 What's up everybody of the Bangus? You are awesome and welcome to this Gideon building guide for Paragon the Over Prime. Gideon is a very powerful, highly mobile, combo based, long range mage with a very disruptive AoE ultimate and almost no bad matchups. The advantages to playing Gideon over other mages is the ability to bypass enemy frontliners to destroy key enemy heroes and your ultimate provides both damage and crowd control in late game teamfights letting your team completely turn the tide of a battle. The disadvantages are that you need to put yourself in a significant amount of danger to use your ultimate effectively and his main damaging ability has a bit of a wind up and delay to the damage, making him a bit more difficult than other mages. This video is separated out into timestamped sections so if you want to skip straight to anything just take a look at the description below or the pinned comment. I'll do a pinned comment as well. The sections are Gideon's abilities, how to play in the early, mid and late game, how Gideon stacks up against other common midlaners and finally my most common build for Gideon. Let's take a look at his abilities and I will be using the names that solely have gave to his abilities instead of the original Paragon names to avoid confusion for new players. His Q is called Summon Meteor. Gideon's Q is his bread and butter damaging ability that you will want to level up first after unlocking your other abilities. You target an area to drop a rock that deals heavy AoE damage to anything caught in it. Since the meteor comes from above your target, you can throw this over terrain or past the enemy frontline in order to hit your targets. There is travel time for the meteor so you need to predict your enemy's movements to land this unless you combo with those other abilities. This is an extremely useful tool for harassing your lane opponent or clearing waves of minions all in one go. Your E is called Dimensional Rift. Rift allows Gideon to tear a hole in space and time to create a portal that allows you to blink forward. This leaves the portal behind you for a brief period of time and your allies can also use it if they jump while standing in it. While the ability itself deals no damage, it makes for a great escape tool when you're in trouble and engaged to help you secure a kill and if your team is coordinated, you can really surprise an enemy team by traversing normally impassable terrain. Gideon's right mouse button is called Distortion. Distortion is another AoE ability that does light damage, but it pulls the target to its center. No matter where they are in the circle, this will pull them in and will also interrupt them if they're attempting to use an ability. It doesn't deal much damage on its own, but when combined with some in meteor, it can be absolutely devastating. I'll talk more about how to get the most efficacy out of your combo when I go over the early game portion of this guide. Gideon's ultimate is called Devour. Gideon's ultimate lets you summon a black hole at your location that deals ticks of damage and pulls enemies towards the center while you're channeling it. You get one instance of ability immunity when you cast this, making it very hard for the enemy team to interrupt you. While the damage is nothing to scoff at, it's the pull that will really mess with an enemy team. It makes it much harder for them to move or aim, leaving them helpless through the attacks of your own team. While you can cast this on the ground, you'll be far more susceptible to enemy damage and ability interrupts, so you'll almost always want to combine your ultimate with dimensional rift to get above your enemies. You can cancel your ultimate by pressing R again if you completely whip it like I sometimes do, so you don't have to stay up in the air channeling the entire time. Now let's talk about how to then play in the various phases of the game. For the early game, the early laning portion of the game only lasts about 8-10 minutes. Even then, you'll still need to be on constant lookout for rotations for the enemy jungler and other lanes. Your focus during the early game should be getting the final hit on enemy minions to increase your gold while harassing the opposing mid laner enough that they are denied access to their gold. I normally begin by leashing for my jungler, which simply means putting a bit of damage on the red buff jungle monster to help them get a head start. This often means I lose lane priority, but the hope is that my jungler will appreciate the solid and return the favor by ambushing the enemy mid laner. That's what is known as a gank. I also unlock my Q as my first ability since the starter item gives me a blink that will serve as an escape in lieu of dimensional rift should I need it. When entering lane, I drop a ward on the side bushes to hopefully give me a heads up if the enemy jungler decides to show, and then I drop a rock on the mid laner just to let them know that I have arrived. From then on, I usually play at one of two ways. If my opponent isn't skilled at dodging, then I will drop every single one of my meteors on their head while using basic attacks to last hit minions, and I'll do it on cooldown. However, if it seems that they know how to dodge, then I'll only attempt to use meteor on the enemy hero when combined with distortion while using naked meteors to help clear out minions. The reason for this is that the cooldown time of distortion is almost twice as long as summon meteor. I see many Gideons that will only ever use meteor as a combo and you're missing out on a cast when you do that. Back in my day, Gideon didn't have distortion so if you can't land a naked meteor, I don't think you have any business playing Gideon. I'm not shy about using mana in the opening phase of the game either. If you can convert your mana to damage, you can push the enemy laner back allowing you to take