Table of Contents Top
A Quick Note Top
You may be used to reading my guides. You may also be used to some of the sections being skippable because I include them in every section. For this I truly recommend reading the "My Thoughts" section. Generally the "My Thoughts" section in my guide is for a new character and it contains my first impression of that character. In the case of
Fortress, who is a character that's been around for a while, I think that section may be one of the more important in this guide. This is just my opinion, you may think I'm wrong.
Also for a more in depth guide about how to be a better roam player check out my
Roam Guide
Introduction Top
BLGRNT BUILDS
I've been playing Vainglory casually since around 1.6 when
Rona was released. I've always been a fan of VGF guides and they've helped me a lot through the game. I never felt my understanding of the game was good enough to create build guides, I just played.
I started collecting stats and compiled ways to understand the game, and what effects the builds truly have. Hopefully that will translate well to my build guides. I'm not a pro player, but I think I am pretty good with analysis, and I think my guides will contribute to other players enjoying the game further. If you've read
my guides before you'll be familiar with the format. I try to keep them all similar, so enjoy!
A final note on my guides and guides in general: The author of any guide has a particular play style. I am no different. My guides reflect my play style. They won't fit everyone's style. Typically for my builds I look for different ways to build characters. There isn't a reason to repeat the same stuff over and over, but mostly I look for what works for me. So understand these guides may not reflect the typical thought process towards a character.
Check out my other guides
Catch me streaming on Twitch
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Welcome to BLG3RNT BUILDS: Fortress
Change Log Top
About Stats and Items Top
Throughout this guide I will explain what this build actually does for your stats, how the items affect your build and abilities. It is my hope that this will help you better understand how swapping items effects your character. A guide is a exactly that, a guide. You don't have to follow this to the letter. Your game play is probably different than mine.
The reality of this, however, is that it's
virtually impossible to cover every variation against every opponent. If there is something specific you are having problems understanding let me know in the comments and I'll try to help you out. I will say up front, that it is completely possible that I won't be able to answer every request. That circles back around to not being able to cover every variation.
All of the stats I give here are based on the characters lvl 12 stats
I will offer stats vs particular items. Such as "This build deals x damage vs
Aegis. Since I cannot account for every character and every possible statistical build I will let you know what the stats vs that item are.
I generally math well, but if you see a calculation that might be inaccurate please, please, please let me know.
In general stats are rounded off rather than ridiculously long decimal numbers.
One final note I can think of: I searched for hours looking for basic attack speeds. I could not locate anything that stated what 100% attack speed officially meant. The closest I came to an answer was that at 100% attack speed a character would attack approximately 1 time every 1.3 seconds, so that's what I ended up using for my stat analysis.
A STORY FOR EVERYTHING
Spoiler: Click to view
The berserker dropped to the ground between the fire and the old druid, axes clinking at her belt, a caribou hock in one fist. Behind them, the others daubed the wattled longhouse walls with dung and straw where freezing wind whistled through.
“It’s explanation time, old man,” she demanded. She took a big bite of the meat, leaving strips dangling, and pointed the hock at the druid. “That’s the fifth earth tremor in an hour. It’s knocking holes out of the walls now. I know you have some old story for every little thing that happens.”
“There is a truth for everything,” he corrected in a low drone. “Beneath us slumbers Gudmund, the giant elder, son of Gunnr the Great Oak, and brother of Gymir, his bitter rival.” His fingers danced like punctuation in the firelight. “The brothers’ war grew so violent that nothing could live among the ruins of their hatred, so Gunnr sang a song to make them dream, then buried them deep underground, one in each hemisphere of the world. Gudmund was banished to the northern half, and Gymir was banished to the south…”
“Wait. Gymir was the father?”
“Gymir is the brother of Gudmund and the son of Gunnr,” groaned the old druid. “Pay attention.”
“I am.”
“Gunnr transformed herself into the Great Oak that spears through the world, its branches growing on either side, its roots holding her sons captive. Where their breath seeps through to the surface, there are life-giving wells from which can be drawn great power.”
“I will find one of those!” the berserker announced, her mouth full. “The west people wouldn’t hunt at our borders if we had ancient power-breath.”
“The nearest well is at the center of a temple, guarded by the enormous Fortress, so that humankind will not kill itself with the power therein.”
The berserker gnawed at the meat, her brain clicking through calculations. “I could scale a fortress,” she mumbled.”
The old druid chuckled. “Do not wander away with your mind. You must learn this story well, for it is you who will tell it after I’ve gone.”
The berserker snapped up her eyes to the old druid. “Where do you think you’re going?”
