Outlaw

*This article is a stub. You can help Zeal Wiki by expanding it.*

 Weapons | Dual Daggers

# General Description

**Outlaw**
a conman, a complete scam. Outlaws are always ready to do everything in order to save the day. Skilled to the bone when it comes to ambush and escape, they can follow many paths to become an assassin, a pirate, a thief, or an enforcer. All with a single purpose, with or without killing; Becoming rich.

## Resource

Their drive being violence or greed still uncertain, outlaws draw their fighting energy from the thrill of movement and combat. While they spend cruelty with many abilities, only exciting conditions generate it.

## Main Class Passive

 Unfair Advantage - You start arena matches with 20% ultimate charge and 2 additional upgrade points.

## Baseline Abilities

 Roll: Roll's forward evading all attacks for 0.5 seconds and increasing movement speed by 100% decaying over 3 seconds. | Cooldown: 10 seconds

 Dispatch: Costs +50 Cruelty| Deals 60 Physical damage plus 20% of the damage taken by the target within the last 3 sec, up to 180 bonus damage. |No cooldown

 Poison Vile: Throws a vial filled with poison that incapacitates enemies hit for 4 seconds. |Cooldown: 16 seconds

 Cut: Costs +20 Cruelty|Cut deals 200 Bleed damage over 10 seconds. It also slows the enemies by 20 percent. |No cooldown

 Stalk: Breaks all movement impairing effects and makes you invisible for 10 seconds. Taking any direct damage reveals you in 1 second. |Cooldown: 20 seconds

 Smoke Bomb: Throws a Smoke Bomb that slows enemies down by 50% and prevents them from using targeted abilities through it. Lasts 5 sec. |Cooldown: 40 seconds

 Stab: Grants +10 Cruelty| Stab deals 25 physical damage, increased by 100% on stunned targets or when hitting enemies from behind. If used while stalking it will also shock the target for 3 seconds. |No cooldown

 Shuriken Toss: Grants +5 Cruelty| Throws a shuriken at the enemy dealing 35 Physical damage. Head shots deal 52 Physical damage. |Cooldown: 3 seconds, Charges: 3

## Ultimate Ability

 Garrote: Teleport behind an enemy dealing 200 Bleed damage over 3 seconds and shocking them for 1 second. |100% Ultimate Charge Required

## Class Specific Cards (Maximum Points 5/5)

 Fatal Overrun: Once you deal 1500 damage to an enemy, you will instantly deal an additional 200 damage shocking for 1 second. |Cost: 2 Points

 Instant Poison:  Poison Vile instantly deals 150 damage on explosion. |Cost: 2 Points

 Poison Bomb:  Smoke Bomb also deals 100 Poison damage per second to enemies inside. |Cost: 2 Points

 Alacrity: Reduces  Roll cooldown by 3 seconds. |Cost: 1 Point

 Ambusher: Increases Ambush damage by 100. |Cost: 1Point

 Cruelty: Increases Cruelty cap by 30%. |Cost: 1 Point

 Malicious Poison: Direct physical damage applies Malicious Poison that deals 15 Poison damage over 10 seconds and stacks up to 10 times. |Cost: 1 Point

 Patient Assassin: Every 1 sec in Stalk you get a stack of Patience. Melee attacks consume it, dealing 20 Poison damage, increased by 10% per each stack you have. |Cost: 1 Point

 Pro Stalker: Reduces  Stalk cooldown by 2.5 seconds and increases stealth duration by 2.5 seconds. |Cost: 1 Point

 Venom Blades: Increases  Cut duration by 50% and makes it restore 1 cruelty per tick. |Cost: 1 Point

 Strangler:  Garrote instantly deals 100 Physical damage. |Cost: 1 Point

## Common Cards (Maximum Points 5/5)

 Vitality: Increases health by 10%. |Cost: 1 Point

 Nimble: Increases movement speed by 10%. |Cost: 1 Point

 Preparation: Increases your upgrade points by 2. |Cost: 1 Point

 Fortune: Increases the chance of your procs by 50 percent. |Cost: 1 Point

## Upgrades (2 Points Per Round)

Short explanation: Upgrades can only be chosen in game. You start with 2 points and get 2 points each round. You're able to put 4 points max in each upgrade. (Stalker gets 4 points at the start of the arena match because of his passive Unfair Advantage)

 Clarity: Increases your class resource gain by 4% up to 16%.

 Resolution: Increases your ultimate energy gain by 4% up to 16%.

 Resilience: Reduces crowd control duration by 4% up to 16%.

 Adaptation: Reduces trinket cooldown by 8 seconds up to 32 seconds.

 Unbreakable: Reduces damage taken by 40 percent while below 100 health up to 400 health.

