A TIERtankSupport / RoamMediumPatch 1.63Reviewed
Baldum portrait

Baldum

The Immovable Wall Who Buries Carries Alive

Win Rate
56.3%
Pick Rate
5.5%
Ban Rate
1.4%
Editor's Take

Baldum — Patch 1.63 Verdict

[Liquipedia RPL: C | Web: A | Web: A | Web: A | Web: S+] Pro play (RPL 2026): 16 picks, 56.3% WR, 6.9% pick/ban rate. Note: pro meta may differ from ranked. Ranked A on zathong.com. Ranked A on metatierlist.com. Ranked A on commonsensegamer.com. Ranked S+ on richmanshop.com.

Reviewed Patch 1.63By Danai · ROV META
Overview

Baldum — Tank Guide

Key Insights

  • Hulking grants bonus armor at levels 1, 4, 7, 10, and 13, hitting 22% at max rank, zero gold required.
  • Wild Charge flips the target behind Baldum, so the direction he faces at cast time determines where the enemy lands.
  • Wild Charge deals 8% of the target's max HP as physical damage, making it a real burst contribution on tanks, not just setup.
  • Wild Stomp reduces its own cooldown by 0.3s per hero hit, so in a 5v5 it can loop nearly off cooldown during Wild Prison's 3s bury.
  • Wild Prison has a 0.5s pre-detonation delay and slows enemies by 50% on release, giving mobile heroes with blinks a real escape window.

Strengths

  • Wild Prison's 3-second AoE bury is the longest hard CC in the game.
  • Hulking stacks bonus armor at 5 level thresholds, zero gold required.
  • Wild Charge flips a carry out of their backline like no other roamer.
  • Wild Stomp's CDR on hero-hit keeps CC pressure through long teamfights.

Weaknesses

  • Wild Charge direction depends on facing angle; wrong angle saves the carry.
  • Wild Prison's 0.5-second delay lets blink heroes escape before it closes.
  • Zero poke or waveclear; completely passive in lane before level 4.
  • Poke comps like Elsu/Tel'Annas keep enemies too spread for Wild Prison.
Matchups

Matchups

Kit

Abilities

Hulking ability iconP
PASSIVE

Hulking

Baldum gains increased armor by 10/13/16/19/22% at levels 1, 4, 7, 10, and 13 respectively.

Wild Charge ability icon1
SKILL 1

Wild Charge

Baldum dashes forward, dealing physical damage and knocking back the first enemy hero hit behind him. Deals additional physical damage equal to 8% of max HP and slows movement speed for 1s.

Wild Stomp ability icon2
SKILL 2

Wild Stomp

Baldum shakes the ground, dealing physical damage to nearby enemies and slowing them. Enemies in range take reduced physical damage from Baldum for 1s. If this ability hits an enemy hero, cooldown is reduced by 0.3s.

Wild Prison ability iconR
ULTIMATE

Wild Prison

Plant a stone pillar at the target location, creating a prison. After 0.5s, the prison collapses and buries all enemies underground for 3s. When confinement ends, all affected enemies take physical damage and have their movement speed reduced by 50% for 2s.

Leveling

Skill Order

Priority: R > Q > W
Skill123456789101112131415
1Wild Charge
1·3·5·7·9···13··
2Wild Stomp
·2·4···8·10·12·14·
RWild Prison
·····6····11···15
Build

Loadout

Flicker summoner spell icon
Summoner Spell
Flicker
Core Runes
Golden Body rune iconGolden Body
Protect rune iconProtect
Prowess rune iconProwess
Recommended
Ring of Terror item icon1
Ring of Terror
Glided Greaves item icon2
Glided Greaves
Gaia's Standard item icon3
Gaia's Standard
Shield of the Lost item icon4
Shield of the Lost
Medallion of Troy item icon5
Medallion of Troy
Blade of Eternity item icon6
Blade of Eternity
Mechanics

Core Combos

01

Standard Engage

Wild Charge ability icon1
Wild Charge
Wild Stomp ability icon2
Wild Stomp
Wild Prison ability iconR
Wild Prison

The go-to initiation: charge to flip the priority target toward your team, immediately stomp to slow the cluster, then drop Wild Prison over as many grouped enemies as possible while they scramble to reposition.

02

Flicker Prison

Wild Prison ability iconR
Wild Prison
Fl
Flicker
Wild Stomp ability icon2
Wild Stomp

Cast Wild Prison, then Flicker mid-cast to move the landing zone over enemies who tried to walk out of the cage radius during the 0.5-second delay, locking in the bury. Follow with Wild Stomp for the slow to hold them on exit.

03

Isolation Delete

Wild Charge ability icon1
Wild Charge
Wild Prison ability iconR
Wild Prison
Wild Stomp ability icon2
Wild Stomp

Use this specifically against a lone carry who is out of position. Wild Charge flips them toward your team, cage them immediately before they can react, then Wild Stomp to slow on exit so your team can finish the cleanup.

04

Counter-Engage Absorb

Wild Stomp ability icon2
Wild Stomp
Wild Charge ability icon1
Wild Charge
Wild Prison ability iconR
Wild Prison

When the enemy initiates onto your team first, lead with Wild Stomp to cut incoming damage and slow the diving heroes, then Wild Charge to flip their frontline back toward them, breaking their collapse, and Wild Prison to lock the stragglers.