There was a long silence, during which the berserker did not breathe, until it was apparent that the old druid had nodded off into sleep. The berserker poked him in the shoulder; the old druid snorted and resumed: “Gudmund the Elder stirs. His breath comes stronger through the well. The ice has melted, and it is this elder’s breath that shakes the earth. I must go to the other side of the world to see to the wells of Gymir the Elder.”
“You? You cannot wander to the other half of the world. You are eight hundred years old.”
The old druid croaked, his version of a laugh. “I am not quite so helpless as you think. Not all battles are won with steel.”
“If this Gudmund man is causing the quakes with his bad dreams, I shall put him permanently to sleep. I will go down the well and bury my axe in his eye. I will fish him up by the nostrils and punish him before the people, at the Thing.” The berserker rose, holding up one axe, her voice rising. “I am not afraid of any man who can be held captive by a silly tree!”
The old druid rose with a groan and creak of joints, then patted her back. “It is difficult to see clearly through a blood-soaked helmet. No, this battle is not yours, nor mine. This is a terror from which we must run. You will lead our people as far from the wall as you can, and I will pass through the womb of the Great Oak. I will not be alone.”
“Then who will…”
The earth shook again, stronger than before, rolling logs away from the fire. The berserker muttered to herself as she kicked them back into place with one boot heel. When she turned back, the old druid had already shuffled into the longhouse.
In the distance, the howls of wolves sounded through the frozen air.
To be continued…
DESTRUCTION OF THE TEMPLE
Spoiler: Click to view
A dire wolf raced out of the temple’s fourth circle, tongue lolled out to one side, panting, exhausted terror in his eyes, his thick fur matted with dried blood. His back legs were caked up to the stifles in red loamy mud; he’d kicked free in time to get bit in the muzzle by something venomous. He skidded to a stop where mud met ice, into the forelegs of the alpha, his eyes down, unsure whether to be more frightened of what he’d run from or what he’d run into. The ground rumbled, the ice cracking outward in long lines. The alpha’s hackles rose, ears twitching at the sound of his pack howling, whining and yipping in pain. He could name every one of those sounds: son, daughter, mate, packmate, friend.
After the first quake, the alpha had inspected the inner circles of the ancient temple, his nails tapping on the ice, his breath fogging in the frozen air. A foreign scent bothered at his nose. The tremors intensified, the scent grew stronger and the pack’s restless whines and tail-chasing had to be contained with barked orders. Within hours, the ice in the first circle melted into pools of water that the ground drank up with greedy thirst. The second and third circles, once ice and brick, became mud. The scent choked every inhale, and the constant shaking set the wolves to howling.
Then, the vines appeared.
They were like nothing the wolves had seen. They whipped out from the mud, piercing blind in all directions. They wrapped around the temple pillars, crumbling them to gravel. The pack tore them apart, but within minutes the thick stems grew anew. The well itself, once richly decorated with sculpture and carvings, became nothing but a dark hole in the ground leaking putrid air. The inner sanctums turned to rubble.
Eggs frozen for untold millennia bubbled up from the mud and broke open, spilling out long-toothed reptiles. The wolves went to battle, ears flat, snarling, leaping in fast and retreating in the way of the hunt until the blood of their prey dribbled out in thick clots that fed the carnivorous mud. But the creatures could not be contained – and the surviving reptile hatchlings grew larger than the wolves. Everything birthed in the fertile mud was bloodthirsty and more dangerous than anything the wolves had hunted before. The mud itself was an enemy, drinking the wolves into itself, forcing them farther and farther back from the well.
They might have fought back the horde if not for the insects. Clouds of bloodsucking mosquitoes and hives of venomous wasps burst upward. Crimson ants burrowed into the wolves’ fur and chomped into their belles. The pack snapped their teeth into the stinging swarms to no avail, bit into their own itchy hindquarters, limped on poisoned limbs.
The guarding of the Halcyon Well had been the alpha’s vocation since the temple had been built, from materials found nowhere near the frozen tundra, by a people whose lineage had died out before their story could be told. It was unthinkable to abandon it. Yet without a pack, an alpha commands nothing.
“Get the others out,” he snarled at the beaten-down wolf, who turned without protest and ran again into the doom. The alpha turned snout to the moon.
“Old friend,” he growled into the empty air, “I have need of you.”
Then, Fortress let loose a wild howl that carried for miles.
To be continued…
Vainglory Spotlight Top
My Thoughts on Fortress Top
Fortress may possibly be the most misunderstood & underrated character in the game. This statement may be best demonstrated by the fact I'm creating this guide based on a user poll that selected
Fortress as the character they most wanted to see a new guide on when there are at least 36 different guides on
Fortress and some with a significant number of positive votes. Yet people still aren't sure where he fits.
