Arena of Valor (AoV) – Top 5 List: Easiest Heroes to Play
This time, let’s examine the five heroes who are the easiest to play in Arena of Valor since we’ve already discussed the five heroes who are the hardest to play. Now, just because these characters are incredibly simple to learn, doesn’t necessarily mean that their skill cap is low. Even though these heroes are mechanically simple to control, playing them at a high level demands excellent game sense, positioning, and situational awareness.
All things considered, playing with these heroes at lesser levels of difficulty can be dominated by pressing as many buttons as you can. Here are the top 5 heroes in terms of ease of use:
Valhein
The first hero most players become familiar with is Valhein because he is highlighted in the Arena of Valor tutorial. A well-fed Valhein can quickly dispatch the opposing team, like most marksmen can. Even seasoned MOBA players may initially think he is “OP” due to this and his powerful for most MOBAs kit (the damage dealer gets an auto-aim 1-second stun?!). One of the easiest characters to play in any game is created by including one extra auto-aim ability, a point-and-release AoE ultimate, and a potent passive that doesn’t require any special consideration.
In order to optimize damage and durability at high levels of play, cautious kiting toward and away from heroes while using the Hunter buff is essential. In addition, a sizable percentage of Valhein’s damage, especially his crit-capable third attacks, comes from magic, which allows his users to target heroes without magic defense or armor as long as they are aware of how their opponents are built.
Arthur
One of the game’s most adaptable heroes, Arthur frequently saves people from death who, let’s face it, really shouldn’t be.
Righteous Fervor, his first talent, is where it all begins. Now, some characters have lengthy descriptions of their abilities solely for the sake of clarity. Arthur not. The lengthy description of Righteous Fervor is due to the fact that it does so much: it significantly speeds up Arthur’s movement, that of his allies, charges enemies when they attack (through walls! ), slows them as much as possible, deals additional damage, and marks them for increased (magic!) damage. Did we mention that the cooldown and the duration of the ability are the same length at 40% CDR and levels up? Arthur can therefore continuously run around the map. Been caught off guard? It doesn’t matter; just flee. On the opposite side of the map, a battle is ready to break out. Simply run there. Without towers to keep you safe, do you want to flee from Arthur? If you’re not Nakroth, it won’t happen.
Arthur has a passive that requires no strategy and simply makes him more resilient than other heroes in addition to his crazy first ability. Holy Guard is also excellent at clearing waves while harming the heroes of the opposition with magic. And last, he has an enormous damage-dealing charging AoE auto-aim stun for his ultimate.
All in all, Arthur is a tanky, mobile, CC-rich, and damage-dealing character, therefore it’s difficult to mistakenly design a horrible build for him. He is one of the top candidates to be on this list when easy-to-use, mana-free abilities are included.
Taara
Taara, like Arthur, has a ton of versatility in her toolbox that keeps her alive in the most difficult of circumstances.
Taara is the queen of leaving more inexperienced players perplexed, forcing them to wonder how on earth she survived a 1v3. While her passive and ultimate make for some interesting high-level play, they frequently only encourage rookie players to overextend themselves.
For a normal ability, Colossal Smash not only slows and damages, but it also does so over a wide area. It has a very long range, no windup, and is perfect for chasing or evading.
Whirlwind is your go-to ability to demolish everything in the vicinity; it works well to clear waves and heroes equally.
As was already noted, Taara’s passive ability, Steeled Focus, enables her to deliver more damage while absorbing enormous amounts of damage from the other side. When you combine Steeled Focus with Colossal Smash and some more CDR, the enemy players will quickly give up on pursuing you.
Veera
Veera reminds me somewhat of Valhein as a wizard. Simply approach a rival, tap 2, 3, and then aim 1 in their approximate direction. Happy killing! (If you were ahead in experience and gold, but let’s not be too technical.) The de-buff is applied quickly, thus the first ability she uses will already do more damage. Her passive occasionally requires some thought, but it’s quite simple.
Veera’s positioning is difficult, but it is true of all mages, and she has a stun to get out of awkward 1v1 situations. Since cast timings are very long and an opportunistic Hell Bat may frequently deal more damage to a clumped squad than an Inferno Bat will, high level play (apart from the standard stuff) essentially really boils down to understanding ability sequence.
Thane
Thane has a combo that includes Valiant Charge, Avalon’s Fury as a follow-up, and King’s Glory as the finishing move.
Valiant Charge can be used in a wide variety of ways, and Thane may be more skilled than the other heroes on this list, but the same general idea holds true: he is incredibly adaptable without putting any effort into it.
Another card that lets you avoid punishment is Royal Power, and using it effectively just requires that you avoid proc-ing it when it’s unnecessary. Valiant Charge is a fantastic engage that works as both an escape and a long-lasting stunner for your opponent(s). An AoE stun with a brief cooldown is called Avalon’s Fury. Additionally, King’s Glory is impervious to interruption and deals enormous true damage in a broad cone.
However, no matter how you use Thane’s abilities, you’ll probably be helpful to your team, even if it’s all unintentional. This is because Thane’s abilities are a little wonkier than those of the other characters on this list and are therefore more likely to be used incorrectly (everyone has seen the Thane who Valiant Charged the opposing team to safety).