- Fortified Defense (Passive) - Guan Yu gains +20 physical and magical protection when he is near friendly or enemy structures.
Guan Yu's passive will allow you to survive tower dives as well as help you tower dive yourself. There's not a whole lot to say about this passive, it's pretty straight forward.
- Tranquil Gift - Guan Yu’s tranquil leadership is infectious and, when focused, heals himself and his allies for 50/85/120/155/190 (+35% of your magical power). Healing friendly gods reduces all cooldowns by 2 s.
Cost: 60/70/80/90/100 mana.
Cooldown: 10 s.
Tranquil Gift is a strong ability providing both CDR and a heal. I use this ability mostly for the cooldown reduction component until late game. Since we are focusing on the solo lane in this guide, the mana cost early game is too intensive for the small amount of life you're gaining back especially with the low scaling. On top of that, you're not going to always be healing a friendly god to trigger that CDR.
- Warrior’s Will - Guan Yu charges forward, his Green Dragon Crescent Blade extended in front of him. After passing through the area, enemies are damaged for 80/135/190/245/300 (+50% of your magical power) magical damage and slowed by 25% for 2 s. Hitting enemy gods lowers all cooldowns by 2 s.
Cost: 60/70/80/90/100 mana.
Cooldown: 10 s.
Guan Yu's bread and butter ability as far as I'm concerned. Combining a good chunk of damage as well as another CDR component makes this an extremely good ability. This ability combined with Tranquil Gift will obviously allow you to have more abilities up over the duration of a fight. Also, this ability is paramount in Guan Yu being able to escape in bad situations.
- Taolu Assault - Guan Yu spins his blade in a controlled but furious display, slicing enemies for 15/20/25/30/35 (+15% of your magical power) magical damage every .4s for 4s. Each hit debuffs the enemies protections by 10 while buffing Guan Yu the same amount, up to 30, for 3s. Guan Yu is immune to knockback for the duration.
Cost: 60/65/70/75/80 mana.
Cooldown: 15 s.
Guan Yu's second damage ability. I've heard a lot of people say terrible things about this ability. That it doesn't do enough damage and is practically useless. Think about it. You're hitting every .4 seconds for 4s. 10 hits. If you're at max rank and even with 0 magical power that's 350 damage (minus mitigation effects of course). That's a pretty decent chunk of damage. Not to mention you're debuffing both magical and physical protection by 100 and gaining 100 yourself. AND you're immune to knockback. Still think this ability is garbage?
- Tactician’s Advantage - Guan Yu attacks 3 times. Enemies hit take damage of 75/100/125/150/175 (+20% of your magical power) magical damage and are slowed by 25% for 2 s. Enemies hit a 2nd time take damage +50% and are silenced for 2 s. Enemies hit a 3rd time take damage +100% and are stunned for 2 s. Guan Yu is immune to crowd control for the duration.
Cost: 80/90/100/110/120 mana.
Cooldown: 90 s.
Damage, immune to CC, as well as dishing out your own. I don't know how this ability made it out of playtesting. Let me do the math for you on this damage. We're assuming 0 protection, max rank of the skill, and 0 magical power.
(175+(175*1.5)+(175*2)) = 787.5 damage
A huge amount of damage as you see. But let's get into a more real situation. We can add in protection as well. For this we'll assume 150 magical protection.
(175+(175*1.5)+(175*2)) - (150/(150+100)) = 315 damage (150 protection is 60% mitigation)
Still a good chunk of damage as you see, but it does get hit hard by mitigation. The whole meat and potatoes of this ability is the slow and stun. In a solo lane this will allow you to initiate on your enemy and get your jungler in there for an easy gank. Though you need to be careful with this ability. Leaps will screw up your plans if you don't bait the leap out of them.
For a core, I have chosen Reinforced Boots III , Warlock's Sash III , Gem of Isolation III .
I open with Reinforced Boots III and 3xMana Pots nearly every game. In rare cases where the enemy team is running 4 HotG I will pick up a HotG and go with the first rank of boots instead. Simply because we need to keep our jungler on par with their solo lanes and jungler. We can't have them stealing buffs and XP without some sort of a challenge.
Warlock's Sash III should be rushed ASAP and stacked ASAP! No exceptions for this here. It provides you with health, mana, and ability power. This will help cushion the high mana costs as well as provide you with some survivability and damage/healing power.
Finally, Gem of Isolation III is just too good to pass up. This will fully stack while using Taolu Assault alone keeping enemies in range for your teammates to jump all over them.
As far as luxury items, I would prefer the term situational items myself. But if the game is going well and your team is just utterly destroying, you might as well just go for a Rod of Tahuti III. If you're having a tough time against opponents dealing physical damage get a Wall of Absolution III. This will provide you with even more penetration, mana, MP5, and physical protection. If you're having trouble dealing with a magical damage grab a Void Stone III. More damage, magical protection, and penetration. Can't go wrong.
I catch a lot of crap about using Polynomicon III on Guan Yu. I don't see why as it does provide you with a good burst of damage after each ability if you can time it right. Dash, Attack, Taolu Assault, Attack, etc. Lots of damage potential here!
Abilities in this game are all situational. Each one has different uses. I can't recommend these for you as it changes every game!
I play very passively early game. Last hitting creeps when possible and taking as little damage as possible. The only harassment I perform is when my jungler is close. This way, if the enemy does jump on me to get an early kill I have backup. Never a bad thing. Just make sure you stay in lane as long as possible to keep farming that XP and gold.
Once you have your ulti you can explore a few options. You can either let your enemy push your lane to set up a gank from your jungler or you can begin to get slightly more aggressive. Be very careful on your limitations. Guan does not have a lot of damage potential early game. It's unlikely without help that you'll be able to kill anybody before they can get back to their tower.
This is about the time in the game where I begin roaming over to mid lane (provided the enemy mid tower has not been pushed down yet). At this point you should also still be building stacks on your Warlock's Sash III. Make an effort to be there for larger team fights, but keep trying to build those stacks whenever possible. You will most likely be intiating most team fights even though you're not much of a tank. Here's the combo I use to initiate: Dash IN, Ulti, Heal, Dash OUT. Your main target is going to obviously be your enemy carries. Try to make sure you land your initial dash on an enemy God so that you can benefit from the 2sec CDR. If you can hit a dash on the way out, even better.
Not much changes between mid and late game. Your heal at this point should be healing for quite a bit, making your team fight potential much higher than it was already. Late game, your initiation changes a bit: Dash, Ulti, Heal, Taolu Assault and from there just use as necessary/available. Always try to get as many as you can inside your heal range, but never go out of your way to do it. I've tried this and put myself out of position to heal people who were not able to be saved and I died with them.
At this point in the game, you should have your core built and if things went well you should be working on luxury items as well as having your Item Not Found stacked to full or at least very close to it.
Guan Yu is one of the strongest Gods in the game even still after being nerfed. Never underestimate his power to control a game or team fight.
This is all I have for you for now. But check back for more updates as I'm not entirely done with this guide yet!