I think part of the problem lies in the fact that
Fortress is what I consider a "tweener". At some point I think
Fortress had to experience a nerf. I don't know when, but I do remember playing
Fortress very early in the development of VG and he seemed much more tanky, almost unkillable, and after returning from my hiatus he feels much more fragile. This may be due to the nerf on
Attack of the Pack in 1.15. However what I can tell you is that in the current meta he is not
Phinn or
Lance, he isn't a walking block wall that can just absorb the majority of the damage for his team. He also doesn't have a nifty heroic perk like
Ardan that heals him and makes him tank despite his health stat. Nor does he have a stun or a shield like
Catherine. He also doesn't have a heal like
Lyra or
Adagio.
In fact, his kit doesn't contain anything that fits the role of a traditional support the way we think of it in the current meta.
Want more proof he's a "tweener"? You need not look any further than the in game information. Every roam character:
Adagio,
Ardan,
Catherine,
Lance,
Lyra, &
Phinn are all listed as
Position: ROAM | Role: PROTECTOR (though I fully believe
Adagio needs to be updated to a lane).
Fortress on the other hand is listed as
Position: ROAM |
Role: WARRIOR.
It's my belief that
Fortress is intended as much more of a semi-carry roam, than your traditional tank roam. I'll cover some more specific tactics on this later in this guide.
Abilities Top
So as mentioned above,
Fortress doesn't have the "traditional" roam kit: stun, heal, root, shield, or tankiness. However, allow me to show you how he has many hidden support items built into his kit.
|
Packmates
Slot: Heroic Perk
When Fortress is near an allied hero, he will move faster after 1s. He will maintain this move-speed bonus so long as he's alongside any allied hero. |
I believe this is probably an underestimated perk. We are so "results oriented" typically as a community that I think we may overlook some of the other benefits. This perk doesn't heal us, doesn't do extra damage, or give us extra armor. But is does allow us to change our priorities on boots. When I roam I almost always build
Fountain of Renewal and
War Treads in that order as my first two items. But with fortress I give a lower priority to boots, which allows me to gain the advantage over the opponents faster. If I'm facing an opposing jungler like
Krul or
Rona who rely on speed I can build an
Atlas Pauldron very early and keep them from ever getting started. If I am going semi-carry I can prioritize
Aftershock and/or
Stormcrown to increase our offense more quickly. You'll notice that
War Treads has a lower priority in my item selection than I normally place on boots.
|
Truth of the Tooth
Slot: A
Fortress lunges at his target and marks it, granting allied heroes increased move speed and lifesteal towards his target. |
In the old days an item called War Horn was a mandatory support item. Today that's
War Treads. Why? Because they are a great initiation tool. Chasing down a fleeing enemy or team, trigger your
War Treads and close the gap. This ability has that built in.
War Treads grants your team sprint for 2 seconds.
Truth of the Tooth grants sprint for a duration of 2 seconds, unless you take the overdrive, and then it's 3.
This ability also grants lifesteal. You don't have a heal, but you can give your opponent lifesteal. Upto 20%.
Serpent Mask grants up to 25% fyi.
Your next basic attack is a lunge, which allows you to close the gap quickly. Understand that the ability is technically "marking the target enemy as prey" (which grants the speed and lifesteal). It isn't the lunge. Start thinking of it that way and it will help you use it more effectively. It's
not just an attacking ability. The lunge is a basic attack. That is why
Aftershock pairs so well with
Fortress because once you "mark your pray" you've triggered your ability, which in turn primes
Aftershock. The resulting lunge will then apply
Aftershock's passive.
Advance Tactic: It is possible to mark one enemy and then use your lunge on another. In order to do this you have to be outside the range of the lunge, otherwise
Fortress will lunge happen immediately. Why would you do this?
Imagine a team fight where one of the opposing players who is engaged with your laner becomes low on health and is retreating. Meanwhile you and your jungler are engaged with another of the opposing team. If you mark the player fleeing from your laner, your team now has movement speed in the direction of the fleeing player, which can help your lane player track them down for the kill. Immediately after marking that target you then tap on the character who is engaged with you and your jungler. Now, not only did you help your lane track down a kill with the movement speed boost, but you just damaged the character you are engaged with. 2 birds 1 ability.
If you think of that same situation, but one of your characters is falling low on health. You can mark the target your teammate is attacking and grant them lifesteal to help them heal, and then apply your damage to a different target.
