Full transcript of “The ULTIMATE Advanced Azaan Guide in Paladins - Season 7 (2024)”. Click a timestamp to open the video at that moment. Need another video? Use the YouTube transcript generator.
0:00 Aon is one of the strongest tanks in all of paladins he has a fearless and lethal play style with loads of braa backing up his mighty Hammer Aon is one of the best tanks for carrying your team to Victory but he's also a difficult tank to master in this video I'll show you the best tips tricks and loadouts to dominate with the py Lord but before we get started you should head down below and hit that big red subscribe button because I'm making a ton of champion guides here on the channel and you won't want to miss out now then I'm Andrew chick and this is how to play a on in [Music] paladins all right let's get started by taking a look at aon's kit just like Vora Aon has some strong ability
0:46 synergies that all tie back to his unique passive first let's take a look at his weapon judgment is a powerful projectile based weapon with long range and the same attack pattern as Zin doing two light attacks and then a strong heavy attack Aon has great bursts but a slow fire rate so it's punishing to miss but rewarding to master aon's weapon also ties directly into his passive IR right above your ability icons You'll See This Bar that fills up as you deal and take damage as the bar fills up you'll gain more and more damage reduction up to a maximum of 12% when you're above 85% higher indicated by the yellow portion of the bar you'll also deal 12% more damage with all of your abilities at this threshold Allison's abilities will also be augmented including his primary fire which now explodes on impact Aon is capable of
1:33 filling his IR meter very quickly when in combat but it will start to Decay if you go too long without dealing or taking damage a little bit of ir will also be consumed when using each ability managing IR up time is very easy as long as you consistently land your shots Reckoning is a short-ranged area attack that happens in front of his on and pierces through all Shields barriers and even walls it deals 300 damage and lifts enemies for a quarter of a second canceling most movement abilities in the process above the IR threshold this ability will have a 3se second shorter cool down after being used next we have Aon Sanctuary this ability summons five wall segments in a semicircle formation for 8 seconds and can be deployed at a distance each segment has 25 200 Health but will have 50% more Health when used above the IR threshold you can also
2:19 recast the ability to bring the walls down if you accidentally trap yourself or a teammate aon's last ability before the ultimate is conviction one of the most powerful movement abilities in the tank class although it doesn't seem like it at face value because it barely goes anywhere at all however this ability travels much faster when used at Max ey and it can get a lot of help from some cards and talents that we'll talk about later conviction can also be used omnidirectionally and will pick up the first enemy he collides with dealing damage and displacing them if he slams that enemy into a wall he'll do an additional 350 damage and stun the hapless enemy the stun duration will double if you hit a sanctuary wall and this ability will interrupt most channeled abilities regardless of if you hit the Sun or not and finally we have his ultimate Deliverance this ability has hison rise up into the air for 6
3:05 seconds instantly gaining crowd control immunity and 50% damage reduction from there he can throw his hammer down on the ground to deal a massive 725 damage knockback in a huge area before teleporting down to the Hammer to do another 250 damage this also benefits from the 12% bonus damage as on receives above the IR threshold making the burst even stronger if you want you can cancel this ability early without throwing the hammer refunding 30% of the ultimate charge and falling down to the ground now let's talk about ison's talents his talent situation is rather sad and I can make a full video talking about how to make these talents way more interesting right now though we're only here to talk about what's most effective for hison so let's just get into it persistence is his first talent and provides 30% life
3:51 steal dang not only is this boring as hell but it's also outdated this used to be equivalent to life rip 3 but now it's straight up worse than life rip 2 anyways this Talent is actually his most consistent and easiest talent to play because it's the only one that provides a flat buff without any drawback the extra sustain can be convenient although it falls off very hard in late game it's good when your first learning is on if you need to maximize your sustain because your healer is trash or you want low cooldowns without the drawback of running Eternal however if you want a more deliberate and Powerful play style tempering is the way to go this Talent provides great enhanced abilities at the cost of 25% longer cooldowns giving Aon incredible potency but forcing him to be more careful with his ability usage
