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Reim's basic attacks deal 15-54 (+90% crystal power) bonus crystal damage over 2 seconds and grant 25% of the damage dealt with this effect as fortified health (reduced against non-heroes). Reim's attacks and abilities also chill opponents. Basic attacks against targets that are already chilled apply a 60% slow that decays over 0.6 seconds. |
Reim summons a spire of ice at a nearby location, dealing crystal damage to surrounding enemies. After a short delay, the spire shatters, dealing heavy crystal damage. 35% of the damage dealt with this ability is gained as fortified health. Damage dealt and fortified health gained is reduced against non-heroes. This ability deals 25% increased damage to chilled targets. |
Reim deals a burst of crystal damage to all surrounding enemies (25% damage to minions). This ability roots enemies who are chilled, temporarily preventing them from moving. A rooted enemy can still attack. |
Reim summons an ancient valkyrie, devastating enemies at the target location. All enemies are slowed, while enemies closer to the center are stunned and take increased damage. |
❃
Eve of Harvest is the bread and butter for
Reim's build. ❃ Lifesteal synergizes well with the fortified health he gains from his Heroic Perk. ❃ Energy gain and regen is very important for a crystal/ability reliant mage. ❃ Extra crystal power helps him do more damage and gain more fortified health. |
❃ The stacks allow
Reim to gain back massive amounts of health with
Eve of Harvest and fortified health with basic attacks and any of his abilities. ❃ The shield pierce is great for enemies building an Aegis or Fountain of Renewal against you. ❃ Extra crystal power also equals more damage and fortified health. |
❃ Pretty much a reflex block for
Reim. ❃ Use this item to avoid dangerous stuns and silences from enemy heroes. ❃ Provides the shield needed to tank damage from enemy Crystal Powered heroes. |
❃ Slows the attack speed of any hero in close range of
Reim. ❃ Weakens the DPS (Damage Per Second) of any WP heroes Reim can catch for 4 seconds. ❃ Good choice for Reim since he can stick to a hero and apply the effects without missing. |
❃ Great addition to
Reim's CC arsenal. Very effective during late game. ❃ Prevents a hero of your choice from activating any of their items, preferably the enemy Captain. ❃ Synergizes well with Reim's high health to do more crystal blast damage. |
❃ New preferred choice for
Reim. Prevents
Reim from running out of energy in late game. ❃ Provides 50 less health than Journey Boots, but gives a longer sprint time. ❃ As if Reim's cooldowns aren't low enough, but hey, the shorter the better right? |
❃ A good choice when you can land abilities reliably and have one hero on your team that can chase. ❃ Low cooldown during combat, helps Reim consistently chase fleeing heroes. ❃ You don't have to buy another item to upgrade this from Sprint Boots, you just need gold. |
❃ If burst damage is a significant issue, pick this item up instead. ❃ Reim becomes a fortified health monster with this equipped. ❃ Can't say no to more health for Reim. |
❃ A good replacement if the enemy team is double or even triple Crystal power. ❃ Double Fountain of Renewal is really strong and underrated. ❃ Extra shield plus health just boosts the tankiness of Reim. |
❃ A good replacement if the enemy team is double or even triple Weapon power. ❃ This item helps reduce the damage you take from criticals, which can really sting if left unnoticed. ❃ Makes up for the lower amount of armor provided from Atlas Pauldron. |
❃ Addicted to Stutter Stepping? Then this is the item for you. ❃ Become a more offensive Reim with extra attack speed and crystal power. ❃ Purchase Blazing Salvo instead of Dragonheart when shopping. |
❃ A good replacement if that
Taka/
Kestrel/
Flicker is just annoying the heck out of you. ❃ Good for controlling vision in the jungle if your Captain doesn't buy it. ❃ The cooldown reduction and energy recharges works out well for Reim. |