This is an ability that can do so many things with one use, but so many players think of it only as an attack. This is generally the 2nd ability I take, and I don't take the overdrive. The overdrive only gives 45 extra damage, 1 extra second of speed boost, and 4% lifesteal. I don't find these to be significant enough. Plus the synergy with
Aftershock makes up for the measly 45 damage.
|
Law of the Claw
Slot: B
Fortress claws his target, causing it to bleed for several seconds.
- After receiving 6 basic attacks from Fortress and his allies, the target is dealt a burst of damage based on its maax health and receives mortal wound (reduced healing).
- Overdrive: At max rank, the burst of damage additionally slows the target by 40%.
- Bleeding damage per second: 10 (+15% crystal power)
|
(Note: Bleeding targets take 10 +15% not 25 +15% we are working on getting it updated)
I take this ability 1st and take the overdrive. I find the damage benefit to be greater than taking
Truth of the Tooth overdrive.
Let's look at this ability more in depth, because it was one of the specific questions that came up in the voting for this guide. It is a bit confusing, and unclear in description so it took some digging to figure out everything about it.
When you strike your target you deal damage and apply bleeding. If the bleeding target is hit 6 times the target takes a burst damage of up to 20% of their max health (max health, not remaining health). After that burst damage the bleeding is turned into a mortal wound. So understand that this ability works best when your target is in the fray, not fleeing where no one can hit them further. Doesn't mean you shouldn't hit them if they are running away, you'll still do damage, but it's not the most efficient use of it.
What I know: The bleeding lasts for 5 seconds after the last hit they took. If you hit them just the one time they will bleed out for 5 seconds, and then the bleeding stops. If you apply the bleeding, and then strike them 5 more times the 5 second count down starts from then and they will bleed out for another 5 seconds. Upon the 6th hit (or stack as it's called in the description) the target receives burst damage at which point the bleeding stops and turns into a mortal wound. The mortal wound lasts for 5 seconds no matter what.
What I don't know: I don't truly have an understanding of what a mortal wound is. The description says -33% healing. After testing I know they don't continue to lose health. I can only assume that it means potions and heals work 33% less. But I've not found documented proof of what a mortal wound is.
|
Attack of the Pack
Slot: C
Fortress summons a pack of wolves. Each pack wolf seeks out a different enemy hero.
- It takes three separate attacks to kill a pack wolf.
- Wolves apply bleeding with their basic attacks.
- Wolves take normal damage from abilities and are granted 20% of Fortress' bonus defensive stats.
- Fortress gains fortified health and attack speed when the wolves are summoned.
- Wolves take damage equal to 75% of their max health from turrets.
|
In my mind this is the most incorrectly used ability in the game. I have experienced so many players using this as a flare of sorts. They randomly call their wolves, the wolves run half way across the map, and all they really gain out of it is momentarily knowing where the enemy is. Just use a
Flare. There are two times I consider this to be a justified use of this ability.
The first is when attacking the Kraken or Gold Mine when you are nearing the completion of the capture. If you don't have flares you can check to make sure no one is in the bushes waiting to steal. Even this is a questionable use and is really just lack of preparation. If you use it this way I recommend not doing it too early. If I'm playing against a
Fortress and the wolves come out and none of my team is engaged then I know they are attacking the Gold Mine/Kraken, when they'd be better off just sneaking the attack.
The only other time I feel like this is justified is late in the game when Kraken is up and your team has just respawned. You want to know whether to rush to the Kraken or to focus on your farm and protecting your turrets. A flare doesn't travel far enough so a map wide flare is justified.
Stop using it as a flare.
The best use of this ability is in the middle of team fights. These wolves cause chaos. On overdrive these wolves cause 60 damage and bleeding. Ignoring these wolves will cause more damage than most people think. They attack at 70% attack speed, which is about 1 attack every 1.8 seconds, and they last for 15 seconds. If ignored they will deal approximately 485 damage plus the bleeding. That's
Fortress' greatest damage output. Most opponents will stop and attack the wolves to avoid this damage. That's 3 attacks not hitting you. These wolves also most faster than you do so it's great for chasing down fleeing opponents. If you play
Fortress enough you'll certainly gain kills that you aren't directly involved in
thank you wolves.
What else do these wolves do?
They act as minions. If they have no other targets (an ace for example) you can use the wolves to dive the turret instead of waiting on the minions. Especially if the ace happened while the Kraken was up and there are no minions to wait on.
You aren't as tanky as
Phinn or
Lance as I mentioned earlier. So body blocking isn't always as feasible. So against opponents like
Skye &
Samuel you can call them to block
Forward Barrage and
Malice & Verdict.
