Battleborn

Battleborn

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WTF's guide to Rath the Not a Vampire
By Fantastic Kitten
A complete guide on how to play Rath in Pvp with some PvE notions, everything from ability usage to the Helix Tree all the way through to matchups and tips and tricks to help you carry your games
   
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Introduction
Hello everyone Whiskey Tango Foxtrot here (aka WTF) I played practically non stop the whole way through the beta and have been playing the game since launch now. I decided that I would try to share my knowledge I have gained from playing with and against other players in the hopes that together we can build a truly wonderful community.

I've played MOBA's for over 10 years now, starting all the way back with DOTA when it was a Warcraft 3 mod, from there I moved onto DOTA 2 and finally League of Legends for the past few years, I've also tried out lots of other MOBA games (Heroes of the Storm, SMITE and many others) so when I saw that Gearbox was releasing a MOBA type game I immediately jumped on the hype train (a huge fan of the Borderlands series ^^)

Anyway, I have a lot of experience in MOBA type games and in essence that is what Battleborn is, unlike it's rumored counterpart Overwatch which is more FPS oriented, this game focuses a lot more on the MOBA playstyle with a heavy emphasis on multiple objectives and different strategies.

So here we are, the very first in what I hope to become an elaborate series of guide's.

WELCOME to WTF's guides to BATTLEBORN
Basic Overview



















Rath is a melee style assassin who deals a lot damage especially late game, with innate sustain he is a strong duelsist and even provides decent team fighting power.

Passive: Genetic Syphon Dealing damage to enemy HEALTH restores Rath's own health for a portion of the damage dealt. Important to note that the lifesteal affect also procs on spell damage (so his abilites 1 2 and ultimate also heal him) but it does not proc at all if it only damages the shield. This is basically a lifesteal passive that is relatively common in most MOBAs.


Basic Attacks: Axiom and Praxis
Rath swing his blades in front of him with his final attack spinning around him dealing a nice aoe attack. His secondary attack spins one of his blades in front of him, a bit further than melee range and also deals aoe damage.

Skill 1: Crossblade Rath slashes in a cross like pattern in front of him sending off a small energy cross that goes through enemies but stops on terrain and after a medium range. The damage is quite decent and is a nice enough aoe that when aimed properly can really help waveclear if needed.

Skill 2 Catalytic Smash Rath jumps up and then smashes down with his sword knocking up all enemies in a small line in front of him. It's important to note that this skill is relatively easy to interupt with a stun or other hard cc when he jumps up. Also while the aoe is nice, it is best to keep it for an engage or disengage tool rather than use it to waveclear unless you are 100% sure that no enemies are coming your way.

Ultimate: Dreadwind Rath spins around for 4 seconds dealing moderate damage, now while the damage on a single target is good, it is an aoe so its best used in a 2v2 or 3v3 skirmish and/or teamfight, whereas in a 1v1 it should only be used if you absolutely need that TINY bit more burst damage. Also note that like his Catalytic Smash ability, it's fairly easy to interupt as while you can jump while your ult is on your mobility is slightly reduced
Helix Tree Levels 1-5
Level 1:
Slowing Strike
: Your crossblade ability now slows enemies for 3 seconds, out of the 2 (3 if you have leveled up the character and have unlocked the mutation) skills is in my opinion the most useful, extra CC, especially a slow on a character that relies mainly on melee strikes is highly valuable. Best Option
Waveform Smash: This basically turns your linear Catalytic Smash into a medium sized aoe in front of you, and while it may seem interesting it is hardly essential, the base width on Smash in decent enough that when well positioned you should be able to knock up if not their whole team, then at least the majority of it, also because this skill shortens the length it makes the pick potential of the ability quite weak. Although you can counter the length problem with the Crimson Fastness Helix at level 4. Situational at best
Concussive Smash: Mutation: Your smash no longer knocks up but now if you Crossblade them after a smash the target in now stunned, it basically removes a CC that you already have, to force you to use both abilites to provide the same effect, I can hardly ever say this is worth the point. Don't take it


