- •Skill 2 base damage: 425+85/lv+0.6MP → 380+76/lv+0.55MP
- •Skill 2 cooldown: 9(-0.4/lv) seconds → 10(-0.4/lv) seconds
Gildur — Patch 1.62 Verdict
[Liquipedia RPL: C] Pro play (RPL 2026): 12 picks, 33.3% WR, 5.2% pick/ban rate. Note: pro meta may differ from ranked.
Gildur — Tank Guide
Gildur is a roam tank who starts fights without asking. His passive rewards tracking your auto count, because the fourth auto launches enemies backward, and his slow-channeling ultimate punishes anyone who lingers too long. That puts him somewhere between frontline brawler and zone-control mage-tank. The gameplan is straightforward: dive into a cluster, proc The Touch to scatter a carry, drop Debauchery on top of them, and let your backline clean up while the enemy team stumbles around stunned. He earns his A-tier rating this patch because the meta rewards engage tanks who can hold position in extended team fights, and that is exactly Gildur's game. His 33.3% win rate signals a real skill floor. Pop Debauchery at the wrong moment or lose track of your auto count and you will feel it. A Diamond-level player who respects the channeling mechanic's 1-second grace window will find the ceiling is genuinely high. His 4.2% pick rate and near-zero ban rate mean you can slip him through draft almost every game. If you play Baldum or Lumburr and want something with more personal damage threat in the engage, Gildur is the obvious next step.
Strengths
- +The Touch's fourth-auto knockback is a reliable, cooldown-independent peel tool that requires no mana and works every few seconds, making Gildur an exceptionally sticky frontline that can repeatedly separate assassins from his carries.
- +Debauchery's multi-tick stun in a wide radius is one of the strongest sustained CC ultimates in the roam pool, capable of locking down two or three enemies at once when properly set up with Miser.
- +Every ability cast generating a shield means Gildur naturally sustains himself through extended trades without dedicated sustain items, freeing his build slots for offensive AP that amplifies his damage-through-tank identity.
- +His near-zero ban rate means he's almost always available in draft, giving Gildur mains a consistent pocket pick without needing a deep hero pool to cover his absence.
Weaknesses
- −Debauchery is one of the most punishable ultimates in the game, any enemy with a dash, knock-up, or interrupt cancels the channel before it reaches full value, and there are many such heroes in the current meta.
- −Gildur has no hard disengage outside of Flicker, so if he overextends on an engage that his team doesn't follow, he has almost no way to get back out safely.
- −His win rate of 33.3% reflects how critically the kit depends on proper sequencing; a single mistimed Debauchery before Miser's stun lands means enemies simply walk out and the entire combo window is wasted.
- −Compared to roam tanks like Baldum or Lumburr, his initiation range is shorter, Siege is a dash, not a long-range launch, so he struggles to engage on mobile teams that can maintain safe distance.
Abilities
PThe Touch
The 4th hit of a basic attack combo knocks the target backwards and deals magic damage. Additionally, all abilities cast grant temporary shield.
1Siege
Gildur dashes forward and deals physical damage to enemies hit. The next basic attack becomes an empowered attack.
2Miser
Gildur fires gold at enemies, dealing magic damage and stunning them in a wide area.
RDebauchery
Gildur summons a golden magic circle that deals magic damage and stuns enemies around him each hit. (This ability requires 3.5s to activate. Moving or using other abilities after 1s will interrupt it.)
How to Use Gildur's Kit
Track your auto-attack stack religiously, the fourth hit launches enemies backward, so timing it into a wall or toward your team turns a basic attack into a free pick. Every ability cast also generates a temporary shield, so weaving Q or W between autos isn't just about damage; it's actively stacking free HP that keeps you alive in drawn-out brawls. The most common mistake is popping the fourth auto randomly in the middle of a jungle path, wasting the knockback on open ground where it helps nobody.
Siege is your gap-closer and auto-empowerment tool in one, the dash covers a respectable distance, and the empowered follow-up auto it primes is the single most important hit in your combo because it counts toward The Touch stack progression. Use it to close on a fleeing target or, counterintuitively, to reposition mid-fight rather than always initiating with it so you preserve the option to escape a collapsing fight. A common error at Diamond is burning Siege purely for the dash and then forgetting about the empowered auto, effectively throwing away half the skill's value.
The gold-scatter stun is Gildur's most reliable CC and the backbone of every combo, it hits an area, not a single target, so landing it in the middle of a clustered team fight is dramatically more impactful than using it 1-v-1 on a single target. Max this second after Debauchery, because the stun duration on W is what creates the window for Debauchery's full channel to deal meaningful damage. Whiffing Miser at the start of a fight is often a fight-ender; wait until you're inside melee range so the scatter radius guarantees contact.