Use caution when using them against
Vox because it gives him an easier way to reach you with his Resonance bounce.
Build Stats Top
I'm not including specific build stats in this guide. Do to being a roam, and so many items being situational it's hard to focus on one build in particular.
Instead let me offer a few fun facts for you about
Fortress' stats.
Fortress is exactly in the middle with his health stat. He ranks 14th out of 28 characters in health. As I said not a tank. However,
Lyra and
Catherine have lower health.
Fortress has the 2nd fastest inherent attack speed behind only
Vox.
Build Items Examined Top
For an in depth look at the build items I'll refer you to my
Roam Guide. They are all essentially the same. I could C&P, I could probably add a bit more insight, but I think in this guide there are better things to focus on.
I will briefly mention
Ironguard Contract.
Fortress is one of the few I actually use this item with. because of his lack of inherent health stat, and esepcially when you are paired with a squishy jungle character, I think this item can be vital. Since neither of you are truly equipped to tank the jungle camps this can be very helpful.
Match Up & Synergy Top
Fortress is probably more of a situational pick than most other roam characters. It's helpful to pick him during a draft so you can see who you are pairing up against.
I feel
Fortress is most effective against characters like
Rona,
Reim, and
Krul. Characters who have built in fortified health or health regeneration. The bleeding from
Law of the Claw &
Attack of the Pack really helps you keep these characters in check. He is also effective against
Taka and
Kestrel since the wolves from
Attack of the Pack will track them even when invisible. Chances are they will be effective against this new cat character coming in 1.24 who appears to also go stealth.
We don't always get to draft, so let's look at who he can pair well with in a blind pick solo queue.
I like using
Fortress with faster jungle characters like
Taka,
Samuel, and
Koshka. His lunge can keep him side by side with
Taka and
Koshka and their sudden leaps. The way
Samuel moves around the map when played as a jungle can also be difficult for the
Phinns of the world to keep up with. When I jungle with
Samuel I often find myself alone if I'm playing with a
Phinn.
I also love playing
Fortress along side
Petal. 3
Munions and 2 wolves all attacking in the middle of a team fight is the definition of chaos.
Tactics Top
So how exactly should we play
Fortress if we can't play him as your typical "get in the way, take damage, and heal people" type of roam?
Fortress thrives on chaos. That's the strength of this character is causing chaos in a way that hits the enemy from multiple fronts. In fact if you listen to
Fortress in game he gives you a hint with one of his quotes
"I'll run around the flank".
Take advantage of his speed perk and move around. Unlike you might be used to with other support players, especially the tanky ones, try to avoid attacking on the same front as your jungler. When you enter a fight use the perk from
Packmates and circle around to the side of your target. Force your opponent to choose a target without the ability to hit both of you at the same time. Some times circling around to the flank and just being there, moving back and forth, posing a threat can be enough. Remember in a way
Fortress can be just as dangerous of a fighter as your jungler, and so make your opponent choose you or the jungler, wait for the commitment, wait for the opening, and then react appropriately. If they target your teammate trigger
Truth of the Tooth and give your teammates lifesteal.
Chaos.
Use
Attack of the Pack and allow the wolves to create more chaos.
Remember he's not a tank. Remember is a ROAM | WARRIOR not a Protector.
Initiate when appropriate, become a target they have to deal with, rather than a wall they have to go through or around.
Remember all of the hidden perks and utility effects that your abilities offer and use them for such reasons, not just as attacks.
Cause bleeding in the middle of team fights.
Wait until you need the fortified health or for your opponent to go low on health and start to retreat before you trigger
Attack of the Pack. If you trigger it immediately it allows them to retreat when they get low on health and the time has ticked away for your wolves, or they've been eliminated. If you wait until they are very low on health your wolves will be a target they
have to deal with instead of run from. It is likely that the wolves can finish them off if they are low enough.
Remember that
Fortress is far more of a tactical play for you than someone like
Phinn. Often
Phinn can be hook, slam, stomp is rapid succession. You need to be much smarter about the timing of your abilities with
Fortress.
Thank You Top
Thank you for reading my
Fortress build guide. If you enjoyed it, please consider giving it an up vote. If you are familiar with
my other guides then you know you can expect more content to be added to this guide. Stay tuned.
I hope this build guide has helped you better understand
Fortress, and I hope I don't have to face you when you're using this build. I genuinely would love any feedback you might have for my build. If you have any questions on this build, the stats and calculations, or would like me to run through any scenarios leave a comment and let me know. I will do my best to answer as many as I can, though as I said earlier I can't handle every single scenario this amazing game can produce.
~BLG3RNT
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