"Feed all the Farm to the Drunk guy? Why the heck not?"
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BlazeChron - what are turrets?
Greetings, I am
Blaze. If you've heard of me you've probably read my
Ozo Guide before. I like to
turret dive, and I can
1v3 with
ease, if I'm the 3 :D
I can Carry, Jungle and Roam, but my Roam
isn't the
best(and get scolded everytim)
Currently
practicing to achieve 20
cs/min with
Voks (with bots XD)
Radiance - Le Coder and Meme Supplier
Hello Everyone! I am
Radiance, the Creator of
3 Essential Adagio Builds, which is the
Highest rated
Adagio guide on the Forums. I am also an
Experienced Website Coder, and theorycraft enthusiast. I enjoy learning about the
lore and story behind every game and every character. I like to find
meaning in things that mean
little to anyone, and uncover the
secrets in Vainglory's tiniest of Details. I am a ROAM Main, and I play different genres of games, including sandbox, fps, and other MOBAS.
MaximusPrime - Reflex Block is the Answer
Hello everyone, I am
Max, creator of the
You have been Poked to Death by SAW guide, which won the 'Know your Role' contest. I play any role needed but I typically prefer
carry(though I rarely get to play it bc forced
roam) and likes to try out new and
crazy things in Ranked and Casual(If they can't
counter it, then they can't beat it). Other people call this "Trolling" but I call it
Breaking the Meta. Likes bad puns and is currently trying to make
Goatman a reality. Gaming moods range from Blitz
Trolling to #TryhardOrDiehard
So, you are probably wondering what "
HyperCarry" means. Well, you'll either love it(If you are Ringo) or hate it(If you can't think of the team :P). Basically "
Hypercarry" means that the
Carry takes everyone's farm and gets super
overleveled and has a ton of gold while his teammates are there just to support and
peel for him. Note that this strategy requires a lot of teamwork and isn't as effective late game since the whole point of
HyperCarrying is to have an overpowered hero on your team early/mid game at the expense of other heroes' gold/xp.
You're the
carry. Kill stuff and get gold.
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Pros
- You get to play Carry
- High DPS
- Steal everyone's gold(overfed)
- You get to play carry(everyone wants to)
- That's pretty much it lel
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Cons
-
Atlas Pauldron
- Winning requires you to play really well
- Weaker late game
- Requires good judgement
- Low energy
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Double Down
Slot: Heroic Perk
Ringo's next basic attack after killing anything will be a critical strike. |
Helps you early game, provides some
poke, practically useless late game. Decent for
farming though.
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Achilles Shot
Slot: A
Ringo fires a trick shot at his target's heel (or whatever lower extremity exists), slowing the target & dealing damage. |
Slows enemies, does a bit of damage. Great for catching up to enemies or slowing the down when they're trying to chase you(
Kiting). Don't use immediately in the beginning of a team fight and NEVER EVER use it for farming(yes, I still see people use it for farming) as it costs a ton of
energy(aka mana) and you can't really waste it or afford the
cooldown in case you really need it. This ability will also help your team catch up to enemies.
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Twirling Silver
Slot: B
Ringo slings bullets at his target in a mad flurry, dramatically increasing his attack speed and move speed for a duration.
- Activating this ability resets Ringo's basic-attack cooldown.
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Your main shredding tool. Gives you a bunch of
move speed,
attack speed, and damage. Great for attacking, escaping,
chasing,
farming and is a great ability overall. Only
downside is that it takes a semi-large chunk of your precious
energy that's essential for power. Save it for when you need it and clearing farm so you can
rotate faster and
rotate to jungle for the
treants. Be wary when you chase enemies with this however, because you may be walking to an
ambush without your teammates and then your Quicksilver will go on cool down so you will have no chance of escape and probably
die(Stick with your teammates and let them
tank!).
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Hellfire Brew
Slot: C
Ringo takes a long swig from his gourd, then spits out a scorching fireball at his target. The explosion deals splash damage on impact and sets the target on fire, burning it & nearby enemies for 4s.
- The fire pierces all shield on impact.
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LUL Your ult is a
potato unless you're trying to kill the last running enemy(they'll save their
reflex block for it if they're smart)(also, you might not have enough
energy). You have no extra CP so it doesn't do that much damage and you should be relying on the extra damage/
move speed/
attack speed your B gives you. This ability is a
last resort although if you manage to see an enemy Taka or Kestrel(going CP) first and they retreat, your ult can
prevent them from going invis.
