Arthur — Patch 1.62 Verdict
[Default: B]
Arthur — Warrior Guide
Arthur is a short-ranged bruiser built for the slayer lane. You walk into someone's personal space, absorb whatever they throw at you, and hammer them down with consistent melee pressure. The kit is built around durability stacked on top of respectable damage, and the plan is never flashy. He is just the guy who does not die when you expect him to.
In the current patch, Arthur sits at B tier, and that placement is honest. He has no reliable escape, no long-range poke, and his engage pattern is predictable enough that practiced opponents will simply play around it. What keeps him off C tier is a genuine tankiness-to-damage ratio that still wins into less mobile matchups, plus a very low mechanical floor that makes him a viable ladder pick for players focused on macro over mechanics.
Pick Arthur when your team needs a durable solo laner who can absorb side-lane pressure and threaten buildings in the mid-to-late transition. Avoid him into compositions packed with mobile assassins or long-range poke mages who will never let him touch them. Note that exact ability numbers referenced in this guide should be verified in-game, as ability data was unavailable at time of writing.
Strengths
- +Arthur's passive sustain and natural bulk allow him to win extended melee trades against most non-mobile warriors in the slayer lane without needing to burn Flicker.
- +His extremely low mechanical ceiling means your mental bandwidth is entirely free for macro decisions, wave management, roam timing, and objective calls, which matters enormously at Diamond rank where macro wins games.
- +The combination of his gap-closer and damage ultimate creates a genuine all-in threat that forces opponents to respect his range and play cautiously around cooldowns.
- +Arthur's building flexibility lets him go tanky into dive-heavy enemy comps or push slightly more damage into squishy lineups without fundamentally changing his playstyle.
Weaknesses
- −He has no real escape mechanic, a burned or missed Q leaves Arthur completely stationary and vulnerable to any hero with poke or a follow-up dash.
- −His engage pattern is entirely telegraphed: experienced slayer-lane players at high rank will pre-position to bait the Q and punish the cooldown every single time.
- −Mobile assassins and ranged poke compositions can simply never let Arthur get into his effective range, making him feel useless in the wrong matchup.
- −His damage ceiling is notably lower than the top-tier slayer warriors this patch, meaning if he cannot force extended trades, he will lose burst exchanges to heroes like Allain or Veres who are currently rated higher.
Abilities
PFloating Light
Arthur is blessed by the heavens and gains 88 armor (scales with hero level).
1Holy Light
Arthur powers up, raising his movement speed by 30%. During his next normal attack, Arthur leaps at his target, dealing 180/205/230/255/280/305 (+1.0 AD)ˀ physical damage and slowing their movement speed by 90% for 1 second. The target damaged by this ability will be marked for 5 seconds. Marked enemies will suffer additional damage from Arthur’s normal attacks and abilities equal to 1% of their maximum HP as magic damage. This ability also raises the movement speed of nearby ally heroes for 5 seconds.
180
205
10
9
1Void Portal
Arthur summons divine blades that circle around him, dealing 100/125/150/175/200/225 (+0.4 AD) (+0.4 AP) magic damage per hit for 5 seconds.
100
125
12
11.4
1Sacred Ground
Arthur jumps up high and crashes towards his target, dealing 750/1000/1250 (+1.3 AD) physical damage and knocks surrounding enemies into the air for 0.5 seconds. Enemies caught in the blast radius suffer 100/125/150 (+0.35 AD) physical damage every second for 5 seconds.
750
1000
100
125
42
35
How to Use Arthur's Kit
Arthur's passive is the backbone of his staying power in the slayer lane, granting him a shield or damage-mitigation buff that rewards standing in melee range and trading aggressively. Activate it by being proactive with your engages, a passive Arthur who sits at max range will never proc the full value of this mechanic. The most common mistake is recalling to base when the passive's effect is up and ready; instead, use that window to force a trade or push the wave.
This is Arthur's primary gap-closer and the skill you will throw out most often in both trades and full engages. The key discipline is not burning it reactively the moment an enemy steps within range, instead wait until they have committed to a trade or an animation so that the dash lands and you immediately follow with your auto-attack reset. Wasting this skill in a failed engage means Arthur has essentially zero mobility for its full cooldown, which is long enough to get punished hard.
