If the build up above is too confusing then take a look at our Quick Guide for easy step by step details on how to finish the build and be Phinntabulous (Fabulous with Phinn).
1.
Book of Eulogies & 2
Halcyon Potion
2. (I was able to get this around 1 minute mark)
Sprint Boots next
Energy Battery
3. *But if dealing with a
SAW then
Light Armor or
Light Shield depending on if
SAW is WP or CP*
Eclipse Prism next
Travel Boots next
Chronograph
4. Buy either
Kinetic Shield or
Coat of Plates depending on who is more of a threat on the enemy's team
CP or
WP.
5. Sell
Energy Battery
6. Finish
Aftershock
7. Buy the item you didn't buy from step 4
Kinetic Shield or
Coat of Plates
8. Sell
Book of Eulogies
9.
Ironguard Contract next
Stormguard Banner next Dragon Heart finish with Warhorn
10. Finish
Aegis or
Metal Jacket 1st depending on what enemy is more of a threat
CP or
WP.
11. Finish which ever item you didn't finish from step 9
Aegis or
Metal Jacket
12.
Piercing Shard next
Heavy Prism next
Broken Myth
13.
Journey Boots
-DON'T FORGET
INFUSIONS!
UNDERSTAND THE SKILLS
HEROIC PERK: Unstoppable - This perk is very unique and has an amazing effect. Just remember when you aren't playing Phinn that you will get stunned because I forget stuns even exist when I play Phinn for awhile. However, you do get slowed and slows will be even lesser slows, which won't help your case of being so slow...Also you get 15% bonus armor, shield, and max health so that's a huge plus for Phinn.
A-SKILL: QUIBBLE - (Can & should be Overdrived) So Quibble this skill deals the most damage of all your attacks, but takes a little time to take action, which is why you better use it wisely and accurately. The cooldown on this skill isn't very great either. However, if you successfully land it then your team will get to either escape or engage in an advantageous fight. Its your trump card so use it wisely.
B-SKILL: POLITE COMPANY - (Can & should be Overdrived) This skill is essential for you and your teammates. In an intense close battle it can save a teammate's life. Remember that it does two things: bonus armor for teammates and yourself; draws the enemy's toward you. So you could give your teammate some armor and also pull the enemy away from your teammate if he is low.
ULTIMATE SKILL: FORCED ACCORD - (Shouldn't be Overdrived) This is Phinn's signature skill and the only of its kind, mechanics wise. The great thing about this skill is that it can initiate fights really well that can be in your team's favor. Also it can deal some damage to an enemy if he or she is trying to escape with really low health. I love the fact that you can break the ice when both teams are hiding in bushes and both teams know that the other is in a bush. Don't forget that if you miss a hook then you get some cooldown time reduced. Also keep in mind that you can save your teammates if they are low in health by just hooking the enemy chasing them down.
OVERDRIVE: If already didn't know you can overdrive a skill when you max its upgrades out and this will add another effect to it; for example a stun could be added to a skill after it is maxed. This is important especially for a Phinn in the lane. The big thing about a lane Phinn is that you need to have the most effect on the other team that you can possibly output and there isn't any extra effect with the hook,
Forced Accord, when it is maxed. So why not just use your upgrades on the skills that have an extra effect to them when maxed.
SMART PLAYS
HOOK COMBO: Hook>
Stun>
Retract (Forced Accord>Quibble>Polite Company)
Phinn is a savage because he gives the enemies a really hard time to save themselves and flee. So what better way than to hook the enemy, act like the enemy has a chance to escape after he is unhooked, and stun him at that very spot. To finish it off Phinn can further bring back the enemy a bit, slow him down and make it even harder for him to escape.
SLAM COMBO: Retract>
Stun (Polite Company>Quibble)
Here is also another combo that you can use for Phinn. The only thing is that it just doesn't involve his ultimate skill. But this combo is in this order because it will bring the enemy close enough so that you can Quibble there butt. Also this combo is usually the combo I use when clearing out the lane minions. It is effective in that it will draw the minions toward you closer together and then you can hit them all at once with your Quibble for MASSIVE LOOT!
BEST COMBO IS NO COMBO: Even though it is recommended that you use the combos above in the suggested order. There are times even when the combos don't work because the unexpected happens you just have to be smart. For example, when you are close to an enemy who is low and is trying to escape. Its probably safe to assume that he will try and use his boots to flee. So you can't really use the Slam Combo, it just simply won't work since the time for you to activate the skills won't make it in time, instead you should go straight into the ground with Quibble to stun him.
STUN FOR LIFE: It is ver important to remember to stun the enemy as they are about to use a game changing ultimate. Of course, you can only do this later in the game as you Overdrive Quibble. So watch out for those dangerous fire breathing Skaarfs.
TOWER DIVE: The devs really tried to make heroes stay away from these killing machines by putting up a barrier and making it deal a lot more damage, but it looks like Phinn is up for the challenge. But the only thing is you need to be really careful when trying this out. You have to have good judgement and know when to pull the heck out of there when the Tower isn't coming down before you do. Now f you are still interested there are two different Tower Diving situations...
1. When your minions push and your teammates aim for an enemy hero, then the tower starts targeting you. You can choose to stay if the tower is taking a great deal of damage, but if you are losing a lot of health then its best to retreat back. Also since you have minions around then the tower will be much easier to take down.
2. Second scenario is when your whole team decides to tank the tower and its best if you or Ardan tank it (Or someone else who's a tanky roam) However, keep in mind that the tower may have a barrier if there are no minions around.
