 What's up everybody, I'm the Mangus, you are awesome and so is Aron. Undying Games released the Myth Spotlight for ethereal's much anticipated Bernie boy and he looks like he's going to be OP as hell with some insane combo, disruption and damage potential. I, however, think he'll make over one hell of a support, but we'll talk about his possible positions and drawbacks later. For now, let's get into the Myth Spotlight. As always, we start with Aron's lore and his 3D model. I personally think Aron looks like the absolute hands down best out of all the myths so far, just incredibly detailed with what looks like organic armor. My only complaint is the scooped out portion of his chest that would kinda funnel any attacks against him directly into his face. Other than that though, very good looking myth. Aron's passive is Infernal Aura, you pulse magic damage around you and killing any enemy unit that can be myths, lane minions, jungle minions, whatever, grants you a soul stack that increases your health as well as the damage caused by the aura. UG has not confirmed if there is a cap on the stacks or if you could just keep growing more and more powerful throughout the game. Quick note, I really like the effect when you gain the soul stacks. Now for the special ability. All myths in ethereal will have a special risk-reward ability bound to the right click. Aron's is called Torment. Torment turns the damage from Infernal Aura off and instead radiates a fear effect for a short time. The fear can only be applied once. The spotlight also confirms what fear does in the game. I wasn't sure if it made people run away or if it just rooted them in place. Now we know, they run away. We talked to UG about this ability and from what they said, Aron's aura will be a big part of his damage so giving up Infernal Aura for the fear actually will be a sacrifice. Aron's first basic ability is Burning Fists. Activating this causes Aron to execute two rapid melee swings that apply blaze to the target. Blaze is a magical damage over time debuff. Basically you put a burn on him. It seems that the blaze debuff will factor greatly into the rest of Aron's kit. If the target is already affected by blaze when you do your burning fists, then the punches deal extra damage and refresh the duration of the debuff. It's important to note that this is an ability, not a buff to basic attacks. You should be able to time this to do some auto-cancelling like basic attack, burning fist, basic attack. Aron's coolest ability is impending doom. You rush forward with a reduced turn rate and grab motherfuckers. This deals damage and you hold onto them with a magical flame hand. You can then throw your target in a direction of your choosing. If you don't throw them, you instead spike them into the ground. If you throw your target into a wall, they get stunned. Furthermore, if you grab a target that's affected by blaze, you can increase crowd control reduction for a short period. They show Aron at one point throwing Marina off the edge of the map. Fall damage is a thing in ethereal, so throwing people from one of the side lanes in the void lane will most likely kill them. Throwing them off a void lane, as you see here, will almost certainly kill them. Maybe not Marina, she's like a mermaid and shit, so she'll probably be fine in the water. Next up is Hell's Inferno. This is a range ability where you lob a ball of fire at a target location that explodes, deals damage, slows enemies and it applies blaze. If the target is already 420 blazing, then they also get decreased magic resist. This thing looks really slow. I can't imagine you're going to hit anyone with a naked inferno. However, if you impending doom into someone, chuck them toward your team and then immediately shoot an inferno at them, it should make for one hell of a combo. If you played Paragon, think of this as like when you played Sevrog and you hit someone with colossal blow, and then catch them with a subjugate as they land. Aarons ultimate is called imminent apocalypse. You grow in size, your aura radius is doubled, the aura damage is doubled, you get increased health dependent upon your soul stacks, and your aura slows. Your basic attacks during your ult also apply blaze. Pretty basic self buff ultimate, but with as crazy as the rest of his kit is, I'm pretty happy with it. Now let's talk about his big disruptive somebody will die combo. You can activate imminent apocalypse to double your aura size, activate torment so that your aura fears, charge through the enemy team grabbing one person and fearing everyone else away, throw that person into your team and chuck a firebomb at them to slow them. You'll be able to single out one person that your team will naturally focus on while preventing the enemy team from doing anything about it. Even if your target activates some sort of CC immunity like Mark of the Sentinel Hunter, the rest of their team is going to be feared and you'll be on top of them to apply blaze and then hit them with burning fists. At first look it seems Aarons is going to be appropriately terrifying. So where will Aarons be played? Just like with Talos, I think solo lane is an obvious choice here. It will allow him to get soul stacks much faster than if you took him into the jungle, and his aura will provide easy bully potential. However, as I watched the spotlight, it dawned on me that Aarons has a lot of potential as a support, especially as like an anti-dive support, which those are few and far between. If several people dive your ADC, you can just right click and fear them. If it's just the jungler diving in, rush them down, pick them up and chuck them under your tower. The fireball provides some area to deny that can be tossed on top of your ADC if he's being chased and that'll slow his pursuers. If you want to get aggressive, you can always charge the enemy ADC, throw them into your minion wave and slow them with the fire toss, all while fearing the support away. I brought this up to UG and they said that the biggest problem with trying to play Aarons as a support is that his base health is pretty low to account for the soul sacking mechanic. So in order to get the most out of Aarons, you need to be getting kills, and if you're playing him as a support, you should be giving those lane kills to the ADC. I don't know though, he sounds like a dream support to me. You could build in tanky, pop your ultimate and bam, you're a body blocking monster on top of all that other stuff. I will most certainly be giving Aarons support a try. We should be seeing Marina next and she's meant to be a support, so I'll try to rein in my enthusiasm for support Aarons until I see her kit. It seems like Aarons has everything going for him, but I did think of a few scenarios where he could fail pretty hard. For example, if you're trying to take down a tower, the damage aura will cause you to take aggro when you really don't want to. Same with early game, if you're starting with low health, then all the enemy solo laner has to do is get in range of your aura to trigger minion attacks against you. You'll have to play really safe until you can get a few soul sacks under your belt. That's all I have for now folks, I personally think this is the craziest kit we've seen so far. Let me know in the comments what you think of Aarons, tell me how you feel about his skin shown at the end, and also let me know how you feel about the Parmeron skin that I designed. Like the video if you wish, sub to the channel if you so desire, but for now, this is the Mangoo signing off, you guys, have a good one. Mangooos!