4:37 let's break down how this affects each ability Reckoning will now deal 150 more damage which scales even higher with the 12% bonus from the IR threshold Sanctuary walls now have 50% more health and will have 70% more Health on top of that when above the ey threshold Aon walls can potentially have 6,375 health each with this Talent making them almost indestructible and conviction will now travel 50% farther which Stacks with the speed boost from being above the ey threshold it will stun for 1.75 seconds on a normal wall and a staggering 2.35 seconds on a sanctuary wall this Talent makes Aon extremely powerful but the 25% coold down penalty is very punishing if you misuse an ability if your skilled Ison like me tempering can be very
5:23 rewarding when you use it well this Talent is far harder to use than persistence but can be his best talent if you know what you're doing and then we get to the sad pathetic excuse of a talent known as Eternal if I ever see you using this talent I will personally come over to your house and fill your entire refrigerator with mayonnaise Eternal stops IR from decaying at the cost of no longer gaining any bonus damage from the IR threshold not only is this Talent completely useless because of how easy it is to maintain maximum IR in a fight but it actively sabotages your damage output Eternal is a veritable throw pi and you should never play it anyways let's move on to something slightly less depressing and talk about loadouts Aon has a lot of powerful cards that give him some
6:09 incredible sustain and cooldown reduction but before we talk about my recommended builds let's look at some cards to avoid duty is a mountain is like Eternal but only slightly more forgivable this increases the time it takes before your IR starts to Decay but you simply don't need this because again it's very easy to maintain your ey in a fight and if I ever see you using this card in an eternal build I'm not just filling your fridge with mayo I'm also slathering your entire house in stinky expired Dollar Store mustard that was left out in the sun to rot moving on flames of Wrath is another useless card because of how it scales this increases the duration of the lift from Reckoning but the bonus it provides is so tiny as to be non-existent
6:56 Reckoning only lifts enemies for one quarter of a second and flames of Wrath increases that by 50% or in other words it provides a 1/8 of a second of increased duration yeah never use this card it's pointless Addy turnam and true conviction are two cards that aren't worth it either the biggest issue I have with these cards is that they're separated so you have to choose whether you or your teammates get the r Addy turnam has far weaker scaling but true conviction doesn't apply the Dr to you at all it's a very large investment if you want both you and your teammates to get the Dr from sanctuary and it's usually not worth it if you only want your teammates to get it the radius isn't big enough for it to be consistent there's no visible range for it either making the card very unintuitive for your teammates it's better to use other cards that will help a on be a better
7:42 frontliner rather than some weird pseudo support you also shouldn't use most of hison self healing cards outside of grim deliverance and eternal Strife because these two far outclass the value provided by his other options these cards provide consistent and Powerful healing on every ability while the other cards only provide healing on one ability now then let's move on and take a look at my recommended builds aon's builds should be focused on self- sustain cooldown reduction and in the case of this first build enhancing his movement ability this is my classic pin build with solemn watch at level five for a massive boost to the distance traveled by conviction this is also paired with tools of Salvation and Grim Deliverance for some good self- sustain and eternal strife and indignation as fillers I also have a modified version of this build with indignation at level four instead of grim Deliverance for
8:28 some extra cool down reduction which version of the build you choose is dependent on if you need extra Mobility or more powerful self- sustain for the fight you're in but if you really want to push the healing to the max this Max sustain build will do just that this has tools of Salvation at level five for the highest health pull possible with eternal strife and Grim Deliverance at level four for some beefy self- sustain these cards give Aon some of the best self-healing in the tank class because they provide a powerful and consistent heal every time he uses an ability of course like all healing cards these are far hard to get value out of in late game but they're still super useful and give as on extra staying power in a fight this build can also be used with any talent but is best paired with persistence for two reasons first the extra life seal will boost his healing output even more second the normal coold
9:14 Downs will provide more healing over the course of a match than the long cooldowns from tempering now let's look at the best items to pair with these powerful builds Kronos is by far one of the best items on Aon especially when paired with tempering Aon has very powerful abilities and heavily relies on them to be effective so it's important to have them available as much as possible Nimble is also an excellent Buy on hison because it's cheap and effective this item is a no-brainer because it helps him push into the enemies more easily which is exactly what you want as an off Tank Master riding is another great buy for the exact same reason it gets you to the fight faster than the enemy off tank making a bunch of space for your team standard tank items are also good on hison such as rejuvenate Unbound armor plating and Veteran now you might think that life R is is a good buy on Aon