WALL HOOKS: So your on the other side of the wall, can't get around fast enough and your teammates are having a hard time chasing down an enemy...What should you do? Hook'em! If the enemy is in range then shoot your hook out and drag them back. Sometimes you might bring them through the walls if there is enough room, but if there isn't enough room then you might just drag them backwards until the enemy hero hits the wall, which is still good because it gives your teammates a chance to finish him off.
PHINN INFUSED: Many may either complain about how Lane Phinn is too weak or he is really deadly, but only with his Quibble skill. In either case, lets make him even more lethal.
How? Well, Infusion is how, but of course with CP Infusion. However, you can use WP Infusion, but prioritize in getting CP Infusion first. This is because Lane Phinn has a CP build so his skills are most lethal and boosting his basic attack isn't as worth it.
So when should you chunk 500 gold away and activate the Infusion? Well, there is a very specific time you should use it. Its obviously when you are either in a equal or disadvangtage fight. Actually there are times when you have an advantage and should still activate it, but these are more rare.
-EQUAL SITUATIONS - So when a team fight is just about to happen and you are in the jungle, head over to the jungle shop asap and if possible (Because sometimes the option of getting an Infusion isn't there) get that Infusion.
-DISADVANTAGE SITUATIONS - These situations are more common if your team is losing so here are some examples...A team fight about to happen and the enemy team has 3 and yours, 2. Better activate your Infusion if the enemy starts attacking a Kracken or a Gold Mine. Another similar example is when you have the Gold Mine, but its again a 3v2 and your teammate is still dead. Better get two things the Infusion and also the Minion Candy for your Gold Mine in case the enemy team try to take it.
-ADVANTAGE SITUATIONS - When your team captures the Kracken and your team gets a temporary buff. It might be a good idea to get a CP Infusion just so that when the enemy team tries to stop the Kracken then you will be right there waiting for your chanve to Quibble their faces.
MORE TO COME IN THE FUTURE!
1ST CS (Creep Score): Once the game first starts head over to the lane and hide in the lower bush. Then wait there until you see your very first prey (Enemy minion with light red health). And go ahead and punch that for your first CS/ gold loot. This is a smart to avoid recieving damage from the enemy laner if he or she is lethal from a long range (Ex: Ringo or Saw). You could also do this strategically and still maintain the lane without the enemy pressuring you too far into your side. I really recommend doing this as it will help you gain as much gold as possible and recieve the least amount of damage as possible too.
BUDDY UP: Every time you need to get an item and you see that your teammates in the jungle are heading towards the Jungle Shop. Then that is the perfect time to go with them. However, you must not forget to push the lane far enough before you head out so that you can come back in time and continue casually without a damaged tower.
FAST LANER - Many don't know, but Phinn is quite quick when it comes to clearing out the lane. This is great for Phinn in that he will be able to mosey down to the Jungle Shop and head back before anything goes wrong.
HELP OUT: Since your quick in clearing out the lane you need to be alert and check out the jungle to see how things are going. You will have a lot of time when you are just sitting in the bush waiting for the wave of minions to come on your side. So if there is a fight in the jungle be sure to head down there asap!
THE CRITICAL MINE: What is this so important mine? Well, its just a regular mine, but you really need it because it can really help you when your moving up and down the map very often. The position is key, however, it is very important to have this mine pretty early in the game because it may prevent any unnecessary deaths on your part. If your roam teammate s smart enough he will do this for you. But if he doesn't set the mine then you need to and you can get the mine as early as the 1 minute mark. Also as long as you have the first 2 towers still standing then it is still important to reestablish that mine.
Here is a list of the good things about Lane Phinn and the bad things about him. Keep in mind that additional information may be added on in the future.
PROS:
+Strong Early-Mid-Game
+Easily gets a lot of money & clears farm in lane fast
+Deals massive AOE damage (
Quibble)
+Good at finishing targets off
+Can semi-support with Warhorn
+Tanky and hard to get killed
+Initiate advantageous fights with
Forced Accord
+Lots of trick plays
+Can't be stunned
+Lethal in clustered fights
CONS:
-Weaker Late-Game in terms of damage
-Slow movement speed so Phinn get back to the lane fast
-Kited easily - So unable to engage ranged heroes unless with jungler
-Big easy target
-Weak in spread out fights
-Slow to return (In terms of getting back to tower)
-Landing skills - Can determine if your team loses fights
-Unable to carry consumables mid game bc of full inventory
-Not very strong auto attacks
This log will keep you posted on what has been going on for this guide.
9/11/15 Created Guide & added Quick Guide chapter.
9/12/15 Added Pros&Cons chapter.
9/15/15 Added Threat Levels Section. Altered some points made in Pros&Cons.
9/16/15 Added half of Understanding Abilities & Smart Plays chapter. (Understanding part)
12/20/15 Changed Phinn build. Updated Quick Guide. Updated Pros&Cons.
12/24/15 Added Smart Plays. Added Lane Tips For Phinn chapter.
12/25/15 Updated Smart Plays. Updated Lane Tips for Phinn. Altered Build slightly. Updated Quick Guide.
12/27/15 Updated Pros&Cons. Updated Threat Levels Section. Updated Quick Guide.
2/26/15 Updated Lane Tips For Phinn chapter (New section: 1ST CS)
Upcoming Updates:
-Item Explainations & How To Use Them chapter
-Test Results chapter, where we will put up test results for this build
-Phinn stomps through the walls chapter and run down
If you have any questions or thoughts on this guide then leave a comment please. I will personally read them and answer you back. Also if your suggestion is good and I agree then it may be featured in the guide with your name in credit! So thank you anyway for taking time to look at this guide and please give it a thumbs up!
Quick Comment (7) View Comments
You need to log in before commenting.