High risk,
High reward move, probably best if you don't try it though(
Always play it safe).
Early Game: Get middle treant(make sure you don't die, remember that the
crystal sentry isn't up yet, for both you and the enemy), get a lot of lane farm and
rotate to jungle when you've pushed the lane too far for it to be safe. Get Glaive to
gank and try to get a few early game kills and get the elder treant(middle treant) and a
reflex block(only defense you should need early-mid game) when you can
Mid Game: Be
map aware and
rotate to jungle
immediately if you need to help out your allies, push lane and try to get a turret. Mid game is when you're most powerful(
power spikes) and make the most of it(you're not as effective late game). Don't forget to
infuse(even if you're lvl 11) and try to take a couple more turrets/end the game if you're dominating them.
Invade the enemy jungle and
eliminate the Crystal Sentry if you can. Get the
Kraken if they're
camping the their base for a victory(if you and your allies did everything right).
Late Game: So they managed to hold out till late game. You're not as powerful now since hypercarrying is all about the massive early/mid game power spikes. Stay safe and try to bait the enemies out, always stay behind Glaive and Pheen if you can. If your team takes a risk and manages to unleash the Kraken, you should be pretty well off and either win or push them a lot. However, if they unleash the Kraken, then try to kill them and get an ace because it's easier for you to kill Kraken this way. If all they do is poke the turrets from afar(no chance of Glaive Aterburn or Pheen pull to engage), then you should probably just try to kill the Kraken or bait them in.
- Don't focus the roam(duh) but you can still poke them for BP stacks while the teamfight hasn't actually started yet so you will be powered up when it actually starts.
- Most of your gold will come from lane farm, go to jungle to replenish your health and energy after you push a wave of minions forward
- It's ok if Glaive gets some jungle farm while you're in lane, as long as you're not about to rotate(Don't take everything, it's impossible)
- In late game, if you have a full(or nearly full) build, and your items are on cooldown, you can spend the extra gold on selling the item of cooldown and rebuying it to reset the cooldown(make sure you have enough gold first)
- If Glaive punts an enemy into your face, have Pheen
Quibble him and run(Glaive should no do that because it could result in your death)
- You can use Twirling Silver to get out of spawn faster(When you're leaving it, you will regen the energy back if timed well. Your energy is precious but use it if you need to (don't be hesitant).
- Don't use twirling silver if they're at your 3rd-5th turret, it will be on cooldown when you get there(useless Ringo)
If
Ringo were Hades,
Glaive would be Charon
Glaive will be
Afterburning his enemies into the Afterlife by
feeding them to the
RinGod which will devour their souls and give
Glaive Ambient Gold for his trouble
Alongside
Phinn,
Glaive's
priority should be to keep
Ringo fat and not
dead
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Hunt the Weak
Slot: Heroic Perk
Glaive's critical strikes cleave in a 4-meter cone in front of him.
- Cleave deals half damage to minions.
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Not very useful for
CP
Glaive but still good for faster
jungle clear
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Afterburn
Slot: A
Glaive rockets in the target direction, damaging all enemies along the way. His next basic attack is replaced by a frightening blast that knocks his target back 5.5 meters and briefly stuns them. |
SPAM SPAM SPAM
Basically the only reason we are running
CP
Glaive.
Afterburn is one of the most powerful abilities on the Halcyon Fold due to its immense
utility. With
CP
Glaive, you get to have
Afterburn every 3 seconds!!! I may upload a video on
Afterburn when I have the time(long shot) but for now if you want to learn how to utilise
Afterburn, watch some
Glaive gameplay on Youtube.(or read my
Glaive guide right
here)
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Twisted Stroke
Slot: B
Instantly executes a critical strike.
- This ability deals weapon damage, but it can deal bonus crystal damage if you have any crystal power.
- Triggers basic-attack effects.
- Passive: Increases critical-strike chance and AOE-cleave damage of basic attacks.
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Though the
cleave does not proc
Aftershock,
Aftershock will still hit the primary target. Good for
jungle clear, and is an
attack reset to squeeze in
extra basic attacks
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Bloodsong
Slot: C
Swings Glaive's axe in a 5.4-meter circle, dealing massive area damage that increases with the number of Bloodsong stacks used. This removes all stacks.