❃ An item that severely reduces healing. ❃ This item affects the life steal from Reim's Eve of Harvest and his fortified health. ❃ Reducing both of Reim's main perks can really hurt his sustain in battle. |
❃ An item that has been around in Vainglory for a while now. ❃ This item can take 15% of Reim's health with a basic attack. ❃ Despite being tanky, Reim will lose a base set amount of health each time. |
❃ My Rating: GREAT ❃ Pairs well with close combat fighters like Reim. ❃ Quibble locks heroes in place with a stun for Reim. ❃ Polite Company buffs up Reim's tankiness and can draw in enemy heroes. ❃ Forced Accord brings enemy heroes directly to Reim. |
❃ My Rating: GREAT ❃ Can cover up Reim's weaknesses. Can slow enemy heroes using her Heroic Perk. ❃ Imperial Sigil can heal and provide a much needed speed boost for Reim. ❃ Bright Bulwark snares enemy heroes for Reim making it hard to escape from him. ❃ Arcane Passage allows Reim to teleport to chase or retreat based on the situation. |
❃ My Rating: GREAT ❃ Pairs up with heroes who need to get close to their targets such as Reim. ❃ Binding Light offers a double "root" combo with Reim that is tough to escape. ❃ Fairy Dust provides such a strong slow for Reim to land his abilities. ❃ Mooncloak can get Reim close to his target almost undetected. |
❃ My Rating: GOOD ❃ Pairs up with heroes who need their target to stay in place. Reim can benefit from this. ❃ Impale also offers a double "root" combo with Reim that is equally tough to escape. ❃ Combat Roll + Gythian Wall can stun or knock heroes back to Reim. ❃ Can't help Reim directly escape with abilities... |
❃ My Rating: GOOD ❃ Pairs up well with heroes who have a strong early game (not Reim) and has very good disruption skills. ❃ Merciless Pursuit locks heroes in place with a stun for Reim. ❃ Blast Tremor is a very good disruption skill that allows Reim to charge in. ❃ Many players build shield first when they see an enemy Catherine which lowers Reim's overall damage output. |
❃ My Rating: GOOD ❃ Pairs up well with squishy heroes (not Reim) and can trap enemy heroes in an enclosed space. ❃ Vanguard provides good early game protection for Reim and a slow if timed right. ❃ Gauntlet traps enemy heroes allowing Reim to land his abilities easier. ❃ Has no viable stuns that can really benefit Reim. |
❃ My Rating: AVERAGE ❃ Pairs up well with squishy heroes and heroes who rely heavily on their basic attacks (not Reim). ❃ Gift of Fire gives a decent heal for Reim during early game. ❃ Agent of Wrath doesn't boost the ability damage for Reim... ❃ Many players build shield first when they see an enemy Adagio which lowers Reim's overall damage output. ❃ Very unreliable stun. |
❃ My Rating: POOR ❃ Pairs well with early game heroes and heroes who are strong at chasing (totally not Reim). ❃ Truth of the Tooth provide a temporary speed boost, but Reim needs to know who Fortress is choosing to attack. ❃ Selfish B ability. ❃ Attack of the Pack is a decent distraction, but no stuns, or any CC to help out Reim. |
❃ My Rating: GREAT ❃ Strong Weapon Power Build and very, VERY mobile. ❃ Farms well in Lane and can rotate down easily to support a Jungle teamfight. ❃ Forward Barrage OP. ❃ Death From Above can stun for Reim and prevent enemy retreats. |
❃ My Rating: GREAT ❃ Strong Weapon Power Build. ❃ Farms well in Lane and can rotate down easily to support a Jungle teamfight. ❃ Achilles Shot provides a useful slow for Reim. ❃ Hellfire Brew can finish off enemies anywhere in the map for Reim. |
❃ My Rating: GREAT ❃ Strong Weapon Power Build. ❃ Farms decently in Lane and can rotate down easily to support a Jungle teamfight. ❃ Buckshot Bonanza provides an AOE slow for Reim. ❃ Aces High can stun and combo with Reim's stun. |
❃ My Rating: GREAT ❃ Moderately Strong Weapon Power Build. ❃ Farms well in Lane, but usually runs low on energy before rotating down to a teamfight. ❃ Glimmershot = Crazy Burst, One Shot One Kill = 360 No Scope across the map. ❃ Has a stun, but it's kinda unreliable and takes a lot of timing to pull off. |