10:00 because it amplifies his self- sustain but this actually isn't so true Aon has very low DPS compared to most champions in this game so items that Scale based on weapon damage like life rip tricker scent and wrecker aren't as good on him except in Niche circumstances this might seem counterintuitive because isn't persistence a reliable talent for his onto playay well yeah but not because of the life steal persistence is reliable because it allows his on to take advantage of the normal cooldowns without incurring the penalty of the waste of space known as Eternal the life steal is basically just an added perk but not actually the reason you pick this Talent life rip doesn't stack well with persistence either because life rip will completely mitigate the bonus from this Talent due to diminishing returns you'll get the full 60% from Life rip which is good but the 30% from
10:46 persistence will be reduced down to just 7.5% bonus life steal instead of getting 90% life steal you're actually looking at just 67.5% which isn't nearly as good bloodbath also isn't good on his zon because it's too expensive and too ineffective this makes meditation the best green item you can buy on hison besides rejuvenate of course meditation scales best on tanks because of their High Health pools and it helps when your healer is bad or you're playing away from your support this item is even better on his on than most other tanks because he has excellent ways to get out of combat and let meditation heal him back up his movement abilities are great at getting him out of a fight in a pinch and he can also use his walls to hide and heal up out of combat now before we move on to the gameplay tips I quickly want to address a rookie mistake that a
11:31 lot of new players make do not buy Guardian on his on Guardian only affects Shields not deployables even though Damage Done To His On's walls counts as shielding on the end screen they are not Shields and if you're playing against Theon bulldozzer will destroy his walls faster not rer now then let's finally crack on with some Advanced gam playay tips Aon is a very aggressive tank who excels at pushing into the enemies flanking and making space for his team he's best played with a second tank on the team who can manage the objective while zon goes on a killing spree in the backline first let's talk about his weapon judgment has a very slow fire rate paired with a medium projectile speed it also has a delay between when you click the shoot button and when the projectile actually flies out of his hand this weapon requires a good amount
12:17 of practice to use at long distances and against evasive targets but you can't really practice that very well in the shooting range you simply have to play a bunch of matches to get comfortable with it or grab a friend and have them strafe around in a custom game I recommend treating judgment like a semi-automatic weapon and clicking for each Hammer rather than holding down the fire button this makes your aiming more deliberate which helps you hit more shots in my experience if you have good reflexes and tracking you can also flick across the screen to hit somebody even after you've pressed the fire button thanks to the delay this weapon has it's a skill I recommend practicing to bully even the most evasive targets you can also use the area of effect as a form of cover Denial in tight spaces you can aim at the floor wall or ceiling to hit around cover and still do damage just like ash now let's talk about his Reckoning this is an excellent tool with multiple use
13:03 cases based on the target you're fighting if you time it right it can mess up movement abilities like ROM's Juggernaut Ash's shoulder bash and Eevee SAR you should save Reckoning for these movement skills if you're up against a character that relies on them you can also use Reckoning to finish off low HP targets behind Shields or barriers like this poor androxus if someone's running away from you behind cover Reckoning can interrupt them and help you keep up the chase or it can be used to assist a teammate in a fight even when they're out of line of sight and if you don't need its utility because you're fighting in the open versus a champion who doesn't rely on their movement abilities you should just weave Reckoning in between your normal attacks for a bit of extra damage Reckoning makes it easy to hit a follow-up shot because it makes the enemies move in a predictable up and down motion so use that to your advantage however you shouldn't forget the unique shape of Reckoning area of effect this ability is hammer-shaped and
