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.
Roam is easily my favorite position. Part of that came from the acquired taste. I solo queue a lot and I grew tired of constantly ending up with unbalanced teams because I would pick quickly and then no one wants to roam. Lets be honest, it isn't the most prestigious position in the game. After all it's the k/d that gets you noticed. Ending a game 14/1/5 feels much better to most people than going 1/5/14. So I ended up roaming a lot and I acquired the taste.
But my love for the position goes beyond that. I grew up in a competitive team sport environment, and participated all through high school in competitive sports. I was never the biggest, the fastest, or the most talented, but I could excel in specific areas. For me it's always been about the W, not the stats. The running back doesn't gain 1000 yards rushing in a season without the offensive line (unless they are Barry Sanders), but the running back gets the glory.
It's my belief that the roam position, while not having flashy stats, makes or breaks the team. As I write this about a match I recently watched which included Team Phoenix Reborn, where R3cKeD single handedly turned the tide of the game from the roam position, with a play that easily ended up being the main factor in their win, in which he stole the Kraken with Phinn's Forced Accord.
There's no stat for that though is there? But in so many other ways than just spectacular plays like this. When you watch the pros play you see amazing plays made by the jungle or lane player, and many times they happen because their roam triggered a Crucible at the right time, or used Fountain of Renewal at the precise moment. I know for me personally when I lane I like to be aggressive - as I can often push the enemy laner against the turret or push him close for the kill, but if my roam isn't providing me with vision in the bushes either I can't be aggressive, I have to waste resources on my own vision, or I get ganked and loose all of the progress I've made by being aggressive.
Too often I play with roam players who steal the minions in the jungle, or come to help in the lane, but then proceed to steal minion kills in the lane. I see roam players who don't build any team oriented items, don't provide enough vision, or a plethora of other Roam Sins.
Do I think this guide will change the landscape of the roam position, no. I'm not fooled into thinking these guides are that powerful. Hopefully, though there are a few players out there who will take something away from my opinion of how to roam.
This guide strays from my typical guides in that I'm not offering a specific character build. Instead all I've done is offer my preferred skill order above. With few exceptions, I find myself, and I've also seen in the recent PAX 16 championship matches, that for the most part the items used on roams are very limited. There aren't many tricky builds, there's no magical formula of items. So in this guide I plan to examine the roam characters (which I still think should be called support, because EVERYONE roams), examine the items that are available for roamers, and discuss some tactics. This guide will be just as information heavy as my other guides, but in a much different format.
Adagio is one of the few roam characters that I place into the other category. His best composition isn't going to use most of the items listed in this guide. Instead you'll use mostly CP items like Shatterglass & Clockwork to buff his abilities. You'll in turn use Gift of Fire & Agent of Wrath to buff your carry(s). He's not really a tank type support. You could tank him up, but then you are missing out on his true advantage. He is only average in health, being ranked 4th out of the 8 characters I'm covering in this guide in health stats.
Adagio channels for 2s then deals heavy damage to all enemies in a wide ring around him. Enemies burning with Arcane Fire are also stunned.
Adagio temporarily gains fortified health while channeling.
Synergy:
Spoiler: Click to view
Adagio pairs well with weapon power laners with fast attack speed. Buff them with Agent of Wrath and they can quickly apply the buffed damage. Make sure to apply it when you know they are engaged. The reason it works so well with WP builds is that Agent of Wrath applies crystal power, so it's more difficult to counter build against them when they can deal both weapon and crystal damage.
Weapon Power
Ringo has the second fastest natural attack speed of the typical weapon power laners.
Weapon Power
SAW has the slowest natural attack speed of the typical weapon power laners, but with his spin up the speed is immense. Just make sure he's at full spin when applying the buff
Weapon Power
Vox has the fastest natural attack speed of the typical weapon power laners, and can damage multiple heroes when bunched together in a team fight.
Adagio also pairs well with melee junglers that stay in the middle of the fray for long periods. Gift of Fire can help them sustain, and also applies arcane fire to help them win the fight, and Agent of Wrath can give them the extra bump to win.
Weapon Power
glavie with his typical weapon power speed build, he can become very powerful with the added sustain from Gift of Fire. He can, however be difficult for the slower moving Adagio to keep up with when using Afterburn.
Weapon Power
Krul with his typical weapon power speed build, and his own sustain, can be nearly impossible to kill if you buff and heal him appropriately.
Weapon Power
Rona with her typical weapon power speed build, and her own sustain, can be nearly impossible to kill if you buff and heal her appropriately.