Watch

Expert Video Guide

ROV : สอนเล่นบัลดัมล่าสุด สายฟอสเคป โรมสายดาเมจ ย่ำทีครึ่งหลอด ไล่ฆ่ารัวๆ — บอมคนป่า

Strategy

Gameplan

Power Spikes

Baldum's first real spike is level 4. Wild Charge comes online at level 1, but pairing it with a leveled Wild Stomp at level 4 makes his first gank a genuine kill threat. The bigger spike is completing Gaia's Standard. The regeneration and mobility let him stay aggressive on the roam without recalling after every skirmish. Level 10 is the breakpoint most players miss. Hulking hits 19% bonus armor, the ult cooldown shortens, and Wild Stomp loops fast enough that Baldum becomes the stickiest, most durable presence in mid-game teamfights. Play cautiously before Gaia's Standard is finished. Play aggressively from that item onward.

Early Game

Levels 1–6
  • Start in the bush adjacent to the enemy buff camp your carry is not contesting. Your job at level 1 is to assist a first-blood attempt or secure vision, not to solo-clear camps, since Baldum has no AoE clear worth respecting pre-W.
  • Hit level 4 by combining one camp clear with a lane presence rotation. The moment Wild Stomp is leveled, look for a gank on whichever lane has the most overextended enemy, because the flip-plus-slow two-ability combo is enough to guarantee a kill with any lane partner.
  • Buy Flicker early and resist the urge to use it offensively. Save it specifically for Wild Prison Flicker combos, which is where the overwhelming majority of its value lives on Baldum.

Mid Game

Post Broken Spear
  • After Gaia's Standard, put yourself as the first body through every Dragon or Dark Slayer contest. Your job is to land Wild Prison on the enemy team as they cluster to contest the objective, not to steal the buff yourself.
  • Rotate to whichever lane has an immobile carry your team can dive. Wild Charge into Wild Stomp creates an almost guaranteed kill window on marksmen who don't have mobility spells.
  • Track the enemy roamer's position constantly. Baldum's weakness is being outrotated while Wild Prison is on cooldown, so never commit to a deep gank when your ult is down and the enemy engage support is unaccounted for.

Late Game

Teamfight phase
  • In 5v5 fights, never walk into the enemy team without Wild Prison available. Your value is the bury, not your auto-attack damage, so hold the ult for the moment the enemy clusters around an objective.
  • Peel for your own backline if the enemy has already engaged. Wild Stomp's damage reduction and slow buys your carry time, and Wild Charge can flip a diving assassin away from your marksman even when you're behind.
  • At level 13 with full items, use your Hulking-buffed durability to walk through skill shots and body-block for your carry in the final base sieges. You are expendable in a way your win condition is not.
Tips

Pro Tips

  • Practice casting Wild Charge while already facing 180 degrees away from the enemy carry. The flip launches them in the direction you were charging from, so this reverse-angle charge drops a marksman directly onto your team's feet instead of further into safety.
  • Wild Stomp's cooldown reduction on hero-hit adds up fast in big fights. Land it on three or four heroes at once in a 5v5 under Dragon and you can shave 1.2 to 1.5 seconds off the cooldown per stomp, often letting you fire it again before Wild Prison even ends.
  • The Flicker-Prison combo works best when you cast Wild Prison first and Flicker during the cage-descent animation, not before. Flickering too early shows enemies your new position and gives them an extra reaction window to escape.
  • Track when the enemy priority carry's Flicker is down. If their marksman used Flicker in the last 90 seconds, a Wild Charge into Wild Prison is a death sentence with no escape route. That is the correct moment to force a fight regardless of the broader game state.

Baldum is the roamer for players who want crowd control to decide teamfights. His ceiling is high. Landing a five-man Wild Prison under a Dragon fight is one of the most impactful single moments any roamer can produce in ROV, but getting there requires mastering the directional flip on Wild Charge and the Flicker-Prison cancel. Commit to drilling both mechanics in practice mode until the muscle memory is automatic. At Diamond rank and above, those two plays are the only thing separating a Baldum who wins games from one who merely survives them. If you already main Lumburr or Arduin and want a higher ceiling with a more punishing ultimate, Baldum is a natural next step.

FAQ

Baldum — Frequently Asked Questions

Is Baldum good in the current ROV patch?+

Yes. Baldum is firmly A-tier on the Thai server this patch, sitting at a 56.3% win rate with a 5.6% pick rate. That combination means he is effective and not yet over-targeted by bans. The current meta's immobile marksmen and clustered teamfight compositions play directly into his AoE crowd control kit.

What is the best build for Baldum?+

The current high-ranked Thai-server build runs Ring of Terror into Gilded Greaves, then Gaia's Standard as the core durability-plus-mobility item, followed by Shield of the Lost, Medallion of Troy, and Blade of Eternity. Ring of Terror accelerates roaming impact early. Gaia's Standard is the single most important item timing: fights around Dragon are much more favorable once it is complete.

How do you counter Baldum?+

Pick mobile heroes with blink abilities. Butterfly, Florentino, and Nakroth can dodge Wild Charge entirely and escape Wild Prison during its 0.5-second delay window. Spreading your team across a wide area also neutralizes Wild Prison's AoE value, reducing it to single-target CC instead of a game-winning teamfight tool.

Is Baldum hard to play / good for beginners?+

Medium difficulty. His kit is simple to understand but mechanically demanding to execute. Wild Charge's flip direction requires intentional angling that beginners will not instinctively read, and the Flicker-Prison cancel takes deliberate practice. He is a good second or third tank for players who have already learned a simpler engage tank like Arthur or Lumburr.

Sources & MethodThis guide reflects the current Thai-server ranked meta as discussed by Thai content creators kritngi and Doyser, cross-referenced against live win/pick/ban rate data from Diamond-rank-and-above Thai ROV server play, and written specifically for English-speaking players who cannot access those primary Thai-language sources. See our full methodology.