13:49 always deploys directly in front of you if the enemies are close to you you need to be more precise with this ability because you can only hit them with the handle part of the attack you should also take advantage of this ability's infinite vertical range to hit pesky flying targets out of the sky or pop up enemies into your line of sight next let's move on to aon's walls Sanctuary is primarily used for two things defending a on and trapping the enemies you have to be careful when using these walls defensively because players can shoot through the gaps in the walls you can use this to your advantage to hit enemies while being reasonably well defended but they can also do the exact same thing to you to maximize the cover you get from this ability you should hug the walls as close as possible you also have to be careful with where you place the walls because if you deploy a sanctuary too close to a real wall some of the segments won't spawn this can be
14:34 especially buggy on maps like jaguar Falls where there are a bunch of tight hallways that block the walls from spawning I recommend going into custom games with the cool down reduction maxed out and experimenting with where you can place these walls to get the maximum protection possible the semicircle shape of the walls also makes them extremely good at trapping enemies away from their team this mainly Works in tight spaces against enemies that don't have vertical movement abilities to do this you have to deploy the walls behind them and arrange ment that will cut off most of the map's natural Escape Routes in a tight hallway you want to line up the center wall segment with the middle of the hall trapping enemies with Sanctuary goes beyond just blocking the enemies from running away though it can also be used to stop ultimates in their tracks with good reflexes and wall placement you can completely shut down most ultimates in the game and when you're close to pushing the payload through you can use Sanctuary to block off the enemy
15:20 spawn doors however you must be careful when using this ability because you can sabotage your team if you're not paying attention one of the worst mistakes you can make with a zon is trapping your teammates as they try to retreat or blocking off a friendly ultimate with your walls if you make this mistake immediately put down your walls by casting Sanctuary again you should always pay attention to what your team is doing when the walls are up and if your teammates need protection from your walls make sure you give it to them because it may save their lives lastly you should remember to lower your walls when you no longer need them the cool down won't start recovering until the walls are down so if you're done trapping somebody no longer need the protection or you just straight up misplace them bring them down so you can get them back as soon as possible now let's move on to conviction this is an amazing movement ability but it requires a bit of finesse to get the most out of
16:07 it even though aon's dash Can stun enemies if you slam them against the wall you should still primarily use conviction as a movement ability this is because the stun is very unreliable even when colliding with aon's own walls sometimes the game just won't register that you're slamming an enemy into the wall and they'll just slip away unscathed and sometimes even if you do stun someone on your sanctuary walls they'll just glitch right through them for some reason sadly the stun is more of a lucky bonus than an actual reliable mechanic so don't depend on it to win you duels instead you should prioritize using this ability to reposition and make enemies vulnerable without relying on the stun what do I mean by this well when a zon picks up an enemy he will disrupt many channeled abilities such as barriers Shields and movement skills
16:52 this makes enemies vulnerable to damage and crowd control from aon's Team Aon will also displace the enemy and can potentially push them out of position where his teammates can kill them if you're extra skilled you can even push someone right off the map although this is very risky and you should only do this if your ultimate is ready so you can recover if you go off the edge too you have to be careful though because you don't want to accidentally get yourself out of position in the process if you can try to push the enemies in a direction where you won't leave yourself vulnerable to enemy fire such as to the side or back towards your team conviction is aon's only movement ability besides his ultimate and it has a long cool down so you don't want to be caught in a bad position without it this leads into my next tip which is how to use conviction as a movement ability for pushing the enemy team Aon has the advantage of being one of the only tanks with vertical mobility and you should use this to your advantage by vaulting
17:39 up to high platforms where the enemies are if you use it up at an angle with Max ey you'll go way farther than if you use it level with the ground however this isn't the only way to use conviction to push the enemies instead you can simply walk at them with the help of nimble and master riding hurling Hammers and forcing their attention onto you then when the situation gets too hot use conviction to retreat back to your healer this can actually be a much safer way to push the enemies because if you use conviction to engage you won't have a movement ability to retreat for several seconds if you do engage with conviction you can always bide some time with your Sanctuary to let the dash come back and then Retreat from there also be careful when using aon's Dash while contesting the objective in overtime the dash can send Aon incredibly far into the sky so far up that he actually stops