Debauchery demands the most respect of any ability in Gildur's kit: the golden ring channels for up to 3.5 seconds, deals damage and stuns repeatedly around him, but moving or using another ability after the first second cancels it entirely. The play is to activate it only after Miser has already stunned your targets, giving you the safe channel window without relying on enemies being too slow to walk away. Flicker mid-channel, after that 1-second mark, is a legal repositioning trick that can save you from a gank or shove you deeper into a backline, and this is the highest-skill expression of the hero.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1Siege | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · |
2Miser | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
RDebauchery | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Standard Lockdown
The bread-and-butter engage: dash in with Siege to close the gap and prime the empowered auto, fire the empowered auto to build your Touch stack, immediately Miser to stun, then drop Debauchery on the stunned cluster, the safest way to guarantee a near-full channel.
Flicker Cancel Dive
Start Debauchery after the Miser stun, then Flicker after the 1-second mark to reposition deeper into the enemy backline, catching a fleeing carry in the continuation of the channel, reserve this for fights where your team is already winning the frontline.
Passive Peel Chain
When protecting your carry from an enemy assassin, build three autos first, use Siege to stick on the assassin, land the fourth (passive) knockback to launch them away, then Miser if they try to re-engage, turns a defensive situation into a potential tower-dive punishment.
Gameplan
Gildur is weakest at levels 1 through 3. Before Miser is available, his only engage is Siege plus autos, and that is not enough to force anything meaningful. His first real spike arrives at level 4 when the full Q-W-R combo comes online. Purchasing Arctic Orb gives him the shield-stacking synergy and durability to actually survive his own initiations. His peak window is the mid-game objective fight at Dragon or the first tower push, roughly the 7-to-12-minute mark, before enemies have built Spell Pierce to thin his shields or enough mobility to dodge Debauchery. Late game he stays relevant as a zoning presence, but he becomes increasingly dependent on catching overextended targets rather than brazenly diving composed backlines.
Early Game
Levels 1–6- →Roam to the opposing mid or jungle at level 2 with Siege to force early pressure; even a non-kill engage that burns enemy Flicker is a win for your team's momentum.
- →Farm passive shield procs off minion waves when rotating through lane — every Q or W cast near minions refreshes your shield and keeps your HP topped without needing to recall.
- →Avoid level-1 fights before you have Miser; without the stun your combo has no guaranteed lock-on, and you will simply waste Siege's cooldown.
Mid Game
Post Broken Spear- →Stack before Dragon or Abyssal Dragon spawns so you're at or near your fourth auto when the fight starts — walking into an objective fight mid-stack is a significant threat multiplier.
- →Peel aggressively for your mid-laner during roams using the Touch knockback rather than saving it; forcing assassins off the carry with the passive is often more valuable than saving the knockback for a combo.
- →When your team groups for a tower siege, position at the flank rather than front-and-center — Siege into the side of a grouped enemy team plus Miser hits more targets than a direct frontal charge.
Late Game
Teamfight phase- →In late-game team fights your job is to find the enemy carry with Siege, proc the Touch knockback into your own team's position, and immediately chain Miser so they cannot escape before your damage dealers follow up.
- →Hold Debauchery for fights you are confident will last more than two seconds — a 1-second Debauchery that gets cancelled by a Keera or Murad dash is worthless; a 2.5-second one next to two stunned carries is fight-winning.
- →Buying Staff of Nuul as your fifth item significantly strips magic resistance off the tanks you're face-tanking, amplifying the damage of your whole team's mages and making your own Debauchery ticks hit markedly harder.
Matchups
Gildur's draft strategy is simple on paper but requires discipline. Never first-pick him if you can see even one highly mobile assassin on the opposing side. Keera and Murad are ban-or-lose threats. If either shows up in the enemy draft and your team has no way to predict-engage or hard-peel, consider switching to a different roam entirely. The good news is that against teamfight-oriented, melee-heavy compositions, think Maloch, Ormarr, or Lu Bu in the jungle, Gildur is outright oppressive and should be first-picked with confidence. Build your team around at least one AoE damage dealer (Ilumia, Diao Chan, or Violet) to convert his Debauchery windows into actual kills rather than wasted stuns.
Gildur gets countered by
KeeraHer dash-on-demand means she can blink out of Debauchery the moment it activates, negating Gildur's strongest tool entirely while threatening to burst him down before he stacks his passive shield.
