Frontline Dekker Support
Dekker build by
GaleForce
7,570
predecessor.pro/builds/1681859346-frontline-dekker-support

Introduction
Ability level order




Crest Selection

Guardian Crest
+50% Base Health Regeneration
Guardian: Your next basic attack or damaging ability against an Enemy Target will restore 20 health and grant you 20 gold. Charges generate every 30s, up to a maximum of 3, and require a nearby Allied Hero within 3000u to activate. Upon granting 240 gold, evolves into Warden Crest.
Pacifist: Receive diminishing gold from excessive Minion kills.

Sanctification
+200 Health
+50% Base Health Regeneration
+10 Heal and Shield Power
Active - Safeguard: Grants yourself and nearby Allied Heroes a 250 (+12% of Caster's Maximum Health) shield for 3s. While the shield holds, Heroes gain 60% tenacity - 120s CD.
Wealthy Pacifist: Increase Passive Gold Income by 50% and receive diminishing gold from excessive Minion kills.
Visionary: Gain Solstone and increase your Ward Cap from 2 to 3.
Item Build
Full Guide
Dekker can be surpisingly slippery and hard to kill due to her various stuns, slow, cage and her double jump. We will use this to our advantage by building unexpectedly tanky, countering and applying debuffs while playing up in the face of the enemy team.
For the Crest, I tend to choose Guardian Crest as a safe option, building into
Sanctification for general use (though
Leafsong can be fun as well for the move speed). The silence from
Silentium may have place in this build since you will be up close in some teamfights, but I personally have trouble landing it and prefer a global 1-button buff for my team.
For her Abilities, my rule of thumb is get her Stasis Bomb stun first, then Containment Fence for the most utility, then Photon Disruptor third. Max Stasis Bomb first, then the cage, then Photon Disruptor, leveling her ultimate along the way. The stun and cage duration are both increased as you level, while the Slow from Photon Disruptor is a flat 1.5 seconds.
Early game I start with an Energy Stream into
Essence Ring into
Tainted Totem. The early Mana Regen will help you spam abilities and stay in lane longer. Stand near your Carry to increase their Healing and Shielding by 15%, great for heals after damage trades or ganks. They can also heal quickly off a minion wave if they have a
Terminus for example.
Items 2 and 3 I often take the recommended Dynamo and/or
Hexbound Bracers.
Dynamo directly buffs your stun as it shreds the target's armor, letting your Carry get in extra damage for 4 seconds. If you're not getting much help from your Jungler and need cooldown reduction/Ability Haste instead, you might go
Hexbound Bracers second.
Lategame you can experiment with the "Frontline" items depending on team comps (click "All Items" then the middle "shield symbol" filter in-game). These items will let you play up in the face of the enemy and ensuring the Tainted Totem debuffs are applied as often as possible.
Ask "What does the enemy have?"
Physical Damage?






In short, the lategame items will depend alot on the team comp of both teams. I like the above items since they provide more AoE or "global" effects instead of tank buffs for just me, like a Raiment of Renewal or
Wardens Faith would.
Feel free to experiment - best of luck and I hope this build is helpful!
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go Riktor carry and Narbash supp EZ W