18:26 contesting I've seen way too many players lose the game because they accidentally dashed off point the safest way to dash in overtime is against the ground like this or directly into the payload or one of your own walls that way you can dodge and proc your healing cards all while remaining on the objective aon's ultimate can also be used in a similar way to conviction by either pushing into the enemies or tactically retreating however it has some added perks and techniques that make it an especially unique ability for starters it has Global range letting his on teleport anywhere as long as he has line of sight to throw his hand Hammer this lets Aon do some incredible things such as fast traveling to the objective directly from Spawn Deliverance also lets Aon play with unrelenting aggression he can use conviction and Sanctuary to push the enemy back with
19:11 Divine rage and then cast Deliverance when the job is done and he needs to back up or Aon can use Deliverance to slam down into the enemy team battling them and then retreating with conviction when he needs to Deliverance is an incredible space making tool but it also has its issues for one thing it has a very long recovery time after you land on the ground while Aon retains his crowd control immunity and damage reduction until he's moving again he's still extremely vulnerable to traps from the enemy team such as a well-timed dread jolt or a stack of sticky bombs from bomb King traps like these can make it a better idea to use Deliverance for retreating rather than engaging or you can cancel Deliverance to fall back to the ground normally without the hammer slam this will refund 30% ultimate charge and allow you to use conviction while up in the air for some equally impressive Mobility this technique can
19:57 also be good if you use Deliverance but don't actually have any good spots to throw the hammer to sadly Deliverance is much less useful on tight Maps like ice mines where open space is limited in situations like this it's better used as a big area damage tool since it can still be very disruptive when used on a group of enemies it can also be used to reactively dodge heavy crowd control abilities like King bomb because you get the crowd control immunity and damage reduction immediately on casting the old as Aon you should be playing very aggressively because you have some of the best tools in the game to make space and Bully the enemies you should should be confident and lead your team into battle but you should never be Reckless even though you're one of the strongest tanks in the game you can still be killed very quickly if you get out of position with no abilities to defend yourself you shouldn't push so aggressively that your support can't help you and you should always have a
20:43 plan to double back if you're in too deep it's not your support's job to chase you into the enemy's backline but it is your job to ensure that you're not playing recklessly and that you're giving the support an opportunity to help you it's also your job to protect your healer from the off tank and flank so always be ready to dash back to them and help them when they need it your healer can't heal you if you let them die because you're not doing your job and while zon is great at attacking the enemies by himself he's even better when backed up by his flanks before the round starts you should strategize with your flanks and DPS about which side of the map you're going to push and who you're going to Target Aon should be focused on pushing past the enemy off tank to attack the supports and damage champions in the back when needed he should also focus on keeping the enemy tanks and flanks at Bay managing both these things at the same time can be difficult and it
21:30 requires you to pay close attention to what's going on during a match you should always be aware of where the enemy tanks are because they have the same goal as you destroying the backline if you notice that the enemies are making an aggressive push you should step in and block them from bullying the vulnerable squishies on your team however Aon can't play on the defensive forever because he's designed to go on the offense you should try and put the enemies on the defensive by utilizing his On's long range to pressure squishies behind the off tank when it's appropriate forcing them to fall back and opening up room room for zon to push in sometimes you just have to brawl with the off tank and that's okay but it's important that you prioritize squishies when you have a good opening and even though Aon is not a point tank you may still need to tag on to point when your main tank is weak or dead when you do this your main job is to stall the enemy
22:15 team and provide cover so your team can recover placing Sanctuary on point when your other Tank's Shields are down is a great way to consistently protect your team from the enemies when you don't have Sanctuary available you should handle Point very delicately even though Aon has a lot of Brawn with his inherent damage reduction he's still not great at holding the point without his walls so utilize natural cover when you can now I know I've just given you a ton of tips to chew on so let's make it easier to understand with some real in-game analysis we're going to look at a clip where I make a bunch of space for my team to capture the objective even though I'm just one tank going up against two I start the fight by skipping around the right side of the objective directly into the enemy's backline I have a very aggressive team comp with two flanks who I know or going to back me up so I immediately start throwing hammers at the nearby Emoji who