- Passive: Glaive generates Bloodsong stacks from basic attacking or from receiving basic attacks (max 20 stacks).
- Each stack grants Glaive bonus lifesteal.
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USELESS ACTIVATABLE even with
CP. Only use
Bloodsong when dying or trying to reveal stealthed heroes(but even using
Bloodsong for this is not recommended)
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General Gameplay
If
Ringo comes down to take jungle farm, give it to him. This is a HyperCarry
Ringo team composition, not a HyperCarry
Glaive team composition. The point of giving
Ringo all your farm is that he can get items faster(Jungle+Lane gold) and delete enemies during team fights. You on the other hand do not need the gold as much, so give
Ringo the gold, you get
Ambient Gold anyway so you do not fall too far behind in gold.
If your
Ringo Carry is constantly in your jungle and neglecting lane, spam
Question Mark pings and tell him to go back to lane. Although yes, you are supposed to give
Ringo your farm when he is in the jungle, but neglecting lane, which gives way more gold than the jungle, is just dumb.
Gank lane, try to
Afterburn the enemy Carry(this is even easier when he is
over-extended) into the turret(or at least within
Ringo's range).
Ringo will then be able to kill the enemy laner, get gold for faster items, and be able to deny the enemy Carry lane farm by making your lane minions die to the enemy turret(when a turret kills a minion it does not give the enemy team any gold).
During team fights, act like you are
ganking lane, try to push the enemy Carry into
Ringo's reach(or at least
Phinn's hook(into
Ringo's reach)) for him to kill. From there,
Ringo should have no problem dealing with the rest of the enemy team. If the enemy jungler poses a
threat to
Ringo,
peel for him with your
Afterburn. Use your
Afterburn sparingly, although you can spam it, it is unwise to not use it to protect your HyperCarry.
More in depth Gameplay
For the first rotation head towards the Mid Treant,
Phinn should
Flare the opposite bush to check for enemies(or if they
Flare your bush then obviously they are there). If they attempt to take the Mid Treant, try to steal it, but if you can't(failed to(noob) or the enemy is too threatening(
Koshka in the early game is too strong)) then just ignore the Treant. Giving them 100 gold from
First Blood is not worth the gold from the Treant.
Keep farming, I cannot emphasise this enough. No one can 1v3, even more unlikely when
underfarmed. If the enemy Carry has
good positioning and is constantly out of reach of your
Afterburn in lane, just ignore him and go back to the jungle to farm. Time wasted camping in lane for no reason is time that could be used to earn gold and win the game. Since
CP
Glaive cannot clear the jungle very quickly, get
Stormguard Banner ASAP to speed up farming, which you can build into
Stormcrown later.
Mid Game, when you reach your Power Spike, try to be very aggressive by initiating fights with
Afterburn and to keep feeding
Ringo free kills, when you get the Ace buff(which you SHOULD) you can:
1)Push turret, especially if you were fighting in lane as it is the closest objective
2)Steal the enemy's back jungle(not recommended if you are too far away from their back camps)
3)Take gold mine as your
Stormcrown should be able to deal enough damage to quickly clear these objectives before they respawn. Capitalise on your Ace buffs!
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-Don't target the roam. Unless he/she is the last man/woman standing on the enemy team and/or is using an ultimate that can threaten your team and you desperately need to stun it with
Afterburn(
Verse of Judgement)
-If the enemy team is really good and is predicting your
Afterburn stuns, you can be a jerk and:
1)
Afterburn
2)Watch them waste their
Reflex Block
3)Laugh maniacally as you punt them into
Ringo
If they are really really good and they do not waste their reflex block, thumbs them up they're 2op4u
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Phinn is the
tank of his Team.
Defensive and
support items scale greater on him than on other heroes, and he
utilises this extra
tankiness with his
Polite Company to give a huge chunk of
fortified health to his allies. He is able to
pull entire Teams back and forth, allowing his team to secure
kills or to escape
death. The
displacement provided by all of his abilities as well as their
synergy when used one after another makes
Phinn a great
Roamer for heroes with few gap closers like
Ringo.