❃ My Rating: GOOD ❃ Strong Weapon Power Build. ❃ Farms well in Lane and can rotate down easily to support a Jungle teamfight. ❃ Melee hero, but is much more agile than the average melee hero. ❃ Similar to Reim, he has a ranged ability Chakram which allows for more versatility. |
❃ My Rating: GOOD ❃ Strong Weapon Power Build. ❃ Farms well in Lane, but has a tough time doing damage when rotating down for a teamfight. ❃ Wait for It has a nice silence for Reim, Pulse has a slightly noticeable slow as well. ❃ Late game hero, team has to be careful during early game. |
❃ My Rating: GOOD ❃ Strong Weapon Power Build. ❃ Farms decently well in Lane, but does not rotate down often. ❃ Porcupine Mortar gives a nice slow. Ion Cannon, if it lands. Ouch. ❃ Late game hero, team has to be careful during early game. |
❃ My Rating: GOOD ❃ Strong Weapon Power Build. ❃ Farms well in Lane, but does not rotate down at all. ❃ Suppressing Fire provides a nice slow for Reim. ❃ Puts extreme pressure in the lane, but it often leads to him getting targeted and killed... |
❃ My Rating: AVERAGE ❃ Strong Weapon Power Build, but is a Melee hero. ❃ Farms well in Lane and can rotate down easily to support a Jungle teamfight. ❃ Rocket Leap can stun and combo with Reim's stun. ❃ Crystal path does not go well with Reim at all. |
❃ My Rating: AVERAGE ❃ Strong Weapon Power Build, but is a Melee hero. ❃ Has a bit of trouble in Lane, but can rotate down easily to support a Jungle teamfight. ❃ Feint of Heart leaves a trail that can speed up a chase for Reim. ❃ Doesn't have much CC such as a stun or slow to support Reim. CP path isn't so viable with Reim. |
❃ My Rating: AVERAGE ❃ Decent Weapon Power Build, but is mainly a Crystal Power hero. ❃ Has a bit of trouble in Lane, but can rotate down easily to support a Jungle teamfight. ❃ Ordained allows Reim to land abilities easily if enemy stays in the prison radius. ❃ Fearsome Shade can help Reim flee (or even chase) if needed. |
❃ My Rating: AVERAGE ❃ Decent Weapon Power Build, but is mainly a Crystal Power hero. ❃ Has a bit of trouble in Lane, but can rotate down easily to support a Jungle teamfight. ❃ Spontaneous Combustion has a slow that can help out Reim. ❃ Holy moly, she is pretty squishy. Will get melted if no defense is built. |
❃ My Rating: AVERAGE ❃ No Viable Weapon Power Build. ❃ Farms well in Lane and can rotate down easily to support a Jungle teamfight. ❃ Core Collapse can stun and combo with Reim's stun. ❃ Seriously squishy as hell. Protecting her will be difficult. |
❃ My Rating: POOR ❃ No Viable Weapon Power Build. ❃ Farms well in Lane and can rotate down easily to support a Jungle teamfight. ❃ Goop is a slow, but it's kinda unreliable since it's usually set aflame... ❃ Dragon Breath has an interesting mechanic, but it's speed boost is only used for escaping... |
❃ My Rating: POOR ❃ No Viable Weapon Power Build. ❃ Farms well in Lane and can rotate down easily to support a Jungle teamfight. ❃ Glass Cannon. Oblivion would be good if a hero didn't immediately wake up after being hit. ❃ I'll be honest, he's a pretty selfish hero... If only he had a weapon build. |
❃ My Danger Rating: CONSIDERABLE ❃ Reim is very strong against WP Junglers, but slippery heroes such as Taka can pose a threat. ❃ He can dodge your abilities easily with Kaiten. ❃ Bring Flare Guns to counter his Kaku. ❃ Be wary of the mortal wound that X-Retsu can apply. |
❃ My Danger Rating: CONSIDERABLE ❃ Claims to be the 1 vs 1 King, but Reim is a big threat to his throne. ❃ Dead Man's Rush and Spectral Smite gives him some decent sustain. ❃ Atlas = gg wp, get rekt m8. ❃ Watch for the stun from From Hell's Heart (lol). |
❃ My Danger Rating: MODERATE ❃ Strong early game. Weak later game. Don't let him bully you. ❃ Grumpy is an annoying slow and allows wall jumping. ❃ Pop your Atlas Pauldron the moment Hangry is used. ❃ Block Stuffed if you are the target. A 1 v 3 is still a bad position, even for Reim. |
❃ My Danger Rating: MODERATE ❃ Another Lifesteal fighter if she builds Serpent Mask. ❃ She can use Into the Fray to chase or retreat. ❃ Watch out for the mortal wound on Foesplitter. ❃ Do not stand in Red Mist, try and get out or use your Valkyrie to stun her. |
