AT A GLANCE
Strengths
- Lots of hard control: freeze, stun
Weaknesses
- No protection from crowd control
- Fatal Links is channelled — hard control interrupts it
SKILLS
Frigid Breath
freeze
Atlas generates Frigid Breath around him for 5 seconds each time he casts a skill. Enemies who stay in the area over 1.5 seconds will have their Movement Speed gradually reduced until they are frozen for 0.5 seconds.
Atlas gains 16-30 extra Physical and Magic Defense when Frigid Breath is present.
Annihilate
Cooldown: 7–4.5 s by level
Atlas smashes the ground and causes 3 explosions. Each explosion deals 230–430 (+60% MP) magic damage to enemies.
Ejected State: If Atlas has ejected from his Mecha Sentry, both himself and his Mecha will cast Annihilate.
Perfect Match
Cooldown: 15–10 s by level
stun
Atlas enters Ejected State, gaining 30% Movement Speed and immunity to slow effects. In this state, the Mecha Sentry will follow the pilot at an increasing speed (can only be controlled by Suppression). Once they meet, Atlas will return to the Mecha, dealing 320–420 (+80% MP) magic damage to enemies nearby and stunning them for 1 second.
Ejected State: Atlas and his Mecha share the same HP bar and reduce 50% of the damage taken in this state.
Fatal Links
Cooldown: 55 / 50 / 45 s by level
pullslowstun
Atlas hurls chains around and starts to channel (can only be interrupted by suppressing), dealing 225–475 (+75% MP) magic damage to enemy heroes hit and slowing them by 40% for 3 seconds.
Use this skill again while channeling: Atlas will drag the targets toward him and plunk them down on the designated location, dealing 360–760 (+180% MP) magic damage.
Use this skill in Ejected State: The Mecha Sentry will return to Atlas immediately, but the stun effect will be replaced by 40% slow effect.
WHO COUNTERS ATLAS
Pick them when the enemy has Atlas · score is their advantage
Wanwan10.5
Cleanse or control immunity walks straight out of the chain he built the fight around.
Alice9.7
You transform or freeze him before the mecha rejoins and the initiation never happens.
Marcel9.7
Frozen Moment locks everyone in the area for two seconds — it does not stop a channel already running, but nobody inside can act while your team goes to work. Since patch 2.2.16 it also interrupts skills aimed at a location before they land.
Lancelot9.7
Invincibility frames dodge Fatal Links and he kills Atlas the moment the ultimate is spent.
Barats8.9
Suppression cancels Fatal Links mid-cast and the whole engage is thrown away.
WHO ATLAS COUNTERS
Pick Atlas into them
Chip11.4
His own portal is an open door for you — you step through it and stun the whole team on the other side.
Khufra10.5
You catch him in the air and turn his own engage into a free kill.
Lolita10.4
Squishy and no way out of the chain — this is exactly the pick his ultimate is for.
Layla10.3
Squishy and no way out of the chain — this is exactly the pick his ultimate is for.
Baxia10.3
You lock him in place and he cannot roll away from it.
BEST TEAMMATES
HOW TO PLAY ATLAS
Use Perfect Match to close the gap and stun enemies. Follow up with Fatal Links to pull multiple enemies toward your teammates.
HOW TO PLAY AGAINST ATLAS
- Fatal Links is channelled — break it with hard control.
HIDDEN MECHANICS
What the in-game descriptions do not tell you: crowd-control rules and verified skill quirks. How crowd control works →
- Freeze — high-level control: interrupts most skills, but not skills with control immunity; blocked by control immunity.
- Stun — basic-level control: interrupts only some skills, not most channels; blocked by control immunity.
- Some items does not work during ejected state. Golden Staff, Twin Blade, Blade of Heptaseas, Bruteforce Breastplate, War Axe (even with Cursed Helmet passive) does not work. Demon Hunter Sword additional damage is applied but Atlas doesn't gain the lifesteal stack. Corrosion Scythe slow is applied but Atlas doesn't gain the attack speed stack.
- Stun — basic-level control: interrupts only some skills, not most channels; blocked by control immunity.
- Atlas only chains heroes that are in range before he starts channeling. Heroes that walks into range while he is already channeling will not be chained.
- Holding the skill starts the channeling and releasing it triggers the second phase. This means that you cannot cancel this skill and you can't check its range.