Arthur's W is a short-range damage-and-utility ability that functions as the meat of his trade pattern, use it immediately after landing your Q to maximize burst before the enemy can disengage. It also carries some crowd-control utility (a slow or stun depending on the current iteration, verify in-game), which makes timing it to interrupt an enemy's escape or channeled ability far more valuable than just using it on cooldown. Many lower-rank Arthur players forget to weave auto attacks between Q and W, losing meaningful damage in every trade.
Arthur's ultimate is a personal power-up and area-of-effect ability that defines his all-in window, it dramatically improves his durability and/or damage for its duration and should almost never be used as an opener in a solo lane trade because the enemies can simply disengage and wait it out. Instead, commit your Q and W first, confirm the enemy has burned their escape tool or is out of mana, then pop R to seal the kill or sustain through their counter-damage. In teamfights, activate R the moment you step onto the backline carry, the window it provides is finite, and every second it runs without you being in melee of a priority target is wasted.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1Holy Light | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · |
2180 | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
R10 | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout
Core Combos
Standard Trade
The bread-and-butter lane trade, land Q into the enemy, immediately auto-attack to reset the animation, then W before they can step back, finishing with another auto; use this whenever the enemy overextends past the midpoint of the lane.
All-In Commit
Reserved for when you have confirmed the enemy has burned their escape tool, open with Q and W to deal immediate damage and apply any CC, then pop R mid-fight to sustain through their counter-pressure and auto-attack them to death.
Flicker Gank Follow
Use this when a jungler arrives and the enemy has already backed away from your standard Q range, Flicker closes the initial gap so Q lands as a guaranteed follow-up rather than a desperate chase.
Gameplan
Arthur's first real power spike is level 4, when he has access to his full three-ability kit. Before that, his trading pattern is incomplete and you should be playing conservatively around wave control. His second and most important spike is his first completed core item, which dramatically amplifies the payoff of his passive. He is at his relative strongest in the mid-game, when enemy carry items are still incomplete and he can dive without being immediately one-shot. Late-game, Arthur becomes a frontline enabler rather than a damage threat. Force fights when your team is grouped and avoid extended side-lane duels against fully-itemized carries.
Early Game
Levels 1–6- →Focus on last-hitting under tower and winning the CS race — Arthur's laning damage is enough to punish overextension but not enough to hard-shove every wave, so patience in the first two levels pays off more than aggression.
- →Identify whether your matchup is winnable in a straight trade at level 4; if yes, bait the enemy close with a slightly pushed wave and commit the Q-W combo with HP advantage.
- →Communicate with your jungler about whether you need a gank or can solo pressure — Arthur is one of the more self-sufficient slayer laners when ahead, so calling the jungler top only when you genuinely need it frees resources for the carry lanes.
Mid Game
Post Broken Spear- →Once you have your first core item, start threatening tower dives — Arthur's bulk means a dive with your jungler is high-percentage if the enemy laner is below 60% HP.
- →Rotate to the nearest Dragon or objective fight after destroying first tower; Arthur's teamfight contribution at this stage is absorbing damage and peeling off whoever is trying to reach your backline.
- →Keep the side wave from freezing under your tower — an Arthur who is always farming has inevitable relevance in the mid-game even if he is not getting kills.
Late Game
Teamfight phase- →Play Arthur as the initiating frontline in late-game teamfights: Q onto the highest-priority target, pop R immediately, and trust your backline to follow up rather than trying to solo-carry.
- →Split-push only if you have a clear numbers advantage in the side lane and your team can stall a 4v4 — an Arthur caught alone in the late game with his Q on cooldown is a free kill and a wasted objective window.
- →Prioritize building anti-healing items if the enemy has significant healing in their composition, as Arthur's win condition in late fights often comes down to outlasting enemy sustain rather than out-damaging it.
Matchups
The honest draft rule for Arthur is simple: never first-pick him. He is too matchup-dependent. His worst-case scenario is being locked into a game against Butterfly or Murad in the slayer lane. Both of those heroes negate the only thing Arthur does well, which is standing in your face and hitting you. In those matchups, concede lane priority early, farm safely, and make your contributions through teamfights where CC-synergy heroes like Baldum and Lumburr can compensate for Arthur's mechanical limitations. Arthur is safest as a last or second-to-last pick, chosen after confirming the enemy slayer laner is an immobile warrior he can actually reach.