Level 2:
Shield Syphon
: Your Crossblade ability now steals as much shield as it damaged, the idea is nice but in practice is actually rather poor. Rath's health pool is rather small so you shouldn't engage without your shield at least mostly charged, this renders the stealing effect pointless. Also you could argue that for getting away you could steal their shield while you run back, unfortunately the cooldown early on is lengthy so either youre trying to escape a fight low health and have no cd's or someone engaged on you and you have all your cd's but full heatlh in which case you either fight of just smash them into the air and run simple as that. Like is said, nice theory, bad practice. Don't take it
Anger's Echo: When your crossblade is destroyed by hitting terrain or reaches max distance it then returns dealing half damage. This ability is my favorite out of the 2 (or 3 if you have the mutation unlocked), it increases your waveclear potential, adds burst to trades, allows you to hit multiple people on the way and then back (if you took Slowing Strike then it slows as well). All in all it's more useful in more situations then the other helix skills. Best Option
Eviscerating Blade: Mutation: 60% shield penetration sounds nice and means that you heal even if they have their shield up (seeing as you damage their health it procs your passive) unfortunately just like Shield Syphon its nice in theory but bad in practice. Early game you will be trying to assassinate low health targets who most likely don't have a shield left, and late game you will probably cut through their shield on your opening combo. I can see it coming into play if they have a Reyna on their team or another way to suddenly boost their shield but otherwise it's far too situational to be useful. Situational at best


Level 3
Terror From Above
: You can now double jump Yay, unfortunately you are already quite fast and should be attentive to your positioning (you are squishy so don't just run in like a tard) which means that the clutch saves or added mobility granted by this skill are largely useless unless the situation calls for it. Situational at best
Spin to Win This is why Terror from Above is so lackluster, because it's counterpart adds more burst damage, your finishing spin basic attack now spins twice, meaning more aoe damage which is just so good, especially on a auto attack reliant hero like Rath. Best option


Level 4
Crimson Fastness
: Ahh once again with the theory and practice difference, yes in theory it sounds nice, but the truth is, you don't need a gap closer, if you hit your Catalytic Smash properly then the enemy is now flailing uselessly in the air ready to be picked off, add that to your decent move speed and bam you are now wailing down on their face before they have landed. I would only take it if they have 3-4 heroes with big movement abilities (think Phoebe Phasegate, Orendi Nullify etc). Situational at best
Catalytic Flash: OMG a silence, I'm sorry did you want to escape the Not a Vampire, well you're not going to be able to use that CC or disengage ability now buddy. Prevents the enemy from escaping after you engaged on them, perfect, also good if you get engaged on, knock the enemy up and now you can safely run away without them being able to use anymore CC abilites on you. Best Option


Level 5
Skillful Syphoning
: Level 5 is where things get interesting, for startes you unlock your Ultimate ability, but also you now choose how you are going to play Rath. This Helix skill causes your ABILITIES to steal 20% more life from your enemies (once again only affects health) so you will be far more reliant on landing your Crossblade, Catalytic Smash and Dreadwing abilities. This means you have to break their shield either before hand or spec into it, for example with the Shield Syphon or Eviscerating Blade Helix skills from level 2. I personally don't like it because I play using my skills as utility focused and dealing damage with my basic attacks. If someone plays relying more on the Skills to deal damage please contact me I welcome any input when it comes to my Not a Vampire Rath. Good Option
Not A Vampire: Like I said just before I rely more on my basic attacks in order to deal damage, which means i also rely on them to sustain more with an added 11% it sounds less than the ability lifesteal but remember you are using your abilites once every few seconds, whereas you are attacking with your sword several times per second so it's up to you to decide how you lifesteal. Good Option (prefered and easier)
Swordsman's Salve: Mutation : Your basic attack sustain is increased GREATLY but at the cost of your abilites no longer giving you ANY health back. Unfortunately I'm unable to find any numbers regarding to how much your sustain is increased, but so far I've tested it several times and always found it lackluster, the ability syphon, while may not seem like much actually contributes quite a lot (especially in regard to your ult). Not recommended but requires further testing
Helix Tree Levels 6-10

