Early Game Top
This little guy will engulf his enemies in horrid flames, in this build the little guy depends on his spitfire and goop puddles to keep his enemies at bay and dead. The baby dragon can't fire massive amounts of spitfire right off the bat, but having the extra energy to stay in the fight a little longer will certainly protect the first turret. Flinging the fire balls through multiple enemy minions will allow skarf to have his perk, fan the flame, will make the ignited foe take more damage from the fire. Swift shooter will make the fanning easier on the lad and keep em' hot. Potions are good for staying in team fights to get the new first blood bounus, just make sure it's not given to the enemy by you.
Team Fights Top
When engaging in fights be warry of bushes and make sure allies are around in case of supprise attacks, other wise stat a safe distance in ally turret range. Flares can be bought in the shop to assist in vision, but should be provided by a captin. Goop is always a good thing to drop both ahead, and behind when running, in case an enemy wants to strike. Slows the enemy and makes them vunerable to spitfire. Getting clockwork and boots should be a priority, spitfire should be used as often to injur enemy players and boots to run and to be in a comfortable position away from enemy attacks. Dont atempt to fight opposing lane hero, results in death most of the time, follow the captain.
Late Game Top
When all recomended items are obtained, skarf should spam the living lights out spitfire to ignite as many things as humanly possible. Goop puddles should be placed often and at time bushes to burn hit enemies. Frostburn should keep enemies in puddles and aftershock boosts attack power for using puddles and spitfire. Alternating current will make fan the flame stack quicker and deal massive damage to anytthing flammable.
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