the mana buff to the side of the lane and continue your assault. This isn't always possible though with enemy rotations and jungle ganks which is why I started the game with a mana potion. The laning phase doesn't mean you need to stay in your lane either. Over Prime is a game that's all about rotations. If you have your lane shoved under the enemy tower and the mid laner is gone, it's time to rotate to assist the duo or solo lane. Even if your rotation doesn't result in a kill, it will still make the enemy laners wary of you and affect the way that they play. It's also your responsibility to assist your jungler. If your jungler gets caught in a fight on the enemy side of the map and you think you can assist, go for it. If your jungler is caught in a fight on your side of the map, drop whatever you're doing and go help. Rotations are the reason mages are often taken in the mid lane. They have an easier time clearing large waves of minions which freeze them up to assist the rest of the team. Mid game. Mid game starts around 8-10 minutes in and your job will consist of helping your team win objectives, either the prime spirit or the mini prime. While it's the entire team's job to maintain visibility of these objectives, the mid laner is in a unique position to rotate to both. Start being more aggressive about pushing your lane through the tower and rotating, but place a ward on the objective as you rotate. I know it sucks to use an item slot for a ward, but you spending 50 gold on a ward is going to be far more helpful for your team than sticking a branch in that slot that gives you like 10 magical power. This is also when you should be trying to take some towers down and open up the map. Once you gank duo, stick around and help them try to push that tower. If your jungle ganks your lane in mid, try to push that tower down. Force the enemy team to have to deal with minion waves so your team can quickly take prime spirit or mini prime. Late game. Late game is all about staying alive for team fights and making sure your ultimate is off cooldown when objectives spawn so your team can take those objectives. I know it's tempting to push up and take a wave of farm to finish off an item, but both teams are hoping someone will step out of line at this point so that they can turn objective fights into a 4v5 instead of a 5v5. When these team fights happen, use your long range abilities to start weakening the enemy backline while looking for your opportunity to land a big fight winning ultimate. There's always a point in every team fight when one team or the other goes all in. That's your time to shine on Gideon. Experience will give you a better sense of when that moment happens. While I strongly encourage you to save your ultimate for big team fights over objectives, there is one exception. If you have a chance to kill the enemy team's jungler, take it. Do whatever you need to kill their jungler and remove the enemy team's ability to smite. This will guarantee objectives for your team. This is actually my major complaint with over prime as a whole. Minion pushing means very little late game while taking the prime guardian means everything so you have to tailor your gameplay around the prime spirit and the prime guardian. Let's talk about some matchups for Gideon. With over prime being a fairly new game, you never know what you're going to be up against in the mid lane, but I'm going to try and cover some of the more common options and how Gideon stacks up against them. Let's go over who he is absolutely excellent against. FaZe. Gideon is really good against a FaZe mid lane. The goal of a good FaZe is to keep our link on you as long as humanly possible and Gideon can very easily break the link with dimensional ref. She may counter that by linking and pulling immediately, but that also breaks the link so it's you win in either situation. Her main wave clear ability is her blind, which puts her in a position where you can often use your R&B Q combo to hit her and the enemy minion wave. In her FaZe lance deals pitiful damage while slowing her, which makes it very easy to hit just naked Qs. The FaZe. The FaZe could be a bit more tricky to deal with than FaZe, but not by much. She has much shorter range on her poke that's tied to her E, so she'll often have to get within range of your minions to poke, which means your minions will deal a good check of damage to her, she tries to run, you hit her with the combo. The only time the FaZe is really annoying is if she focuses on wave clear instead of poking you out. Howitzer. Howie is an amazing mid lane option, but isn't that hard to beat as Gideon. He has to stand in place to use his long range rocket and if you time your R&B Q combo well, you can not only interrupt his cast, but also deal significant damage. You can also easily hide in your own minion wave to negate his damage, as that rocket has a huge hitbox that will often hit minions instead of you. His displacement mind can be rough to deal with, but if he lands a good one, you can just teleport to a better position. Bellica. I almost forgot about Bellica because she's an absolute non-issue against Gideon. If she throws a mana drone, just use an ability so it zaps you, and then your minions will take care of the rest. Her bombs are easily avoided and her knockup has significantly shorter range than your abilities, and with Gideon getting an instance of CC immunity on his ultimate, she can't even defend against that. And lastly, any ADC. People still think the meta is to put ADCs in every lane and I fucking love it because Gideon eats any mid lane ADC alive. You get to poke them from safety, but if they step up to basic attack you, they get mobbed by minions. Now, some matchups that I think he's good against but not great against, and this some of these might surprise you a little bit. Well, Gadget is no surprise. Gadget is still just overpowered as all hell, and