Level 6
Brutal Blades
: 15% damage increase on Crossblade, it already deals a nice amount of damage, and this just make it go through the roof. Best option
Catastrophic Smash: So situational it almost hurts, need to knock up Marquis? cause thats about the only times this becomes handy is when you need to knock up someone from far away... Compared to it's counterpart it's severely lackluster. Don't take it


Level 7
Evasive Maneuvers
: Increases move speed for 6 seconds after your shield is broken, nice survival tool but not really needed, especially if you run some movement speed gear which by now you should have been able to activate. Situational at best
To The Point Increased base damage of all melee strikes by 18% percent, somebody call a doctor you are going to be slicing and dicing all day long. This is an incredible power spike that bumps your damage up through the roof and best part is there is nothing situational about, as long as you can hit someone, now you are hitting them harder. Best option
Spin to Slow: Mutation: Your spin portion of your basic attacks now slows enemies caught in it. YAAAaaaay.... if you followed my guide, you have a slow on your Crossblades, a silence on your Catalytic Smash, if by now they arent dead I'm not sure a mere slow is going to change that fact, especially if you take the bonus damage helix skill counter part of this level. Although I could see this working in certain situations where the enemy team is either extremely slippery or rather bulky allowing you to stay on top of them a bit longer. Situational at best


Level 8
Energetic Projection
: Doubles the Crossblade range, not really interesting, it's made for waveclear, mid range poke and for fighting, not really your sniping tool, especially on such a long cooldown. Don't take it
Quick Cross: Reduces cooldown of Crossblade by 20% which is wonderful, specced correctly it now deals nice chunks of damage, slows and now you can do it more often. Perfect. Best option


Level 9
Softened Target
: If you hit someone with Catalytic Smash, they now receive 25% more damage from Crossblade during the next 4 seconds, it's certainly nice, although it tries to pigeonhole you into using your crossblade after you engage with Smash, but at this point in the game you should be 100-0 someone in no time so it makes sense, Smash in, attack until they land, then Crossblade them to apply the slow (from Helix lvl 1) and finish off with a few more basic attacks. Best option
Zealous Smash: Killing an enemy with Catalytic Smash reduces the cooldown on your Ultimate ability Dreadwind, by 3 seconds, this means either you kill enemy heroes with your Smash or you kill waves with your Smash. Problem with this Helix skill is that this late in the game, the deathtimers are ramping up fast, you need your abilites at all times if possible to either escape of kill someone so you can't really use it to waveclear and then Catalytic Smash is usually used for engage or disengage, not killing a target, you have Crossblade if you need to try to do that. Situational at best


Level 10
Dreadheart
: You move faster while ulting, essentialy cancelling out your mobility problem imposed by your ult, it's simple but incredibly effective. Best option
Desperate Assault: 45% damage increase when you shield is broken during your ult, an interesting tool, but only if you are the engage ( Smash in to most of team and ult as many as possible before probably dying) This would also help if you have trouble dueling people (ex: Phoebe, Galilea). Situational at best
Unstoppable Assault: While it's counter part Desperate Assault is the offensive version, this would be the defensive version, but in the end both are the same it all depends on what you want to do. Deal more damage when you jump in and most likely die, or survive your engage but deal less damage to the enemy team. The choice is yours if you want to take one of these. Situational at best
Helix Tree and Abilities Tips and Tricks
A brief summary of the Helix Tree Skills I play in most matches, do note that variations do occur when the situation arises, don't hesitate to change things up a bit if you need to do something different.


Level 1: Slowing Strike: Use it for the CC and waveclear early game

Level 2: Anger's Echo: Bonus waveclear, bonus damage.

