1WP, 1hybrid, 1CP: Krul guides per situation by BlackstarS1

1WP, 1hybrid, 1CP: Krul guides per situation

By: BlackstarS1
Last Updated: Jan 19, 2015
1 Votes
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Build 1 of 3

Krul

Build: WP 2v1 duelist krul, build 1

Ability Path

Shadows Empower Me
Heroic Perk
Dead Man's Rush
1
2
3
4
5
6
7
8
9
10
11
12
Spectral Smite
1
2
3
4
5
6
7
8
9
10
11
12
From Hell's Heart
1
2
3
4
5
6
7
8
9
10
11
12

Threat Meter

Threat
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High
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Threat Hero Notes
1
  No Threat
2
Glaive Avoid the after burn into a turret and attempt to starve the beast early game.
2
Joule piece of cake, move through her and around her by stutter stepping. ignore her damage except for ultimate and avoid the stun.
2
Koshka super easy, hard to catch if she runs though. her ability cool downs decrease based on how fast she attacks, so you're going to make her attack speed nonexistent, and the ability damage nonexistent as well. aegis her ultimate unless you're winning and 1v1.
3
Krul you can beat him early game and starve him because of all the attack speed you have, which usually decides the battle. avoid 1v2 with him though until you get some of the key early game items.
3
Taka His abilities won't deal as much damage and your DMR might absorb most of the damage if timed properly. He's just very annoying, you can starve him early game. This build is only meant for if the enemy team has two melee. Always target taka's buddy first because you'll get more stacks on them and get rid of them quicker. (unless its Taka+Catherine, then target taka, but don't try to get a ton of stacks)
4
Petal tough until mid/late game, block her ultimate and try to finish her off fast. kill her minions with your massive basic attacks.
5
Adagio don't be kited, DMR him before his ultimate hits you.
5
SAW saw can deal a lot of damage before your stacks build up which is dangerous, use your ultimate appropriately and make sure to hover your finger over SS to use right as he taps rodie run.
5
Skaarf avoid him early game, but mid/late game, your basic rotation will kill him and his abilities won't deal as much damage.
6
  No Threat
7
Catherine very high threat when teamed with a high damage potential enemy such as taka.
7
Ringo your bane. be careful if the enemy team has him until mid/late game. tell your team to target him first while you deal with the melee. try to jump him from a bush, never run head first at him unless someone else is nearby.
8
  No Threat
9
  No Threat
10
  No Threat

Krul

Build: range hero killer krul

Ability Path

Shadows Empower Me
Heroic Perk
Dead Man's Rush
1
2
3
4
5
6
7
8
9
10
11
12
Spectral Smite
1
2
3
4
5
6
7
8
9
10
11
12
From Hell's Heart
1
2
3
4
5
6
7
8
9
10
11
12

Threat Meter

Threat
Low
High
Show all
Threat Hero Notes
1
  No Threat
2
SAW You have lots of ultimates at the ready so he's not a problem.
3
Petal all ranged heroes are semi easy because of your constant gap closer and boots
4
Taka very little time to do any damage and can end up wasting abilities.
5
  No Threat
6
  No Threat
7
  No Threat
8
Catherine her stuns will kill your SMR shields thats why you don't use this wit her on the team.
9
  No Threat
10
  No Threat

ITEM CHOICE Top

KRUL TALK
i never really focused on the large 17% lifesteal of overdrives SS, and instead went for cool down reduction and aftershock to keep up DMR health barrier. That style is simple and multipurpose but removes much of the heal get back uniqueness of krul. So it dawned on me to make a weapon krul (genius and unique huh, yeah no).

Build two stems off of the melee krul one.

Build one and two early game, if at max crystal energy, use DMR on jungle monsters, if not, conserve energy or us SS only. Basically, you have low crystal energy early game, but that goes away later on.

ITEM CHOICE

BONESAW:
Krul loves to continually attack his target, the same is true for bonesaw. This item will increase attack damage every hit, while SS increased life steal every hit, while the enemy loses damage every hit.
Aside from that, Bonesaw is perfect for Krul as it offers both attack speed and damage.
This is the first T3 item i get usually.

TORNADO TRIGGER:
Even faster attack speed which is very nice and compliments both SS and Bonesaw, so you have more sustain and apply more weakness stacks faster(more active SS damage).
This is a typically necessary Krul item in every weapon build.

Sorrowblade:
This can usually stay as a heavy steel for a while to serve its purpose.
Increased weapon damage= more life steal, more damage, a little DMR damage increase.

AEGIS:
In all my experience with Krul, he does not die midfight (unless severely overwhelmed) because of his sustain and survivability. He dies when 2 or 3 enemies target and burst him with their abilities. Even when 2 out of the 3 enemies go weapon power, i still get this item 100% of the time. I use it to block stuns and high damage ults such as petal's.
i first buy oak heart when i need more health, then streamline kinetic shield when i loss too much health from abilities. This item should be partially build at least by level 6 when everyone gets their ultimates.
the longer you survive, the more damage you can do, and the more survivability you can have.