if you're matched up with a Gadget player of equal skill, it can be very rough. You can counter her though by baiting out her sticky mines by running towards her and then backing up as soon as you think you're in range of her mine. You can also huddle among your minions and hope that the mine gets stuck on their head and not yours. Countess. I find a good Countess is reasonably good against Gideon. She can shadow slip to you, deal a bunch of damage and then slip back before you can hit her with anything. The key here is to poke her out from afar, and then if she does shadow slip to you, throw your abilities at the shadow image instead of on top of yourself and you can catch her out that way. Shinbi. You don't see much mid lane Shinbi, but her mobility and ability to poke while on the move can catch you off guard. She also has a good answer to dimensional rift. Don't think that just because you portaled that you're safe because she can reactivate her dash and get back on top of you. Still not that big of a problem if you're landing your abilities because you'll poke her out of lane long before she gets strong enough to counter you. Now the only difficult match up that I've had with Gideon is Wraith. His snipe has insane range and can pass through terrain so if he's good with it, there isn't much you can do to counter it. Just try to keep moving erratically and take advantage of his misses. You can also try to use your minions as a shield, but a good Wraith will still shoot over the heads and hit you. Luckily this is only a rough match up in the laning phase. Once you start team fighting, you'll see just how well his team stealth ultimate stacks up against your team killing ultimate. When building an overprime, I tend to focus on the first three items. I'll go into my ideal full build here, but games tend to end one way or the other when I have about 3 and a half items. Please bear in mind that your build should always be fluid and adapted to the game state. There is no correct way to build for every game. Also, just because this build works for me, doesn't mean it'll work for you. Experiment to find out what your preferred build is. The first item I build on any magical damage hero that includes supports is Spirit's Teardrop. It's very cheap at 2400 gold. You get a decent amount of magical power and health out of it, but more importantly, it applies a magical damage burn on hit that increases your poke potential in the early game, stops enemies from entering. Travel mode gives you a bit of tank shred late game since part of the burn damage is based on the hero's max health and it gives you that little bit of extra damage you sometimes need to stop someone getting away with like 50 health. Item 2 is flexible and defines if you want to be mild, medium or spicy. If you're not confident in your abilities, pick up a Flair's ID for 2850. This will give you a shield that's based on your max mana when you hit low health. These items are rampant in Over Prime and you'll see many people building this style of item. You'll see Flair's ID on mages or you'll see Fanatic's Dessert on some of the physical power heroes. If you're up against heroes that heal a lot like Rampage, Kai or Narbash, then I would suggest the medium to spicy level and pick up Sage's Whip for 2550. It's a reasonably cheap item that gives you a chunk of magical power but is mainly there to reduce an enemy's healing when you hit them with an ability. Just be cognizant of when you apply this. Putting a bunch of damage on Rampage then having all of your abilities on cooldown when he uses his ultimate is pretty damn useless. With all of that being said, 9 times out of 10 I choose Violence and go with the spicy option which is Cultist Blow. For 2900 gold you get 65 magical power, 15 magical pen and 300 health. The passive lets you deal 15% more damage if a nearby enemy hero is below 50% health. Note the wording on that, you aren't just dealing increased damage to that low health enemy, you're dealing increased damage to everyone. If only you had a big fuck all AOE ultimate. For my third item I usually go with the most expensive item in the game, Rampaging Toto at 3800 gold. You get a nice big fat chunk of 120 magical power and it increases your total magical power by 30%. This is a gift that keeps on giving no matter what you build after it. My fourth item is Witch's Shoes mainly for the base stats of 90 magical power and 10% cooldown reduction. That 90 magical power for 2800 gold plays very nicely with Rampaging Toto. But wait, there's more. The passive deals magical damage equal to 20% of your Toto increased magical power plus an extra 120 because fuck it I guess. It also gives you movement speed boost when you hit an ability. If I get to 5 items in a game, then that game is going along which means tanks are going to start being stupid effective so I pick up the Elkima Blaster that gives 60 magical power and 50% nullified magical defense. I'm making an assumption here because I don't have a solid 100% answer on this but I'm pretty sure that means you ignore 50% of the target's magical armor. If I ever get to build a sixth item which is pretty damn rare, it'll be Market Stone for 3500 gold that gives you 70 magical power, 40 physical defense and 10% cooldown reduction. The active one puts you in stasis for 2.5 seconds meaning you can't take any actions but you also can't take any damage but your cooldown is still refresh. This is a good way to survive in a teamfight if you popped a big ultimate that didn't actually kill anyone. Build this much much earlier if the enemy team has like a runaway revenant or count as and it will save your ass when they ult. And that's all I have for my boy Gideon. Let me know what you do different with him in the comments below and please leave a like on the video if you found it useful. But for now, this is the Mangu signing off, you guys have a good one. MANGUUUUUUU