Medusa

## **Introduction**

Medusa is a hypermobile Low-Risk-High-Reward AoE sniper with a simple and straightforward skillset. She relies heavily on aiming point target abilities to deal very high AoE damage over long distances. Her highly lethal AoE abilities allow her to snipe 2 or 3 enemies at the same time with 1 skill, a strength that's unique to her and Karna as a Sniper. However, this high AoE lethality and safety comes at the cost of her not having any reliable source of lethal damage that does not require aim or moderately long cast point. This means she lacks the ability to burst down enemies in melee combat, forcing her to play aggressive at the start of every round as her effectiveness drops as the fight drags on to melee combat. To make up for this lack of dueling capability, she posses strong control skills that she can use to assist her team in disabling enemy movement.

## **Skill Builds & Playstyles**

The build mentioned below are the popular playstyles that have been proven to work by other players and are by no means the only playstyles this servant can play. With the attributes and stats system, the game gives you a lot of freedom to make your own build.

## **Advanced Strategy**

* Aim to max out **Bellerophon(R)** as early as possible and only put points into other skills when putting them into **(R)** is not possible. Additionally, make sure to put points into **Bonus Attribute** to gain 3 **STR, AGI** and **INT.** This stat investment grants Medusa access to her Combo as soon as possible which is one of her two only sources of lethal damage. Avoid putting levels into other skills until you have access to her combo.
* Whenever you find your enemies too durable for you to kill with **Bellerophon(R)** and/or your **Combo: Bellerophon II**, you have 2 options to consider:
	+ if your enemies lack the ability to interrupt your **Bloodfort Andromeda(E)** quickly and/or reliably, consider putting levels into **(E)** and cast it after hitting your target with **Bellerophon(R).** The stun of **(R)** is longer than the cast point of **(E)**, guaranteeing you the ability to safely activate **(E)** so long as there is no nearby enemy to interrupt or the enemy does not activate their master skill, **Intervention**.
	+ If your enemies like to group together and you don't think you can safely cast **Bloodfort Andromeda(E)** after **Bellerophon(R)**, consider investing heavily in AGI stats. Forgo putting levels into other skills and instead invest in **Bonus Attribute** instead to gain stats; most especially, 3 **AGI** per level.
* If possible, try to wait for when your enemy's defensive item, **A Scroll** or **A+ Scroll** runs out of its duration before using **Bellerophon(R)**. Consider clicking the enemies to see their items' duration. However, if your target enemy has a "Hit and Run" playstyle, they may leave before their defensive items run out so implement this strategy wisely.
* Use **S scroll** or **EX scroll** upon landing with **Bellerophon(R)**. This allows you to secure kills as **Bellerophon(R)** don't always have enough damage to kill enemies protected by defensive items such as **B Scroll, A Scroll, A+ Scroll,** etc.
* Consider placing a ward upon landing with **Bellerophon(R)**. This is a very safe way to place an offensive ward while simultaneously dealing damage, granting vision in the area for your team so they can better judge if it is safe to jump in and secure the kill should the enemy survive your damage.
* To be able to safely and successfully cast **Bloodfort Andromeda(E)**, consider casting it behind walls or over high ground to hide yourself in the fog of war. Because **Bloodfort Andromeda(E)** has a moderately long cast point, it is interruptible by various disables such as stuns, silences, etc. This cast point also leaves Medusa vulnerable to enemy retaliation as she is stuck in place and interruptible for the duration of its cast time so being able to cast it behind cover greatly improves its safety..