Arthur gets countered by
ButterflyButterfly's dodge passive means Arthur's Q-W combo frequently whiffs on its most critical hit, and her mobility lets her permanently control the spacing that Arthur needs to be dangerous.
MuradMurad can simply teleport out of Arthur's combo window, reset the trade from a safe distance, and poke Arthur down with superior mobility before re-engaging on his own terms.
AllainAllain outranges Arthur's engage, deals comparable damage in shorter trade windows, and has an escape tool that consistently denies the extended fight Arthur needs to win.
NatalyaIf Arthur gets roamed on or played into a composition with Natalya mid, her long-range burst and hard CC can delete him before his ultimate's durability buff has any meaningful impact.
Arthur synergizes with
BaldumBaldum's suppression sets up Arthur's full combo perfectly, an enemy caught by Baldum's ultimate cannot dodge the Q-W-R all-in, guaranteeing a kill that Arthur would otherwise struggle to confirm against mobile targets.
TulenTulen's lightning chain CC chains beautifully with Arthur's engage, and Arthur's frontline presence soaks the focus that would otherwise be directed at Tulen's relatively squishy frame.
Tel'AnnasTel'Annas's global ultimate can execute enemies Arthur has chunked in the slayer lane from across the map, turning Arthur's pressure into cross-map kills without the carry needing to be present.
LumburrLumburr's earthshake CC paired with Arthur jumping into the same cluster means neither enemy can escape the engage, a pairing that works especially well in close-quarters objective fights around Dragon.
Pro Tips
- →Track the enemy jungler's position before committing your Q, Arthur with Q on cooldown in the middle of the lane is the easiest gank target in the game, and high-rank junglers absolutely know this.
- →Use minion bodies to block your own Q path intentionally when you want to fake out the enemy; walking forward without dashing creates mental uncertainty about when you will actually commit.
- →In teamfights, target the second-most-squishy hero rather than the squishiest, the squishiest carry is almost always behind two layers of peel, while the mage or second marksman is frequently exposed and within Arthur's reach.
- →Learn to cancel your W animation with a movement command at the tail end to walk into a better position immediately after the hit lands, this is the single mechanical skill that separates average Arthur players from good ones at Diamond rank.
Arthur is the right pick for the Diamond-rank player who has strong macro habits and wants a slayer laner that does not punish mechanical mistakes as harshly as his peers. He will never carry a game on individual skill alone, but in the right draft, with CC-heavy supports and a backline that can close out his set-ups, he is a consistent, low-variance contributor. The single most important thing to master on Arthur is Q cooldown management. Knowing when not to use it is the entire difference between a wall the enemy cannot move and a free kill standing in the middle of the lane.
Arthur — Frequently Asked Questions
Is Arthur good in the current ROV patch?+
Arthur is a B-tier pick in the current Thai-server ranked meta, competitive but not dominant. He is a reliable choice for players who want a low-stress slayer laner with genuine teamfight presence. If you are trying to climb at the highest ranks, the A-tier slayer options currently offer more outplay potential and better matchup spread.
What is the best build for Arthur?+
Arthur benefits most from a core that layers physical armor and HP so that his passive durability is amplified. Prioritize a strong first item that gives him immediate trading power, then transition into tanky utility items. Exact item names and stats should be checked in the current patch's item shop, as ROV item patches frequently shift optimal builds.
How do you counter Arthur in ROV?+
Pick a mobile hero who can bait his Q gap-closer and disengage before the W lands. Butterfly and Murad are the cleanest examples. At a macro level, denying Arthur melee range through poke and lane pressure before level 4 stunts his snowball before it starts.
Is Arthur hard to play, and is he good for beginners?+
Arthur is rated Easy difficulty and is genuinely one of the most beginner-accessible slayer-lane warriors in the game. His kit is intuitive, his win condition is straightforward, and he does not require frame-perfect execution to be functional. For beginners he is an excellent hero to learn lane fundamentals with. For experienced players, the value comes from the mental bandwidth his simplicity frees up for macro play.