JOURNEY BOOTS:
Another typical Krul item. i usually never upgrade it past sprint boots until MID/late game, or not at all if the game goes fast enough. use the speed boots to keep up with enemies or to get in range of DMR. You know the drill.

LAST THREE OPTIONAL ITEMS:
These are the ones you get when everything else, except travel boots, are upgraded. Be aware, the last item is always the hardest to upgrade to tier three because you have only one build path available for it. Chose the item you want the most of the two because you'll be stuck with it for a while.

CLOCKWORK:
Lowering the cool downs of all your abilities allows for more heal barriers, more Smites and more stuns. These are all very useful and can make finishing off an opponent a lot less stressful. build chronograph first and when the money comes for the clockwork, buy it.

TORNADO TRIGGER:
Another one? hey why not, make krul a walking meat grinder. in a long game this usually is fine just to get up to blazing salvo.

ATLAS PAULDRON:
If your team doesn't have a tank for team battles then you tend to become the tank. This item can be helpful and be purchased earlier on if necessary.
Remember i said that Krul survives, mid fight and on, but not in the beginning? Well this helps a lot, before the enemy has your weakness stacks to slow them down, proc this, so the entire fight they'll have a low attack speed.
Use this and Aegis shield as necessary.
Typical rotation for tanking teamfight:
See enemies, hit Aegis shield, use DMR right before it wears off, proc Atlas before that wears off, enemies now have full stacks of weakness you can cash in on, or keep them alive and alternate between the two melee attackers then smite when you need health, you do this because your auto attacks get back more than your damage output.

IDEAL TEAM Top

Catherine:
Krul is a surviver, not a tank, so having her really helps. If she picks up fountain of renewal and atlas pauldron you're golden and can go with clockwork or tornado trigger optional last item.

She'll stun and allow you to use your SS or something to finish off the enemy or start building up weakness.

The ideal team fight with her:
Team is moving through the jungle.
You have catherine and either saw or ringo.
Catherine leads the group, you follow a meter or two behind her, then 1 m behind you is your ranged.
Catherine is a tank, she uses her ultimate to silence the group you all stumbled upon in a bush.
1.You DMR into the battle so you have a shield.
2. One of you procs atlas paladron so while you build stacks no one takes advantage of your squishiness.
3. Use aegis when necessary, ie petal, koshka, skaarf ultimate.
4. Throw your sword. Priority:
Running away low health enemy>full stack/health saw>kiting ringo/petal> taka> remaining situations and enemies
Of course use it if you're about to die or on say a koshka, your abilities have a few seconds left and you're about to die, use it, then abilities to win. and especially if your team needs to be saved from a skaarf or joule ultimate or something.

Koshka OR Ringo:
Having a fast hero to attack/slow/stun those that run away from you at full stacks is very helpful for finishing off targets.
Ringo is your exact opposite in many way so you two can cover each other.

SAW:
Both of you are end battle thrivers. Like bone saw and SS compliment each other. You and saw can compliment each other in the same way.

ENEMY HEROS TO AVOID Top

Ringo:
As we all know, Krul is dead when kited. If faced off with an enemy ringo, and you're both equally fed and good, run to a bush to hide.
1. He'll approach in which case you can hit him 2-3 times with basic attack, DMR and smite. If ultimate is up, then that can be put in there somewhere.
2. He'll avoid you so then you can leave as well.
Which ever case, don't keep running through the bush, he'll keep kiting you until you die.

Tell your teammates to target him first or help harass him early game in lane with Shadow's empower me. But never, i say never, attack him in lane early game at mid health or when your lamer isn't there, or by his turret. Pick your fights wisely.

Catherine:
Stuns and silence are deadly when around other enemies. The silence isn't too bad, but being stunned while tanking for the team leaves you very defenseless, and takes potential weakness off of your target.

MY LAST NOTE TO ALL YOU KRUL PLAYERS: pick your fights wisely because once krul goes into a fight, the dumbest thing he can do is run most of the time(booting out, running to an ally, stutter stepping while still fighting is ok though).
Your goal early game is to avoid dying as much as possible, this would put you back a ton, meaning low damage meaning even lower health sustain and burst protection.

BUILD INFO:PROS CONS AND KRACKEN Top

PROS AND CONS OF EACH:

Melee Krul: can 2v1 any pair of melee heroes easily and is hard to counter, but abilities are sorta slow, so low flexibility.

Hybrid Krul: Can still be 1v1 melee champ and can't be kited easily. keeps up lots of health barriers and gets back a good amount of health in melee.

Range killer krul: Unkitable and has a lot of health barriers and shields. can be used if the enemy team has two ranged heroes. awesome in lane mid/late game. Very little health return from basic attacks.

Every build here can face tank bracken alone very quickly.

Melee Krul: only basic attacking with no abilities, health stays topped off after the first two seconds, and kills bracken easily.

hybrid krul: has health barriers a lot to time on bracken's attacks, and has a lot of health get back from basic attacks.

range killer Krul: after shock and abilities work very well together, time them right and you can get 3-4 procs off per burst.

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