Level 3: Spin to Win: Bonus damage

Level 4: Catalytic Flash
: A silence to stop them getting away easier, or allowing me to get away

Level 5: Not a Vampire
: Nice bonus Lifesteal that matches my playstyle

Level 6: Brutal Blades: Bonus damage

Level 7: To the Point: Bonus Damage

Level 8: Quick Cross: Lower cooldown translates into more damage

Level 9: Softened Target: Increase damage dealt by Crossblade after a Smash

Level 10: Dreadheart: More move speed means more sticking power, although if I'm always ulting 3 or more people i would definitely take one of the other 2 for more damage or surviviability entirely up to you.


Skill tip and tricks:

Crossblade
Early-Mid Game: Use your Crossblade ability to poke THROUGH the minion wave in order to damage them and the enemies behind the minions as well, although the range isnt extraordinary, use it between Overshield sequences of the minions to maximize wave clear. In trades use it either as you engage to better catch up or as you disengage to give yourself more time, don't use it mid fight unless there is a tiny break (you get knocked back, they jump away from you for a moment) because it will interupt your basic attack sequence and lower your overall DPS
Mid-Late Game: You should be able to clear a wave quickly (not during overshield) by simply meleeing the entire wave, this way focus your Crossblade on purely damaging the enemies or keeping it for a pick potential. Especially after level 9 when you have Softened Target, try to keep it up for after the smash for the huge bonus damage.


Catalytic Smash
Don't use it to waveclear, really it's not worth it. It's your best "gapcloser" and should be kept at all times as an engage or disengage. For enemies with a get out of jail card (Orendi's Nullify, Phoebe's Phasegate) try to keep the ability until after they have blown their escape cd in order to CC them and get back into melee range if possible. Another use in late game is to Smash the tank and then dive onto the enemy backline, leaving the tank silenced and getting pummeled by your team.


Dreadwind
Don't just go using it, think about how and when. Have they used their CC?, do they have an escape? Am i overcommiting? These are important questions to ponder briefly before using your Ultimate, you don't want to start and then get stopped immediately and you don't want them to just jump away and leave you spinning in the lane like a Beyblade. Can be used both as a form of initiation, or as a clean up tool, I personally tend to play it as a clean up tool but this is at the player's discretion to decide.


Gameplay Tips
This is the important stuff kids, the stuff that sets apart the Vampire's from the Not Vampire's.

- You are weak early game, your attack damage is ok, decent attack speed, but nothing to write home about, this is when then enemy team should try to shut you down, make you lose out on experience and shards, play it safe and wait it out, just by pure leveling you get huge boosts to all your stats even if you can't secure enough shards to buy your gear, just through levels you will still be a threat come late game.

- You are squishy, remember this when you dive 1v3, sometimes you will get a triple and come back a hero, but most times you will just die an idiot, you're more of a duelist, pick people off 1 by 1 and if a teamfight breaks out and you have to dive the backline, pay attention to your team comp so you either have support helping you out or another diver with you so the enemy team has to decide who to focus (this can be very confusing for the enemy team if they aren't all on coms)

- Your best modes are Meltdown and Capture, this is due to the fact that meltdown provides a steady income of "easy and safe" experience. While Capture in a lot of cases is lots of 2v2s and 1v1s which is where Rath excels. Incursion isn't very good for Rath due to the large open areas he has to cross to get to the enemy, but if he does get there safely he can deal a lot of damage (for Incursion I would recommend tankier gear and tankier Helix skills if possible) this is due to the fact that a lot of people take tanks and ranged heroes so you'll have to survive the engage vs their team.

- In story mode your greatest weakness are the thralls with the Shields, those guys hurt and prevent you from hurting them properly, severly reducing your sustain. Keep your smash up for them and try to run around them in circles.
Matchups A-K
Ambra:
Type: Support
Difficulty: Easy
Quite Squishy, but with a knock back so watch out for getting kited. Try to surprise her, then knock her up and kill, avoid fighting her when she has lots of sun spots out because they will heal her and damage you, Her squishiness is countered by passive slightly although you should be able to kill her late game and in the early-mid game at least force her out of the lane for a bit.