## 2v2 Build

 Alacrity: is generally good for kiting, it helps a lot with sticking on targets and kiting when there is danger. Also helps a lot with swapping targets because the CD is reduced in 2v2 if you play with either a healer or dps. (must have)

 Pro Stalker: gives so much utility having a 2.5 seconds reduce on the cooldown actually helps with setting up kills more often. This is exactly what you need to get a lot of pressure on Stalker. Its a must pick with either a healer or dps. (must have)

 Venom Blades: gives a lot of cruelty regeneration, even when not in combat. All you have to do is apply bleeds on both targets and you will have a full cruelty bar in no time. This allows for stun combos with full cruelty into dispatch spam. (must have)

 Cruelty: This allows for your cruelty to be maxed out at 130 instead of 100. This also means more burst when you have a full cruelty bar. Also has good synergy with Venom Blades (must have)

 Vitality: is more of a pick when you play with a second damage dealer instead of a healer. stalker is very squishy when caught in CC with no trinket, that's why the extra HP can help in dangerous situations. (Optional)

 Preparation: This card works better when playing with a healer because, the games go out longer, I would also utilize this card to get 3 points in the ultimate charge upgrade. This way you can get more ultimate abilities out, which equals more pressure.(Optional)

## 3v3 Build

 Pro Stalker: gives so much utility having a 2.5 seconds reduce on the cooldown actually helps with setting up kills more often, this is exactly what you need to get a lot of pressure on Stalker a must pick with either a healer or dps.

 Venom Blades: gives a lot of cruelty regeneration, even when not in combat. All you have to do is apply bleeds on both targets and you will have a full cruelty bar in no time, this allows for stun combos with full cruelty into dispatch spam.

 Cruelty: This allows for your cruelty to be maxed out at 130 instead of 100. This also means more burst when you have a full cruelty bar. also has good synergy with Venom Blades

 Strangler: This card is really good in 3v3 paired with the last card in this list. Getting an extra 1 second on your garrote is huge. If you do a stun into garrote combo its a full 5 second lock down where the target cant use abilities.

 Preparation: Preparation is good paired with strangler. if you put all your points into the ultimate charge upgrade, your ultimate will be stronger and occur more often which also means more pressure/damage.

## 1v1 Build

 Alacrity: Too good to leave in 1v1 mobility is very important in 1v1 and being able to kite more often with having less cooldown on roll is huge.

 Pro Stalker: Gives more utility. Being able to use stealth more often equals more pressure. Its also really good defensively.

 Venom Blades: Venom blades still a strong pick. You can bleed the target and run. Your bleeds will last very long and also regenerate cruelty during it. meaning you will always have a full bar when trying to open on your target.

 Vitality: Having more HP is good because stalker is very squishy. This allows for us to live a little longer.

 Preparation: Having your ultimate more often can be super advantageous in 1v1 because they can completely turn the game.

## Matchups (Easy, Medium, Hard, Extreme)

### Cleric

Cleric is easy because they don't have mobility and cant lock you down. Try to Poison Vile after opening on the priest and kite behind pillars. You cant stay out in the open because priests can deal a decent amount of damage and you will never be able to go toe to toe with them. Do your opener into Poison Vile and pull back. Keep maintaining Cut so you always have full cruelty when you get a re-Stalk. Wait out priest shields and immunity so you don't lose damage. When you open up on the priest and he heals himself don't kite back!! This is crucial because you're losing damage and time. There is no point to run away if the priest is not attacking back. Most cases the cleric will top himself off and then start doing damage. When he topped himself off this is when you wanna Poison Vile and run. Not during his heals.

Basic Concepts vs Clerics:

1. Maintain Cut at all times

2. Never open into the Cleric shield wait out till it fades.

3. When you have ultimate up always interrupt during a cast so the shock lasts longer.

### Judicator

Judicator is easy because their abilities are easily avoidable. Open up on the Judicator with a stun into bleed into stab/dispatch. If he uses Avenging Flames stop hitting and just kite back (Judicator can use it while being stunned). You can tell if he has Avenging Flames up when his shield is glowing. Maintain bleeds so you have full cruelty when you re-open on the Judicator. Its also very crucial to roll the Sacred Lightning, try and use your ult during a cast so the shock duration is longer. Its important to keep hitting when the Judicator is healing himself. When he does damage you run, and keep kiting till you get Stalk back.

Basic Concepts vs Judicator's:

1. Never hit into Avenging Flames.

2. Maintain Cut at all times

3. Use Roll to evade Sacred Lightning.

### Stalker

Stalker is medium because it really depends on who is faster and gets the first opener. Whoever does their opener first has the advantage. You always wanna try and get some damage in and build up cruelty by using Shuriken Toss. This creates some early pressure without openers because it deals 52 damage per head shot. Ideally you wanna always use Stalk after the enemy stalker uses it, so his runs out faster than yours. If you win the Shuriken Toss battle this will happen. Once you get the first opener make sure you apply Cut. The important thing to win this mirror is by using your abilities AS SOON as they come off cooldown. The faster you are the more chance of winning the game.