Phinn's natural tankiness and ability to give Tankiness also suits
Ringo's contrasting squishiness. And where he lacks in
Speed,
Glaive covers him with his
rocket powered
Afterburn smash.
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Pros
- Very good Ability Synergy
- High Health and durability
- Able to Give Tankiness to Teammates
- Many displacement tools
- Cannot be stunned
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Cons
- Slow
- Very Slow
- Very Very Very Very Slow
- Needs cooldown items for
Forced Accord
- No modified Energy
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Unstoppable
Slot: Heroic Perk
Phinn cannot be stopped or stunned. All movement-impairing effects are instead reduced to moderate slows, and stuns are converted to silences.
- He even shrugs off attempts on his life, passively gaining 18% additional armor, shield and max health from items and effects.
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Phinn's passive has a very high impact on his decision making as a roamer, as it essentially allows him to body block any single target skillshots.
Unstoppable gives him bonus tankiness from all defensive items, and prevents him from ever being slowed or stunned! This means that
Phinn will always be on the move, and aiming to block single target crowd control and skillshots for his team.
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Quibble
Slot: A
Phinn slams his anchor down on the targeted location, heavily slowing enemies for 1.1s.
- Overdrive: At max rank, the slow becomes a stun!
- Deals reduced damage to minions.
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Quibble is best used when you can land it with your enemy right in the centre. This makes it always a confirmed stun. To achieve this, be patient with your
Quibble, and try to use it deep in team fights when the enemy team is ontop of you.
Quibble has a very large radius, so learn to gauge where the radius of confirmed stuns to grant your
Ringo more time to shred.
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Polite Company
Slot: B
Phinn stomps the earth, damaging all enemies in a wide area and nudging them toward him. The effect reverberates around allies, temporarily granting them fortified health.
- Fortified health increases by 5% of Phinn's bonus health and 18% of Phinn's bonus armor/shield.
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Polite Company is an energy consuming Health buff for his allies, as well as a displacement tool. You can use
Polite Company to initiate a fight by pulling enemies towards yourself. This also buffs the Health of your
Ringo, allowing him to enter the fight with more sustainability. Comboing
Polite Company with
Quibble is a very common
Phinn technique, which is relatively easy to pull off, but very deadly with this combination of heroes due to
Ringo's burst potential. Refrain from using this ability unnecessarily as it eats a lot of energy.
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Forced Accord
Slot: C
Phinn throws his anchor in a direction. After the anchor reaches its destination, Phinn yanks it back, damaging all enemies in its path and pulling them back to him. |
Forced Accord is best used on enemies at a distance, as the hook takes time to travel distances, and ironically, it strikes faster at further than nearer targets. This is because the hook has to fly out and then return to catch its targets, so further enemies will be hooked first.
Forced Accord is often used as an initiator to pull the enemy team into a 3v1 or 3v2. However, a better use of
Forced Accord is to hook them when they are retreating. Why hold
Forced Accord? Because
Forced Accord can also be used defensively, for hooking the entire enemy team into you while your teammates escape. Be prepared to sacrifice :)
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During the First Rotation,
Phinn follows his team to contest Mid Treant. It is fine if the Treant is lost, as Long as first blood is not fed.
Phinn then proceeds to rotate up to lane. He hides in the lane Bush and only walks out to last hit minions. If the enemy minions are close to damaging the turret,
Phinn should walk out to tank damage for the Turret. When the
Ringo and
Glaive return from their First Rotation,
Phinn should recall and buy. Immediately after, he should make his way down to the lowest jungle camp to meet the
Ringo and begin the second Jungle Clear. In the early game,
Phinn repeats this Cycle with
Glaive and rotates back and forth between jungle and lane to receive ambient and to hold lane.
At 4 Minutes, the entire Team rotates down to buy, and pushes the enemy's front camps. At this point, you must work together as a team to deprive the enemy from as much farm as possible. This can be achieved by several means, such as ganking their laner, taking their fronts, dropping their turrets, and taking gold mine when it is full. Of course,
Ringo should always take the occasional trip back to his jungle to clear the farm, but only do so if the camps are full of gold. It is better to take the enemy's camps than your own camps.
During midgame,
Ringo hits his Ultra Powerspike and your team should have a huge lead over the enemy in terms of raw damage potential. Press your advantage as much as you can.