Crystal Power
Reim is already damn near impossible to kill with his fortified health heroic perk. Gift of Fire can help him win even when outnumbered. He doesn't synergize well with weapon power items so you don't get the added wp/cp mix benefit.
Ardan is easily my favorite roam character. He seems to have fallen out of favor as of 1.20 as players are more and more going towards Phinn, Lance, and Lyra it seems, but with TSM winning the Summer Championship I think FlashX really displayed how effective a good Ardan can be. I feel he is the most versatile roamer. Julia's Gift gives him an innate tankiness, Vanguard protects your allies including a movement buff, Gauntlet can zone the enemy team for AOE skills, and Blood for Blood makes Ardan an effective combatant. It isn't unusual for me to have matches where I lead the team in kills, while still playing the roam position appropriately.
Whenever Ardan takes damage, he heals for 0.8% of his missing health, but no more than 75% of the damage taken.
Instead of energy, Ardan uses a yellow meter called Vengeance. Vengeance builds over time and can also be gained with basic attacks, critical strikes and abilities.
Because Ardan doesn't need regular energy, 5% of bonus energy and 50% of bonus energy recharge are converted to crystal power.
Ardan leaps to the target location and projects a perimeter around him. Enemy heroes who touch or cross the perimeter are stunned and take crystal damage.
If Ardan leaves the perimeter, it is immediately destroyed.
Ardan instantly gains full Vengeance upon using this ability.
Synergy:
Spoiler: Click to view
Ardan pairs well almost everyone in my opinion. He can protect the squishies, keep up with the speedier junglers using the dash effect of Vanguard and Blood for Blood, and can zone the enemy team with Gauntlet. That being said lets look a a couple of the better matches and why.
Krul has one weakness, and that's sticking to his target. Being a melee character, and possessing the need to be in the face of his opponents, he can often get bursted down by ranged characters, or run away from. If he doesn't catch you with his heroic perk by sprinting out of the bushes it can be difficult for him to close the gap. Vanguard helps Krul stick.
Rona has much of the same issues as Krul needing to stick to characters in order to build stacks.
Skye in the jungle especially, can be a very difficult character to counter. Taka is her main counter, with Koshka close behind, both having the mobility to keep up with her. Vanguard can help protect Skye from their burst damage. Gauntlet also gives Skye the benefit of shooting fish in a barrel with Death From Above and Suri Strike.
Ardan also pairs well with characters prone to being burst down due to lack of mobility and squishiness.
Petal has the 3rd slowest movement rate in the game, and only Trampoline! to escape. Let's be honest, the jump distance of Trampoline! is moderate at best. Petal can be very effective, but poor positioning can make her a non-factor. Vanguard can provide her with shield to survive and mobility to escape.
We've all been there with SAW. Spun up, dealing insane damage, only to be caught and burst down because, well, molasses is waiting on him when he's trying to escape after being spun up.
Note: With the reveal of Baron I also believe he will pair extremely well with Baron.
It wasn't too long ago that it felt like Catherine was the pick for roam. She can be extremely tanky with her built in shield ability, and let's be honest, few things are more fun than watching the opponents kill themselves because they are attacking an overdriven Stormguard. However, now she feels weaker, because players are learning how to counter her, and there are simply just better options most of the time. Her Merciless Pursuit can make players waste an ultimate like Verse of Judgement or Dragon Breath, but now many players are learning to wait to see her use Merciless Pursuit before triggering their ultimates.
Catherine slams the ground, damaging & silencing enemies in a large cone in front of her.
Synergy:
Spoiler: Click to view
Catherine is a tricky one for this section. I feel like Catherine is more of a counter than a synergy. She doesn't have abilities that synergize well with any particular character. Merciless Pursuit can be used to hold characters in place for AOE abilities or tricky to land skill shots like Joule's Big Red Button, but that takes amazing communication, which is not the norm, especially in solo queue. That being said I think her great synergy is with characters who also have stuns. A double stun is very OP.
All of these characters listed are here because they also have easy to initiate stuns in their kit.
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The following characters have conditional stuns, or roots, which aren't as strong and easily synced, but can work.
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Fortress is probably the most underrated, underused, and misunderstood roam in the current meta. I suspect that is because at first glance all of his abilities are offensive in nature. It's easy to say that he buffs only himself with Attack of the Pack, and all of his other abilities are attacks in nature. In fact his stats also back this up. He has the second highest base damage in the game (only Lance has more), and he has the second fastest base attack speed (only Vox is faster). He also has the highest base movement. In fact I see a lot of Fortress being used as a jungler quite often these days.