❃ My Danger Rating: LOW ❃ Reim is considered a hard counter to this machine robot thingy. ❃ Reim's CC abilities makes it tough to use her mobile abilities. ❃ When she dies, she remains motionless. A death sentence to anyone fighting Reim. ❃ Atlas Pauldron will easily shut down her attack speed, a valuable asset to her WP build. |
❃ My Danger Rating: LOW ❃ Holy smokes that armor is irritating, hopefully your carry bought Bonesaw (doesn't matter either way). ❃ Annoying stun with Rocket Leap, block it if possible. ❃ Thunder Strike is more annoying in a WP build because critical strikes. ❃ Big Red Button isn't a threat, you can safely ignore it for the most part. |
❃ My Danger Rating: LOW ❃ Lifesteal fighter like Reim with his heroic perk Hunt the Weak and Bloodsong. ❃ Afterburn makes Glaive slippery when it's up and watch out for the knockback. ❃ Reim can tank Twisted Stroke with not too much trouble. ❃ Reim outpaces this tiger in late game by a mile. |
❃ My Danger Rating: No Rating ❃ Weapon Build is questionable. Has no weapon ratios to any of his abilities. ❃ No analysis needed. |
❃ My Danger Rating: No Rating ❃ Weapon Build is questionable. Has no weapon ratios to any of his abilities. ❃ No analysis needed. |
❃ My Danger Rating: No Rating ❃ Weapon Build is very weak. Has no weapon ratios to any of his abilities. ❃ Slippery, but does not pose a threat in a WP build. No analysis needed. |
❃ My Danger Rating: No Rating ❃ Weapon Build is not viable. No analysis needed. |
❃ My Danger Rating: HIGH ❃ Skye is the biggest counter to Reim in the game so far. I literally cry every time I face her. ❃ She is super mobile with her Suri Strike and basic attacks that Reim has so much trouble even touching her. ❃ Forward Barrage's damage output is cancerous on a slow moving target like Reim. ❃ Death From Above not only can stun you, but also block off any route of escape. |
❃ My Danger Rating: HIGH ❃ Vox doesn't even have to get close to Reim to ramp up his damage. ❃ Kiting with Sonic Zoom has never been any easier on a slow moving target like Reim. ❃ Pulse can slow you down. ❃ Wait for It slams a shockwave of silence right in your face. |
❃ My Danger Rating: HIGH ❃ Baron is surprisingly mobile in his WP build, enough to kite Reim pretty easily. ❃ Bully him during early game when he is weak. You will regret letting him get to late game. ❃ Porcupine Mortar can apply an annoying slow on you. ❃ Watch out for the splash damage on his basic attacks and that terrifying Ion Cannon damage. |
❃ My Danger Rating: HIGH ❃ Honestly one of the hardest melee heroes I've faced when using Reim because of his utility. ❃ His WP build allows him to blink when using his Shroudstep making it hard to land abilities. ❃ Dodging Chakram is a pain, soak up the damage and pray it doesn't hurt too much. ❃ Shimmer Strike is another unpredictable ability that throws off Reim's aim. |
❃ My Danger Rating: CONSIDERABLE ❃ Ringo can be annoying with his kiting, but he is still within range of Reim's attacking radius. ❃ Achilles Shot has an annoying slow which hinders Reim's already poor fleeing and chasing ability. ❃ Reim can't escape from Hellfire Brew, but he's slow enough already and can tank it reasonably. |
❃ My Danger Rating: CONSIDERABLE ❃ Kestrel used to be a force as a WP Carry, but she's been toned down. ❃ Glimmershot hurts, but not as much her CP path. ❃ Active Camo allows her to kite with Glimmershot, bring those Flare Guns. ❃ Tank One Shot One Kill for your Carry, you do not want that ultimate hitting your Carry. |
❃ My Danger Rating: MODERATE ❃ Gwen's basic attack range is the lowest among snipers, allowing Reim to close in easier. ❃ Buckshot Bonanza has an annoying slow, the reveal isn't so bad considering Reim sucks at ambushing. ❃ She can escape your CC abilities with Skedaddle. ❃ Aces High is an annoying stun, but there is time to block it. |
