Arthur — Patch 1.63 Verdict
[Web: A | Web: A | Web: B | Web: B] Ranked A on zathong.com. Ranked A on metatierlist.com. Ranked B on pillarofgaming.com. Ranked B on commonsensegamer.com.
Arthur — Warrior Guide
Key Insights
- Passive (Holy Guard) rewards aggressive melee trading; sitting at max range leaves its shield/mitigation value completely untapped.
- Q (Quickdraw) is Arthur's only gap-closer and sole mobility tool; burning it on a whiff leaves him fully stationary for its entire cooldown.
- W (Shield Slam) carries a slow or stun depending on iteration (verify in-game); weave an auto between Q and W or you lose meaningful damage every trade.
- R (Grand Warrior) is a finite durability/damage buff; pop it after Q and W land, not as an opener, or the enemy just disengages and waits it out.
- Full kit comes online at level 4; before that Arthur's trade pattern is incomplete and aggressive all-ins are high risk.
Strengths
- Passive sustain wins extended trades vs. most non-mobile warriors.
- Low mechanical ceiling frees mental bandwidth for macro play.
- Quickdraw into R creates a real all-in threat enemies must respect.
- Build flexibility: go tanky or slightly damage-up without changing gameplan.
Weaknesses
- No escape. A missed Quickdraw leaves him stationary and punishable.
- Quickdraw engage is telegraphed; high-rank laners bait and punish it every time.
- Mobile assassins and poke comps can simply deny him melee range all game.
- Damage ceiling sits below Allain and Veres; he loses burst trades he can't extend.
Matchups
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
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · | |
22180 | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
RR10 | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

1
2
3
4
5
6Core Combos
Standard Trade
The bread-and-butter lane trade. Land Q into the enemy, auto-attack immediately 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 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 down.
Flicker Gank Follow
Use this when a jungler arrives and the enemy has already backed out of your standard Q range. Flicker closes the initial gap so Q lands as a guaranteed follow-up rather than a desperate chase.
Expert Video Guide
Arthur Hero Introduction Guide | Arena of Valor - TiMi Studios — Arena of Valor
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.
- →Decide 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.
- →Talk to your jungler about whether you need a gank or can pressure solo. 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 makes a dive with your jungler 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 role 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 without 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 hold a 4v4. Arthur caught alone in the late game with Q on cooldown is a free kill and a wasted objective window.
- →Build anti-healing items if the enemy has significant healing in their composition. Arthur's win condition in late fights often comes down to outlasting enemy sustain rather than out-damaging it.
Pro Tips
- →Check 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 know it.
- →Use minion bodies to block your own Q path intentionally when you want to fake the enemy out. Walking forward without dashing creates real uncertainty about when you will actually commit.
- →In teamfights, go for the second-most-squishy hero instead of the squishiest. The squishiest carry is almost always sitting 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 right after the hit lands. This is the single mechanical habit 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 move into tanky utility items. Check exact item names and stats 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 a great hero to learn lane fundamentals with. For experienced players, the value comes from the mental bandwidth his simplicity frees up for macro play.


