is a powerful ability to apply some pressure and punish the enemy. It can trigger Time Bomb, so the damage done can be over 24 at once. It is also a lot faster than normal M1 and has longer range. The best tool for a good sniper. Cooldown is also shorter than this of a basic attack, so sometimes it might be better to throw them in succession if the enemy is almost dead. The best use though is a combination with M1, so applied Time Bomb will increase instant damage.
EX Q is used especially to control the battlefield. It blocks and reflects projectiles as well as slows enemies. It also knocks everyone away, both enemies and allies, so can be used to create some gaps and break the fight. Best usage is to control runes and stop the enemy from hitting some powerful range abilities. Due to the knockback, it might be used as a way of escaping from some area abilities.
3. Battlerite Overview
I almost always take Dehydration. It’s a very good Battlerite, that can lessen the damage done by the enemy and when punishing the enemy, not let them heal as much. Either by a healer or their own heals. This is especially a must with healer and damage dealers who can heal on enemy team e.g. Rook/Thorn etc. Keep in mind it’s only applied by basic attacks, so the more enemies you use it on the better. Just spamming attacks on one person might reduce the potential of this battlerite.
Shared Fate has good potential. It’s not recommended though to take in every game. Try to use it when you see that enemies will play close to each other. There is not much of a difference whether you hit 8 or 10 with Time Bomb. The true power is doing additional 10 damage to unaffected enemies in the do 16+10+10 to each of them. You can also add the M1 damage and you can see what sticking together means with this rite in your hands.
“New” Renew is very situational. Not only it applies to Rejuvenate which is after 3.5s from healing someone, but the 6 bonus health will only be added if you took at least 40 damage during Rejuvenate’s duration. Hence it might not always apply. You can take this battlerite vs heavy pressure and if you are going for a “full healing” build.
Rewind is still not used as much as developers would want. There are no real statistics to see whether it works. It’s not a useless rite, greatly even though 8% stays the same. In a game that depends on cooldown management, this rite might give abilities sooner. Although would you use that ability the second you get? Right, so the reduced cooldown would go to waste. And in the end, it doesn’t make it worth taking.
Best battlerite to take when enemies are ranged. It helps reflecting more and protecting yourself even after space. Can be used to secure the rune also, although EX Q is better for that. Allows you to bait enemy projectile. Spacing away and reflecting that powerful Snipe of Jade feels nice. It adds some more control to the game, especially versus ranged opponents.
Recreate works if you are playing very aggressive with melee teammates. You can then space through them giving everyone a shield. It’s a situational battlerite as it requires spacing through the ally. That sometimes doesn’t happen hence the rite could go unused. See for yourself how often are you using a space through teammates and take it if that would be useful for you.
Offensive rite that helps you against pressure or punishing enemy, slowing them and slightly knocking back. It does more damage, but only after the space of yours. It’s worth taking almost always if you are playing aggressively and actually doing more damage than healing. Some more CC never hurt. And like mentioned. It can let you walk away from a melee chasing you or slow that pesky enemy running away.
Drain is useful against melee pressure. Keep in mind it only works on Time Bender and not Chronoflux. So using that bubble won’t give you any shield. That’s why I don’t really recommend it against ranged when bubbles are all you need. It allows you to save some real health while getting pressured as the shield will block the damage letting you heal.
Barely ever used battlerite if at all. It requires you to capture a projectile which is more common versus ranged enemies. You also need to have it stored, so this only gives you a buff for less than 4 seconds as sometimes you’d want to recast that attack. Another thing is that you would rather use Chronoflux (bubbles) than a normal barrier when playing vs ranged.
This battlerite can be used mostly vs ranged like Jade or Ezmo, who could hit Time Bender many times. 3-4 is enough to give you full space reset. Then again, you wouldn’t be able to use Chronoflux. So at most when it would be used you get one, maybe two hits if there are more people hitting you. If your playstyle requires this cooldown reduction on space then you can take it. There are better battlerites though.
Getting more healing after hitting Quicksand is nice. You just need to have less than 3 stacks for it to work. It’s a great battlerite against pressure and enemies sitting on you as you could just throw Quicksand at yourself hitting enemies and getting more heals to spam at yourself. Each enemy hit grands a charge, so you can get 1-3 charges based on amount of enemies hit. This battlerite especially goes well with Sand Struck, as Quicksand could be recasted giving you even more charged. Just remember, you can have only 3 total.
Sand Struck allows you to recast Quicksand. “Lesser” means it will be half as powerful doing 8 damage and with less radius. It also applies Time Bomb and half of Quicksand’s Fading Snare. It’s useful to prelong the CC as Fading Snare slows to 0% on hit. Sand Struck also works with Eternal Dunes letting you get more M2 charges.