❃ My Danger Rating: MODERATE ❃ In my opinion, basically a faster Krul with more utility and no stun. ❃ Feint of Heart is the biggest problem since it makes fleeing difficult. ❃ On Point is just annoying poke damage, you can safely ignore it. ❃ He can dodge your CC abilities with Rose Offensive. |
❃ My Danger Rating: LOW ❃ SAW is a sitting duck, almost impossible for Reim to miss his abilities. ❃ Atlas Pauldron is a 100% must buy when facing him. ❃ Suppressing Fire pretty much tells you when he is ready to fight. ❃ Watch out for Roadie Run and Mad Cannon when below 1/3 heatlh. |
❃ My Danger Rating: No Rating ❃ Weapon Build is very, VERY rare. No analysis needed. |
❃ My Danger Rating: No Rating ❃ Weapon Build is not viable. No analysis needed. |
❃ My Danger Rating: No Rating ❃ Weapon Build is not viable. No analysis needed. |
❃ My Danger Rating: No Rating ❃ Weapon Build is not viable. No analysis needed. |
❃ My Danger Rating: HIGH ❃ Very strong early game, can tear you to shreds if you aren't careful. ❃ Constantly takes Aftershock as her first T3 item, a big annoyance for Reim. ❃ The burst of speed from ability usage and her Pouncy Fun makes running impossible. ❃ Yummy Catnip Frenzy is predictable, but is a bigger threat to your carry than you. |
❃ My Danger Rating: CONSIDERABLE ❃ Holy bananas, this monkey is slippery with Acrobounce. ❃ A frequent Aftershock builder like Koshka, but the lifesteal is more noticeable. ❃ Can rival your late game power, but Reim still outpaces him. ❃ Bangarang is easily blockable, just make sure it's used on you and not your carry. |
❃ My Danger Rating: CONSIDERABLE ❃ Still is a strong 1 v 1 fighter with a CP build, since a lot of his abilities have CP ratios. ❃ Dead Man's Rush and Spectral Smite gives him more burst damage than sustain. ❃ Atlas Pauldron still rekts this guy. ❃ Watch for the stun and increased damage from From Hell's Heart (double lol). |
❃ My Danger Rating: MODERATE ❃ Even stronger early game. Even weaker later game. Survive early, dominate late. ❃ Most likely will build Aftershock which is annoying. ❃ Grumpy will do more damage from the CP ratios. ❃ Keep blocking Stuffed if you are the target. A 1 v 3 is still a bad position, even for Reim. |
❃ My Danger Rating: MODERATE ❃ Very strong burst. Survive it and Reim will be perfectly fine. ❃ He can still dodge your abilities easily with Kaiten. ❃ Always bring Flare Guns to see him under his Kaku. ❃ X-Retsu will be his highest burst, so tank it as best as you can. |
❃ My Danger Rating: MODERATE ❃ Reim is still a counter no matter the build Alpha decides to go. ❃ She consistently builds Aftershock as her first T3 item, which is an annoyance. ❃ When she dies, she still remains motionles. Best chance to take her out there and now. ❃ Steal her farm whenever possible, you want to outpace her during late game. |
❃ My Danger Rating: MODERATE ❃ KAMEHAMEHAAAAAAAAAAA!!! Buy Slumbering Husk and you will be fine. ❃ Rocket Leap does more damage and still stuns. Block, block, block! ❃ Thunder Strike is less annoying in a CP build. ❃ Watch out for Echo. Allows her to fire two Big Red Buttons. |
❃ My Danger Rating: LOW ❃ Out of the 3 Jungle Assassins, this guy is the least threatening to Reim. ❃ Scorcher is an annoying poke, but Reim can shake it off. ❃ More of a threat to your carry rather then yourself. ❃ AOE splash from Netherform Detonator can be painful if you don't spread out a little. |
❃ My Danger Rating: LOW ❃ A lot of similarities between this guy and Reim. ❃ Honestly, not too much of a threat to Reim considering CC doesn't really affect Reim. ❃ More of a threat to your carry rather then yourself. ❃ Just watch for the stun when leaving his Ordained, it can be a nuisance. |
❃ My Danger Rating: LOW ❃ Solely relies on burst to deal damage, not that big of a deal for Reim. ❃ Into the Fray does a lot more burst damage, so be wary. ❃ Watch out for the mortal wound and increased burst damage on Foesplitter. ❃ Rarely uses Red Mist in CP builds, don't worry about it that much. |