23:01 is unprepared I use Reckoning to scare her into using magic barrier and time my next Hammer so it hits her as soon as the barrier goes down at this point I see two things that tell me to dive in even deeper one Moji is weak and I can easily secure the kill two my Talis is right there with me wanting to push in so I use my conviction to lay Chase and secure the kill at this point I've already made gobs of space for my team I know that Emoji is dead and Fernando and sarus are running away that means the other three members of my team are up against just tval and dredge which they can easily handle so I make myself comfortable in the backline by Walling off Sarah so she struggles to heal and turning my attention over to dredge after bonking fernandoo over the head as stret Retreats I hear the sound of TOA
23:47 blasting at me so I know I've overstay my welcome I Dash over the ledge back to my support who quickly tops me off at this point we still have a ton of space I've sueded a little bit of ground by retreating over to Grover but I'm still in control of the fight I stay out in the open and put pressure on the tanks looking briefly to the left to make sure we're not getting flanked eventually I hear dredge so I turn my attention to him and slap him with a hammer I use Reckoning to blast him up in the air through the wall so I can land the final shot and secure the kill now it's a 4v5 and I see tval trying to push up on the right we can't have that so I slam him into the wall and force him out of position here you can see the unreliable stun in action as he just walks away instead of properly being stunned
24:32 anyways now you can see a few things happen first tval is out of position because I'm standing between him and the rest of his team with my own teammates backing me up second both Moji and Fernando are chasing Talis who himself is chasing toval because of these two key elements I know that the right move to do is put up my wall like so this blocks emoji and Fernando from chasing Talis further saving his life this also permanent cements torval in a terrible position for us to easily cut him down once torval is dead I put my walls down and put the pressure on Moji sending her back away from my team you'll notice that at this time I'm letting Fernando capture the objective this is fine though because I'm controlling the fight in a way that makes sure he's not actually a threat to my team I killed
25:17 dredge locked tval into a Grizzly fate and now know that both Moji and sarus are distracted by fighting Me by pushing Moji away like this I'm pointing a lot of pressure on her while also isolating Fernando from the fight letting my other four teammates handle him with ease I do so much damage to mooji here that I force her to use magic barrier but I'm ready for it even though I primed another hammer throw I used the brief delay to swing the hammer into the signpost instead of the barrier stopping her from marking me for death Fernando is in full Retreat now and I use a Smart Reckoning to pop him up behind his shield and finish both him and Moji off and with that final kill we gracefully capture the objective now do you notice something about that fight how many times did I touch the objective that's right I didn't go to
26:04 the objective once that's because as the off tank it's my job to make space for my team like how I did throughout this whole clip I was so much more effective for my team because I wasn't just sitting on the objective but instead going out and pushing the enemies back that's the fundamental thing you need to understand with Aon making space so you can win the team fight is the most important thing with this character and mastering this is is the key to mastering a z having a good Instinct for when to step back is equally as important because you can only control the tempo of a fight if you're still alive sometimes you will have to hold on to the point and that's okay as long as you understand the mindset of zoning out the enemies and controlling the fight you'll do great with Aon Aon is the most dominant force on the battlefield a god
26:50 amongst men so give him the respect he deserves by playing him like the legend that he is but anyways that's going to do it for this Advanced guide on how to play Aon in paladins if you found this video to be helpful then please drop a like And subscribe to stay up to date on all upcoming guides also comment down below what Champion guide you'd like to see next lastly if you want to support this channel consider checking out my Nexus over at nexus. g/h hander chicken there you can buy crystals DLC and more stuff that you probably going to buy anyways and support this channel in the process it's officially affiliated with evil Mojo and is a great way to support your favorite creators thank you guys so much for watching I will see you all next time peace
27:48 [Music] out