Basic Concepts vs Stalker:

1. Try to use Roll Stuns

2. Use Shuriken Toss to kite after your opener.

3. Use Trinket instantly if enemy rogue gets the first opener

4. Maintain Cut at all times

### Ranger

Ranger is easy to deal with because they don't have a lot of lock down besides their root, which you can just Stalk out of. First of all it is important to get the opener. Its important to stay as close to a ranger as possible so he deals less damage and its hard for him to hit you, try to wiggle while being close so you make it even harder for him to hit you. always roll when the ranger is far away, and use Stalk to get out of roots always. Try and keep trinket for the ultimate, but if you can finish him off and you're slowed or the ranger is far you can just trinket the current crowd control.

Basic Concepts vs Rangers:

1. Use Stalk to get out of roots always

2. Always Roll to close gaps if ranger is far away
3. Use Poison vile if ranger is far away so you can close the gap

4. Maintain Cut at all times

### Warrior

Warrior is Hard because you cant trade blows, and they can lock you down if you have no trinket. Versus Warriors you can't go head to head because they deal more damage and have a lot more survivability. After your opener you wanna kite until Stalk is off cooldown try using Shuriken Toss while kiting. Try to use Roll for their Stun or to kite. Basically you don't want them to touch you until your cc setup is available again. Don’t hit into their banner because they reduce all damage taken 40% so just throw a Poison Vile on him when he banners and kite back. You also wanna try and keep Roll for when the warrior might have ultimate so you can reduce some damage by rolling out and kiting.

Basic Concepts vs Warriors:

1. Kite using Shuriken Toss

2. Use Roll for their Stun or to Kite.

3. Kite out when warrior throws banner on the ground

4. Never trade blows with a warrior (you wont win)

5. Maintain Cut at all times

### Mystic

Mystic is hard to deal with because its very unpredictable in most cases, and can deal damage to you even when you're behind pillars. The general idea is to actually Poison Vile before your opener because the Mystic can predict where you are by spamming beam around her. Sometimes it gives a visual effect and she can even fear you out of Stalk. So to prevent that from happening you wanna always use Poison Vile before opening. Most of the times a mystic would trinket the first stun so try to instantly Roll after getting the opener. After you Force Forbid soil you wanna kite behind pillars and repeat the same process.

Basic Concepts vs Mystics:

1. Try and Roll Fears.

2. Kite back when witch has Forbid soil up

3. Sometimes its better to Roll Hell blasts because its the strongest mystic instant. You cant always reliably Roll the fears.

4. Maintain Cut at all times

### Wizard

Wizards are easy to deal with because they need to setup most of their damage. Always use incapacitate when you're rooted. Otherwise you will end up getting stunned and take massive damage. Always roll the Conjure Lightning. keep going for re-Stalkwhenever you successfully interrupt 1 of the wizards setups.

Basic Concepts vs Wizards:

1. Roll their Conjure lightning or Root if possible

2. Sidestep as many Auto Attacks as possible

3. Maintain Cut at all times

### Beast Master

Beast master is easy to deal with because you don't have to worry about getting CC'd when you're opening on the Beast Master. Ideally you want to open on the beast master and right as the stun is about the end Poison Vile the pet. This way he cant control his pet during the stun or after. You can do either this strategy. Or the ''cheese'' strategy (works well against noobs) Where you just hide behind a pillar and kill the pet to get ultimate charge before going in, but obviously this wont work if he just recalls his pet xD. Just stick to the first strategy.

Basic Concepts vs Beast Masters:

1. Use Roll to dodge the traps and close the gap

2. Use Poison Vile to close gaps or CC the pet

3. Maintain Cut at all times

### Naturalist

Naturalist is hard because it can deal decent damage, barely has to cast, and can also prevent you from kiting with her mobility/cc. You want to make sure you open up without using Poison Vile, so you can use it after your opener. Be careful because Naturalist can cast Venomous Armor during a stun which deals damage to anyone who attacks into it, so make sure you kite away when you see it. Ideally you want to try and keep maintaining bleeds while constantly kiting till you get Stalk back.

Basic Concepts vs Naturalists:

1. don't hit into Venomous Armor

2. Maintain Cut at all times

### Exile

Exile is hard because they have both mobility and lock down. You want to open without using Poison Vile and make sure you have Cut running. If Exile trinkets the first CC and stuns you, use your trinket instantly use Poison Vile and run. You wanna keep spamming Shuriken Toss from a distance while waiting for cooldowns to come back up. Ideally you wanna kite around pillars so its harder for the monk to maneuver with his mobility. You can use smoke bomb around the pillar to slow his movement speed when he walks through it which buys time.

Basic Concepts vs Exile:

1. Try to Roll their stuns as its their only type of lock down which deals massive damage.

2. Maintain Cut at all times

3. Try to kite around pillars so its harder for the Exile to aim his mobility spells around corners.