Attikus
Type: Tank
Difficulty: Medium
He doesn't have a lot of innate CC, but his ability to deal aoe damage and heal from it is not to undersestimated, in a duel lategame you should be able to beat him if he doesn't just run away (using his jump) but look out in the early game when youre at your weakest.



Benedict
Type: Attacker/Pusher
Difficulty: Medium
It will be hard to kill him in open areas cause he can just fly away even if you bump him up, if you take the silence portion of Catalytic Smash it should help but even then he can still try to glide away, in a pure 1v1 if he can't kite you he's dead, but don't underestimate his support damage in teamfights.



Boldur
Type: Tank
Difficulty: Easy
He has a bit of CC which can be annoying, but his damage is too low to be a danger to you and the fact that he has no shield means you immediately start syphoning off his health at the start of the fight. in teamfights wait for his charge ability to go on cooldown then just jump onto the backline and kill everyone, he has nothing else to really stop you.



Caldarius
Type: Attacker
Difficulty: Medium-Hard
His blind, coupled with his mobility and the fact that he can spec either melee or ranged makes him a hard target to 1v1, it's not impossible and the slightest mistake on his part is death, but if he plays well then you will be seeing Nova sooner than you expected



Deande
Type: Assassin
Difficulty: Easy-Medium
Her damage is roughly on par with yours, but she doesn't have your sustain, be careful when at low health but on even ground you should be able to beat her, keep an eye out for her stun though which can interupt your Catalytic Smash and/or Dreadwind.



El Dragon
Type: Attacker
Difficulty: Medium-Hard
Late game he has almost more damage than you and is naturally a bit bulkier, don't hesitate to wait up his aoe then reengage on him to win trades, not impossible to beat but requires good play on your behalf.




Galilea
Type: Tank-Attacker
Difficulty: Hard-Nightmare
She is your best counter, she can spec her abilities from level 1 onwards to entirely counter healing, which means you are left with decent damage and a tiny healthpool, couple that to the fact that she can stun slow and pull you in to her zone, she is all Rath players worst nightmare.



Ghalt
Type: Attacker
Difficulty: Medium
If he grabs you into his stun trap he will likely kill you, but on the other hand if you smash into him after juking out the grab then the fight will most likely go your way, be warned up close a shotgun hurts so be prepared to either leave the fight low or not at all. Will require good positioning and maybe the element of surprise to kill easily



Isic
Type: Tank
Difficulty: Easy-Medium
He's a pain in the ass to kill, but his damage besides his ult is on the low side, try to sneak around him to get to the backline or surprise him when he is in turret mode to take advantage of your superior mobility




Kelvin
Type: Tank
Difficulty: Hard
His stun, coupled with his movement speed when he ghosts is just pure hell for a Rath player, add to that his tankiness and chomp damage and the game just got a hell of a lot easier. Only upside is he is Eldrith which means no shield (base at least, through abilites and Helix he can have a small shield rather frequently) Try to avoid fighting his team head on, go for skirmishes where he isn't present and push number advantages whenever possible.



Kleese
Type: Support
Difficulty: Easy-Medium
His shields are over-time application rather than just giving out shields so its easy to break through and hit on enemy HP even when he is around, his ult is the only thing to look out for and that has a small cast time allowing you to get away if you position correctly or arent CC'd. His squisheness is countered by his mobility, avoid knocking him up if possible cause he can just fly away afterwards.
Matchups L-W
Marquis
Type: Sniper
Difficulty: Medium
By himself, he is squishy and, when using only his pistol, has low damage making him easy to kill, unfortunately he has wonderful zone control with the time zone and the birds alerting him to your presence, that and his insane range means sneaking up to him is almost impossible but usually once you do, he's a dead robot.



Mellka
Type: Attacker
Difficulty: Easy-Medium
Don't underestimate her damage output but at the same type Eldrid are your favorite foods, dig in, with no reliable CC except for a long cooldown knockback (which you counter by holding onto your Catalytic Smash to then catch back up to her) she is a relatively easy target, just don't go in too low cause her damage is quite decent.