Ringo Shreds objectives. Eliminate their Crystal Miner. Take their Backs and their Fronts. Melt their turrets. Or melt them instead :3 This is your most powerful point in the game, so push your advantage as hard as you can and go all out for the win. Use your powerful pulls to grab any enemy that you see, regardless of numbers.
Ringo will destroy them. If the enemy has 2 or fewer turrets, a kraken push is almost always a win.
If the enemy somehow holds out until the Late game, it becomes difficult to win, but not impossible. At this stage, you are the most powerful member of your Team. It is unlikely that the enemy will build Defence against CP, so consider building a shatterglass or a broken myth to help to maintain damage. The best you can do now is to land godly pulls and hope for an ace. The first team to ace wins :)
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1.
Phinn is very slow, making Jungle Invades very difficult. Try to use your displacement abilities alongside
Glaive to take the initiation into your own Territory.
2. Due to the Midgame Nature of this Comp,
Phinn should
Forced Accord whenever the opportunity arises. If your allies are near you, and you flare a bush and there is an enemy carry or jungler inside it, just pull them. Do not think, just pull them, and your carries will shred them to bits.
1.
Lack of Vision
One very common mistake I see players making is placing vision incorrectly. I value vision very much, and I find that it is vital to
Flare Gun every single bush that my team walks into. After doing so, I tend to place a
Scout Trap there so that I do not have to flare it as often, and can have permanent vision without being present. Vision is very powerful in vainglory. Being able to see your enemies on the map can tell you whether or not it is safe to overextend, or give you early notice to a plan to push your jungle. Vision allows you to see what your opponent's do not expect you to see, and that tends to be their downfall.
2.
Wrong Placement of Scout Traps
Many times, I see players placing their
Scout Trap wherever it is convenient to place it. Unless you are playing an early game rush comp where the damage is significant, you should always try to place
Scout Traps where enemies would not step on them.
Imagine that your Team starts on the Left side of the map. As a rule, you always want to
Scout Trap the corner of the bush that is furthest from the enemy team.
Examples:
Notice how the Scout Traps are all placed at the left most corner of the bush. This is the correct way to Utilize
Scout Traps.
3.
CS Taking
One HUGE Sin for a roamer, is to take their laner or jungler's farm. Unless it is being fed to turret or one's own minions, a Roamer should NEVER try to get farm. Stealing your Jungler or Laner's farm causes them to fall behind in terms of gold and Xp. Roamer Items are Cheaper than Carry Items. Take a hit for the Team.
4.
Peeling
This tends to apply only to roamers with enemy movement abilities such as
Phinn's
Forced Accord, or
Glaive's
Afterburn. These skills can cause your enemy to be knocked out of a
Celeste's
Core Collapse, or out of reach of an ally
Krul. Do not peel recklessly. You can throw kills that way.
5.
Roaming (Alone)
Roaming does not mean to walk around the map. It means to stick with one Teammate at all times, unless you are moving from Teammate to Teammate. Sometimes, I see my roamer in the enemy's jungle and I'm just wondering, why are they even in there. Leaving your Carry for a second can cause them to be ganked and killed if you do not provide enough vision. Leaving your jungler reduces their clear speed by a quarter. You must know how to manage roaming between carry and jungler, but definitely not off on your own.
6.
Risky Fountains
Many new players think that if they
Fountain of Renewal just as their teammate is about to die, it will save them. This is not true, as the
Fountain of Renewal initial heal is not difficult to burst down. As a general rule of the thumb for newer players, use
Fountain of Renewal in combat if your Teammates are below one third (1/3) health.
"Obtained from
3 Essential Adagio Builds by Radiance"
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Thank you for taking the time to read our
Hypercarry Ringo Guide. We hope this Team Comp will encourage
synergistic drafting between lower level users, and maybe it might even put a smile on your face when you run into that
CP
Glaive in casual. This is the first project which the
3ssential Team has pushed out, and it really is like diving into the
deep unknowns of the
ocean, as this guide is the first of its kind on
VGFire. Given enough support, we will continue to push out
collab guides with other Guide Writers, to bring you even more
content that is updated regularly due to superior manpower. Please do remember to check out some of the other works by our Guide Writers for more
quality content!!!
Guide updates
Posted 25th May
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