All it gives is a Root instead of a Fading Snare. Helps vs targets who don’t have i-frames e.g. Destiny. With that it’s easier to chase or to catch inside some other abilities.
Gives bigger burst on Quicksand combos. Depends on you hitting Quicksand while Time Bomb is applied. Overall useless as one basic attack is enough to fill two combos with this rite. You shouldn’t be winning games depending on it.
Very situational. It gives both recovery and real health. Doesn’t happen often that you have the ultimate ready when someone gets bursted with tons of damage. It’s better to use ultimate to save from damage in the first place. Not worth taking. Better use EX abilities.
When it comes to Battlerites I always thought of them as bonuses, power-ups that change your playstyle or empower your abilities. You shouldn’t be looking at “ready” builds as a solution to your problems. Every game is different and requires a different approach. Even though builds of some champions are more or less universal, Oldur struggles hard with one build at all times. With this champion especially, you need pick battlerites based on enemy team’s champion picks. More often than not with a bad build, you’d be having a trouble in the game as some battlerites are very worth taking in specific situations.
This build is useful when playing very aggressive. You might not be healing that often, that’s why Renew might give back some of what was lost. Shields help with survival, while Dehydration and Sandstorm are for the pressure. It’s especially nice in 2vs2 with a melee damage dealer on the team.
Full healing build. Good in 3vs3 where healing is important. If Oldur is the only healer just 12 health with each M2 is not enough. That’s why I went for more charges with Sand Struck and Eternal Dunes so I can heal more often. Spacing through your teammates heals too, so applying a shield to your teammates and yourself is a nice addition. Dehydration helps with reduction of enemy healing so it’s easier to punish, while also slightly reducing damage and their damage output potential. Renew in here would be useful when applied to many people taking damage. You can’t heal everyone at the same time and in 3vs3 there is more damage on the enemy team (due to more people), so more healing when your teammates take damage is nice.
5. How to Play (in general)
When starting the round you need to remember Oldur doesn’t have much healing. Everyone knows that. It’s very important to shuffle a lot of damage in between the heals. His power lies at making damage. Especially that makes him a strong companion. That’s why you need to position yourself in a way that will be possible. He is by default supposed to burst enemy with damage in the meantime healing himself and allies. Just don’t be the first one to get close to the enemy. They might take it as an invitation and some champion can pull you into their side, either wasting your escape after which they might follow or do a lot of damage combined with CC. Obviously, you’d escape in that situation too, but being a lot weaker. Let your teammates engage or wait with them for the enemy.
The general playstyle of Oldur resolves around punishing enemies. Even though you won’t always hit Quicksand it might force enemy’s escapes allowing you and your team to punish nicely. It’s all situational, as sometimes using an escape by the enemy doesn’t guarantee any way to do damage. That’s why Oldur should never be first to space. Especially if someone has space of theirs to jump right after you.
Due to 12 health with each M2 Oldur cannot spam heals as this will never work. You’d be out of charges and enemy will do damage anyway, use Dehydration and keep it n enemies as much as possible. With reduced damage, his healing might be enough. Also if you spam more heals during Revitalize, you won’t be able to apply that effect too often wasting potential healing.
It’s pretty hard to tell “how to play” every game is different, versus different opponents, with different teammates. Cannot tell you how to behave, you need to practice and find patterns. As some situations allow you to play the same perfect way. And when you see something happening, just react in the proper way.
6. Strengths and Weaknesses
Easy to lose after bad spaces
High damage for a healer
Powerful burst potential
Only one I-frame
Orb control with Chronoflux
Relies on teammates
Strong against ranged
Cannot survive high pressure
Can control the game (also with CC)
Easy to lose after bad spaces
Oldur is the best against ranged champions. Chronoflux allows him to control the flow of the game when ranged damage dealers cannot do their desired pressure. On the other hand, Oldur struggles a lot versus melees who have a lot of I-frames. They are able to dodge CC and the trades while doing damage even through his Time Bender with area damage. It’s also harder to petrify them too. This is when his Q comes in handy as the knockback does give some relief from damage, giving time to heal or escape further.
8. Team Compositions
Oldur works with many champions that can survive on their own. He also benefits when as a team there is more CC to apply. Oldur is weak against pressure so gotta have other ways of stopping enemy. Also because of the low healing of his, it’s nice for your teammates to not die instantly. This way you can do some damage yourself and support the team with the limited healing you have.
Not so good
9. Final Words
This guide is supposed to be a guidance, maybe a way to explain some things. Don’t take it as a recipe to success with playing Oldur. He is not an easy champion, although very rewarding one when played perfectly. Find your own ways to destroy the opponents with him. Keep in mind champion is just the tool. It’s only a part of the success.