Miko
Type: Support
Difficulty: Medium
The fun part is he has no shield which is nice for you, he also only provides health which you then syphon off, just be wary if he is supporting a higher damage hero than you or someone who can trade well (Deande Mellka etc) because then his heals will affect the outcome, otherwise, knockup slow and kill.



Montana
Type: Tank
Difficulty: Medium-Hard
Lots of CC, and really bulky make it hard for you to do anything, even engaging on backline is risky because then he just ults and bumps you up leaving you vulnerable. Just like with Kelvin try to pick skirmishes rather than teamfights and try to fight where he isn't.



Orendi
Type: Attacker
Difficulty: Easy.
Slow with Crossblade, melee her to death, if she Nullify's away (the jump) then simply use Catalytic Smash to knock her up and reengage, just don't stand in her spells like an idiot and should be an easy kill.




Oscar Mike
Type: Attacker
Difficulty: Easy
He is soft, and his only escape is him becoming invisible which, when you can see the blur outline especially in melee range is nothing to drastic, same as Orendi, keep your Catalytic Smash for when he becomes invisible and you should be able to finish him up.



Phoebe
Type: Attacker/Assassin
Difficulty: Pure Skill Matchup
If I had to sit down and watch two people fight for eternity it would be these two, at all points in the game, the fight can go either way, entirely depending on gear, situation, levels, helix skills chosen etc. This is literally as tight as it gets. But a quick tip, if you can avoid her ult, and bait out the Phasegate, then she has less escape potential but don't underestimate her damage either way.



Rath
Type: Assassin
Difficulty: Pure Skill Matchup
Pre-5 entirely situational, who has more minions, does anyone have gear, any teammates, a support? lots of factors come into play.
Post-5 unless its just for the final burst try to save your ult until after he has used his Catalytic Smash because it completely stops yours, but still be careful about the situation. My advice is to go to a different lane and feed up on the enemy team while making sure he doesn't do the same.



Reyna
Type: Support
Difficulty: Hard
Shields are your worst nightmare due to it not allowing you to sustain, so the shield support is effectively a wonderful pick against you. Of course if you catch her out she is so dead, but with someone they will most likely beat you.




Shayne and Aurox
Type: Assassin
Difficulty: Medium
Be careful of her CC (when Aurox grabs you and either pulls you to her or stuns you) but other than that, all she has going for her is her cloaking which isnt that impressive you outdamage and outsustain her most of the game.




Thorn

Type: Attacker
Difficulty: Easy- Medium
She has nice burst damage, but if she misses she's dead that and she is Eldrith so no shield. Enjoy




Toby
Type: Defender/Attacker
Difficulty: Medium-Hard
A good Toby player will enjoy poking you from afar, then stunning you with a mine to the face before flying away or killing you, he's solid enough that even if you get him by surprise unless he misses his stun mine he's probably going to get away due to his mobility. Try to fight in areas where it's hard for him to effectively control the area from afar.



Whiskey Foxtrot

Type: Attacker
Difficulty: Easy-Medium
He only has a tiny knockback or slows to save himself from you, just bait them out then Smash to reengage and clean up, his damage is quite weak until very late and even then he is too squishy to outdamage you. Just be wary of his ult if he empties that clip on you, you will not look pretty.
Gear
So in order to decide on what gear a character needs, we look at what they are good at, and what their weakness is, then we try to boost some of those qualities or defects.

With Rath our qualities are as follows:

Our Attack Damage, which boosts our basic attack damage, this is after all our main source of damage in most cases
Any bonus attack speed stats are nice and should be taken if an opportunity arises

Rath problems:

Squishiness which can be countered by Damage Reduction
Mobility, now don't get me wrong, Rath has a decent amount of movespeed and other mobility boosts, but the main problem is when an enemy starts sprinting away and you are trying to attack them with your basic attacks, you move slower, so we can take a bit of Movement Speed
Reliance on continous damage, by this I mean that CC is REALLY bad, so a bit of CC duration reduction is nice.


