GUIDE: Winning as Ryme, the Versatile Defender (Blue)
This is intended to be a guide to competitive Ryme play for new and experienced players. I'm not looking to explore every way you could play Blue, but rather to give a clear build and strategy for you to consider and which could serve as a jumping-off point for your own ideas. My win% with Blue is my highest of any faction, so hopefully I can help people explore some of the things I've been using and abusing so we can take this faction to the limit.
I think this build might be the among the strongest things you can do in the current (very limited) metagame. I'm sure it's not the strongest possible thing out there, but of the limited strategies people have discovered so far it feels rock-solid in every game and I have yet to see it countered. It also doesn't require tricky micro or risky gambits - there's nothing gimmicky about this build. Even if people know it is coming, you are forcing them to play the way you want them to play.
Intro
Blue is a relatively straightforward faction that excels at tanking and defensive buffs, and playing Blue means you are generally calling the shots about where and when to engage. As Blue, it's important your allies know when you want them to take a stand, and when retreating it's often your responsibility to make sure they get away. Most importantly, as Blue you don't have many ways to deal lots of damage quickly, so your teammates need to put themselves in positions to capitalize off your AOE snares/stuns and tanky, tenacious battle-lines.
Why Blue?
Blue is great for a number of reasons:
- Tanks on par or better than what Green can field
- Plated Shield on units negates huge single hits, limiting which units are effective against Blue
- Extremely good midgame due to Shadows and Quadrapus along with strong Tier 1.5 tanks
- Powerful lategame by providing some of the best tools for both pushing into enemy bases and defending enemy pushes
- Synergizes especially well with ranged teammates
- Has some of the best all-purpose tools to help with sniping troublesome enemy units
Why Ryme?
Ryme is an exceptional hero for a number of reasons:
- He excels in poke wars at picking off units due to his Skillshot
- He has access to one of the best utility Tier-1 units in the game in Glacial Rangers (who are also great for picking off units)
- He has a significant advantage over Hydros, in my opinion, due to having a ranged-DPS/utility unit for his Basic Unit rather than a tank
The last point is very important because Blue's Tier 1.5 units are both relatively beefy units that compete for slots with Hydros' Scuttleguards and with each other. While Shield Slugs are ranged, they are not as good for utility as Glacial Rangers and it is harder (in my experience) to use them as consistent DPS than Glacial Rangers due to fatter models and lesser range (as well as the lack of a Slow to pick off targets with).
Furthermore, it is common in the mid and lategame to want only a handful of tanks, with the rest of supply being ranged, since you can only have so many tanks on the frontline soaking damage at once. This is especially true after an army wipe or trade. Since BioShards are usually limited in lategame trades/wipes, it is much easier and cheaper to rebuild an army of 3-4 Plated Warriors and 10 Glacial Rangers than it is to make 4 Scuttleguards and 10 Shield Slugs, and a force of 10 Scuttleguards + 4 Shield Slugs isn't really ideal since that's often too many tanks and not enough damage. This, coupled with the amazing snare effect of Glacial Rangers, makes Ryme extremely compelling.
What are Blue's weaknesses?
Blue is a strong faction, but there are a few things it can have trouble with:
- Blue is reliant on its allies to follow its lead. Blue wants to establish a battle line and dig in
- Blue is somewhat reliant on its allies to deal damage unless it adopts risky, all-or-nothing strategies
- Blue can have problems sharing space with other tanky armies. This is another reason picking Ryme tends to be safer, since unlike Hydros he can deal respectable ranged damage throughout the game without dedicated Deckbuilding Slots or BioShards to it
- Blue can have trouble retreating, but can usually help teammates get away
- Blue's AOE damage is limited in scope
Comments
Part 2 - The Basics and Unit Choices
How should my game play out?
What does my Unit Deck look like for this strat?
This strategy is designed to be very versatile defensively while still having the potential to contribute across the board - DPS, Ganks, Jungling, Crowd Control, and Tanking. It also seeks to abuse a few timing windows where it can punish popular openings or army compositions while bringing haymakers online before the enemy can respond in kind. As a result, most of the unit picks are fairly set in stone:
Part 3: Tactics Breakdown: Early Game
Part 4: Tactics Breakdown: Early-Mid Game
Part 5: Tactics Breakdown: Mid-Mid Game through Early Endgame
Part 6: Tactics Breakdown: Endgame
Wrap-up
Blue, and Ryme in particular, feels very strong right now, and Quadrapus feels like it's on the short list for "best unit in the game". Blue has timing windows that hit quite early and can hard-counter a number of popular strategies at various points in the game. It synergizes well with coordinated teammates but can also just play heroball, as long as you understand that your damage capabilities are limited compared to most factions (unless you go Kingpin/Transport, but that's outside the scope of this guide).
I hope this strategy guide helps aspiring Ryme players hold their own in the evolving metagame. Ryme is a tremendously versatile Hero and I'm sure there are other great strategies out there for Blue to explore that involve totally different unit compositions and timing windows. I hope you find this one a great springboard for your own exploration of the Blue faction, and of Atlas in general!
Replays and Questions? Comments?
I'll be posting replays here as I dig through them or record new ones. Check back for cool vidz and hip stratz, or post your own!
Replays and Reserved Space
Ge944da894d96402b81730f7a07778e06 - 33 minutes - Standard game using this strat
Gd562df43e1e14307a54e1570c021d6b8 - 36 minutes - Taking over midgame with Shadows
Gbdb410ea60b442bba4147130af9d9876 - 10 minutes - What happens when everything goes right
I'll be posting replays here as I dig through them or record new ones. Check back for cool vidz and hip stratz, or post your own!
Chillers: A Tier 3 Option
I've found some success lately using Chillers for my Flex spot in my deck instead of Tier-3 bruisers. Chillers offer some great utility for a tanky Blue army - specifically, they help perform long-range snipes on critical enemy casters without having to dive deep into enemy forces.
Chillers help solve some of the problems Blue has when its teammates are unable or unwilling to snipe specific high-impact units and Blue is trying to hold a tank line. Gunning down Igniters or Apocalytes from far away can really help maintain a siege for long periods of time, and Chillers have enough health to survive a few nukes and keep on shooting. They are also relatively cheap, making them much easier to add to your army!
I recommend trying out chillers with this build and seeing how it works for you.