MuradMurad's Ultimate pulls him into a separate dimension, making him untargetable through Gildur's entire combo sequence, and he can then re-emerge to burst Gildur while all cooldowns are wasted.
LaurielLauriel's persistent area denial and high burst output punish Gildur's stationary Debauchery channel, and her own stun can interrupt the ring before it deals meaningful damage.
NakrothHis hyper-mobile dash chain lets him weave in and out of Debauchery's radius before the stun ticks register, and his sustained DPS shreds Gildur's shield stacks faster than they can regenerate.
Gildur synergizes with
Diao ChanHer long-range CC chains directly onto Gildur's Miser stun, extending the lockdown window long enough for Debauchery to deal near-full channel damage before enemies can react.
VioletViolet's channeled ultimate deals maximum damage against stationary targets, and enemies trapped inside Gildur's Debauchery ring are exactly the stationary, overlapping hitboxes she needs for triple-hit value.
IlumiaHer area-of-effect magic burst synergizes with Gildur's zone-control engage, Ilumia can drop her ultimate into a Debauchery cluster for near-guaranteed full detonation damage.
ArumDouble roam with Arum creates a terrifying double-stun initiation that virtually no team can disengage from, and Arum's own shielding passive keeps both tanks in fights longer.
Pro Tips
- →Track your auto-attack count out loud or with a mental tick, in the fog of a team fight it is easy to lose count and burn the Touch knockback on a tank instead of the carry you've been stalking all fight.
- →The Flicker-mid-Debauchery trick is entirely legal and heavily underused at Diamond; practice activating R, counting one full second, then casting Flicker to reposition the ring, this single technique separates average Gildur players from genuinely threatening ones.
- →Arctic Orb is core, not optional: the active invulnerability combined with Debauchery's channel means you can pop Orb inside the ring when you're about to die, survive the burst, and continue stunning, enemies often burn all their burst into your Orb window.
- →Against teams with slippery carries, pre-position your fourth auto before engaging so the knockback fires immediately on arrival rather than requiring three additional autos in the middle of a live fight where the carry has already started running.
Gildur is the right pick for roam players who want more personal damage threat in the engage without giving up team-fight presence. His zone-control ultimate and auto-stack passive reward investment and punish laziness in equal measure. The single most important thing to master is Debauchery's 1-second grace window. Until you have internalized exactly when you can and cannot act after activation, you will cancel the channel at the worst moments and wonder why your win rate does not match your effort. Players who already enjoy Baldum or Lumburr and want a ceiling to push through will find Gildur a natural and satisfying next step. Do not pick him blind into mobile assassin-heavy drafts, and do not waste his ultimate before Miser's stun lands. Respect those two rules and A tier is the floor, not the ceiling.
Gildur — Frequently Asked Questions
Is Gildur good in the current ROV patch?+
Gildur sits at A tier this patch with a 4.2% pick rate and a negligible 1% ban rate, so he is almost always available. His 33.3% win rate is below 50%, which reflects how punishing his channeling ultimate is for players who mistime it. Master the timing and he performs well above that baseline. He is not S tier, but in a meta that favors zone-control engage tanks, he is one of the cleaner roam options on the table.
What is the best build for Gildur?+
The recommended Thai-server build is Arctic Orb into Flashy Boots, then Boomstick, Hecate's Diadem, Staff of Nuul, and Holy of Holies. It is a magic-damage-through-tank build that leans into his shield-stacking passive and amplifies both Miser and Debauchery's damage ticks. Arctic Orb is the non-negotiable core item. Its active invulnerability is what lets you survive inside your own Debauchery channel when enemies focus you. Staff of Nuul's magic pierce is the late-game spike that keeps your damage relevant against fully built opponents.
How do you counter Gildur?+
Pick a hero with a reliable dash or untargetability window. Keera, Murad, and Nakroth all trivially cancel Debauchery by moving out of or through its radius. If you are already in-game against a Gildur, never cluster with teammates when he has his ultimate available. Spreading out forces him into inefficient 1-v-1 Debauchery channels that deal far less total value. Building Hermes' Select or any tenacity item on your carries also cuts the Miser stun duration that sets up his entire combo.
Is Gildur hard to play / good for beginners?+
Gildur is Medium difficulty. His basic engage pattern, Q in, W to stun, R to channel, is intuitive enough that newer roam players can pick it up quickly. That said, his 33.3% win rate signals a real gap between players who understand the Debauchery timing rules and those who do not. Beginners will frequently cancel their own ultimate by panicking and pressing another ability before the channel locks in. If you are new to roam, spend a few practice mode sessions exclusively on the Flicker-mid-R mechanic before taking him into ranked.