By following this list of qualities and issues that we want to address we begin to piece together gear, now of course his Legenday Item that you can acquire by completely his quests is of course wonderful but you don't start with it so what do we take. If you want to focus on really doing your job and dealing damage then you'll want items with the most Attack Damage, a nice chunk of Attack Speed as a secondary stat somewhere (like an on hit proc or just a bonus stat) and some Heal Power and/or Healing Received. Throw in some Movement Speed and some Damage Reduction and there you have a nice set of gear that isn't extremly hard to get and provides nice solid buffs.


















Things to avoid: Pure defense items, even with the Damage Reduction or CC reduction gear, it's usually best to try to get them on a secondary stat with the main stat being some form of offensive boost (Damage, Heal or Mobility) This includes gear like Health Regen, Shield Regen etc etc.
Lore Challenges
I see a lot of lore challenges in Battleborn that aren't easy, and while Rath's challenges aren't the most complex, I do plan on using this layout for other guides in the future so on that note, here are Rath's challenges and information on how easy and how to complete them.


Sustained Across Time: Deal 10'000 melee damage in a single match or mission, 10 times.
Difficulty: Easy
Tips: Best modes for this are meltdown where minions are easily accessed by melee champs without too much of a threat from being utterly destroyed by ranged opponents and of course story mode missions make it incredibly easy.


Betrayal, Betrayer
: Kill 500 Jennerit
Difficulty: Easy
Tips: Go do the story mode missions with the most Jennerit as possible , The Renegade, The Experiment is ok and the Saboteur missions, they contain, I believe, the most Jennerit enemies possible and should quickly get the challenge done.


Render the Snake Headless: Deal 2'000 damage to Rendain with Catalytic Smash
Difficulty: Easy
Tips: Just go do the boss battle once, by the time you get to him you should either be max level or damn close, just Smash him all throughout the mission and you should be good (Didn't even realize it was a lore challenge when I did the mission with Rath and completed it so should be easy to do)


Axiom, Praxis and Precept: Hit 3 enemies with Crossblade 100 times
Difficulty: Medium
Tips: Take the level 2 Helix Skill Anger's Echo so your crossblade bounces back and just throw it out to waveclear, hit multiple people, should be getting anywhere between 4-8 times during a normal match, recommended modes are meltdown and story missions (make sure that the enemies don't get killed by ally fire before your crossblade hits) Note that if for exemple you hit 2 on the way there with Crossblade and the bounce back hits one it still counts as it hitting 3. The bounce back counts as the original Crossblade not a seperate one.


Thank You Letter: Play 5 matches on the same team as Caldarius
Difficulty: Easy-Hard
Tips: This does not include the AI controlled Caldarius from the Renegade story mission, it needs to be another actual player which is why the difficulty is easy-hard, if you have a friend just ask them to play Caldarius 5 times (doesnt matter if you win or lose) if not pray to the RNG gods that you'll come across someone who wants to play him, seeing as there aren't that many heroes chances are you'll finish this challenge befory the Axiom Praxic and Precept one.
5 Comments
Carface Is My Spirit Animal 8 Jun, 2016 @ 5:14pm 
Guide to Rath:
1. Press E
2. Press middle mouse button
3. ????
4. Profit
Zephea 8 Jun, 2016 @ 11:53am 
I play rath as main i follow this exact thing but only diffence to mine is desparate assault as i am quite skilled with him and can solo a WHOLE team even with a healer on their side
supercalifragilisticexpialidocus 8 Jun, 2016 @ 12:34am 
wow very nice guide! I was looking for such a detailed guide for my Rath. Thank you very much!
76561198144159691 17 May, 2016 @ 8:06am 
also, swordsman's salve increases melee lifesteal by 22%
76561198144159691 17 May, 2016 @ 2:18am 
heal power does not affect lifesteal. nice guide otherwise