❃ My Danger Rating: LOW ❃ CP Glaives love to fly around the map with that rocket axe. ❃ Afterburn is more annoying then it is threatening. ❃ Protect your carry, he will often try and single them out for a 2 vs 3 fight. ❃ Reim outpaces this tiger in late game by two miles when built CP. |
❃ My Danger Rating: HIGH ❃ Skye is the biggest counter to Reim in the game so far. No matter what build she is. ❃ Just as mobile as her WP version, except her Suri Strike hits much harder. ❃ Forward Barrage hurts. It really does. ❃ Death From Above does all of the things in the WP build, but hurts more. |
❃ My Danger Rating: HIGH ❃ Celeste has immense poke damage and range with all of her abilities and Reim does not like that. ❃ For Reim, walking over Celeste's Heliogenesis is like walking over a minefield. ❃ She has Core Collapse, a stun with a low cooldown. ❃ Her ultimate Solar Storm can hit Reim across the map. |
❃ My Danger Rating: HIGH ❃ Kestrel's CP path is a pain to deal with compared to her WP path. ❃ Glimmershot not only hurts more, but it does more splash damage as well. ❃ Carry Flare Guns to counter the very long Active Camo time. ❃ Same with WP Kestrel, tank One Shot One Kill for your carry. Expect it to sting more. |
❃ My Danger Rating: HIGH ❃ Petal can kite Reim pretty easily with her pets and it's tough to take down all 3 at once. ❃ Don't step on those Brambleboom Seeds. ❃ She can chase and boost her damage with Trampoline!. ❃ Her ultimate Spontaneous Combustion is hard to avoid due to the slow before the explosions. |
❃ My Danger Rating: HIGH ❃ Reim is a prime target for Samuel's Corrupted Genius perk due to his low mobility. ❃ Malice & Verdict hurts, try your best to force Samuel out of his Drifting Dark. ❃ Save your boots for Oblivion, the sleep only lasts until you take damage. |
❃ My Danger Rating: HIGH ❃ Very slippery and very mobile. Reim is also not a fan of that. ❃ His CP build gives him ranged basic attacks. A chance to kite Reim... Not good. ❃ Dodging Chakram is still a pain and has higher ratios than weapon builds. ❃ Shimmer Strike is even more unpredictable with an extended range. |
❃ My Danger Rating: CONSIDERABLE ❃ Reim can take the extra damage from Skaarf's Fan the Flames with fortified health. ❃ Low mobility makes it hard to dodge Spitfire. ❃ Goop makes Reim even slower, but he's slow from the start anyways. ❃ Getting close to Reim is dangerous, so Dragon Breath is risky for Skaarf to try. |
❃ My Danger Rating: CONSIDERABLE ❃ CP Gwen is tougher to deal with due to her immense poke damage. ❃ Garbage auto attacks and heroic perk is rendered useless against heroes. ❃ Buckshot Bonanza and Aces High do a lot more damage and have the same effects as a WP Gwen. |
❃ My Danger Rating: CONSIDERABLE ❃ The high CP ratios make this type of build more threatening. ❃ Feint of Heart is still a problem since it still makes fleeing difficult. ❃ On Point poke damage is much more noticeable is really hard to dodge. ❃ He can still dodge your CC abilities with Rose Offensive and deal damage when chasing with it. |
❃ My Danger Rating: MODERATE ❃ Insane, like INSANE late game. Bully him early game to slow his gold income. ❃ Garbage auto attacks after early game ends. ❃ All his abilities are dangerous after he hits Level 10 and gains first overdrive. ❃ Watch for Suppressing Fire, that is your best chance to take him out. |
❃ My Danger Rating: MODERATE ❃ A Potato until Level 12 even as ranged, take him down early game and he can't do ****. ❃ Useless heroic perk and Ability B only helps if Ringo builds Alternating Current. ❃ Watch out for the shield-ignoring ultimate, Hellfire Brew. |
❃ My Danger Rating: LOW ❃ CP Baron is a walking splash damage turret. Harrass him early game so he can't build up power. ❃ Stop his Jump Jets and he will have nothing else to run. ❃ Predict where his Ion Cannon will land then dodge/block it and the fight will turn your way. |
❃ My Danger Rating: LOW ❃ Spread out. Don't let CP Vox bounce his attacks and he will be a laughing stock. ❃ 1 v 1s with CP Vox is a joke, despite being a ranged hero. ❃ Be wary from the slow from Pulse and the silence from Wait for It. |
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