Fortress' strength lies in chaos, and initiation. He protects his team through distraction rather than buff, and during a fight he is quite capable in dealing damage. With Fortress you want to initiate with Truth of the Tooth and then cause mass chaos with Attack of the Pack. Most enemies will immediately start fighting the wolves (who do more damage than it seems, especially with the bleeding they apply), or they will retreat. Attack of the Pack also works extremely well for vision. In a situation where you don't know where the enemy is, or do you want to check and see if they are far enough to take the gold mine or kraken while providing a distraction the other team needs to deal with at the same time? Attack of the Pack will search out and reveal every opponent on the minimap.
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)
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.
Synergy:
Spoiler: Click to view
Fortress pairs well with most characters. His kit is mostly offensive in nature so there aren't many teammate benefits to be had. That being said Truth of the Tooth provides a speed buff to nearby allies so those need to stick character benefit from that.
Krul has one weakness, and that's sticking to his target. Being a melee character, and possessing the need to be in the face of his opponents, he can often get bursted down by ranged characters, or run away from. If he doesn't catch you with his heroic perk by sprinting out of the bushes it can be difficult for him to close the gap. Truth of the Tooth helps Krul stick.
Rona has much of the same issues as Krul needing to stick to characters in order to build stacks.
Fortress also pairs well with AOE characters. Attack of the Pack can be used to cause chaos, which will typically result in the enemy focusing on the wolves during the fight, and in turn will keep them in place as they try to dispense of the wolves as quickly as possible. So if the enemy team is grouped closely together you can provide a Gauntlet type effect through the psychology of the chaos.
Truth of the Tooth can provide Skaarf with the brief moment needed to start dragons's breath with the distraction.
Truth of the Tooth can provide a distraction so that Samuel can envelop them in Drifting Dark, burst them down with empowered Malice & Verdict, or as if Oblivion wasn't already hard to detect. If you don't notice it being cast it can be almost impossible to avoid in time.
glavie may fall in the other category of roamers, simply because he's better suited to be a jungler. However, if you look at glavie closer he is a viable roam. He has the second highest health stat, only Lance is higher at level 12. With Afterburn he can easily control the battlefield by slamming fleeing opponents back into his teammates, or by knocking an enemy away from a fleeing teammate. He can also provide ridiculous harass to the laner (how many times have we all been ganked by a Glaive Afterburn right?) by pushing an enemy laner into his teams laner and turret.
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.
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.
Synergy:
Spoiler: Click to view
glavie pairs well as a roam with ranged characters who need to stay close to the target, but not within melee range.
Skye needs to stay close to characters to reach them with Forward Barrage and Glaive can help knock a fleeing target back into range. Skye can struggle if characters get too close, and thus Afterburn can also knock them away. There is also possibility of knocking them back into Death From Above to make them hit it twice, but that takes precise timing and a true understanding of how far Afterburn reaches and repels.
Glaive can also use Afterburn to knock enemies back into range for those characters that need to stick to opponents.
Krul has one weakness, and that's sticking to his target. Being a melee character, and possessing the need to be in the face of his opponents, he can often get bursted down by ranged characters, or run away from. If he doesn't catch you with his heroic perk by sprinting out of the bushes it can be difficult for him to close the gap. Afterburn can help Krul stick.
Rona has much of the same issues as Krul needing to stick to characters in order to build stacks.
Note: With the reveal of Baron I also believe he will pair extremely well with Baron by being able to knock them into the blast radius.
Lance is becoming very popular as a roam character. I believe this is due mostly to his damage ability. Lance not only has the highest health at level 12, he also has the highest base damage. For me Lance is my second preference only to Ardan. Impale + Gythian Wall combo can spell doom for many characters. I also like Lance because he has potential to play every position (though somewhat limited in the lane, he's very similar to a Blackfeather type laner), which means if your laner goes down it's very easy for you to hold the lane until they return. Lance's weakness is that if you match up against a Phinn your kit is almost completely useless against that character since you can't root him with Impale or push/stun him with Gythian Wall
Lance smashes enemies back with his shield, dealing weapon damage and also stunning them if they collide with a wall or structure (max 1.6s). Afterward, he holds his shield steadfast, greatly reducing incoming damage from the target direction by up to 90%.
Overdrive: At max rank, Lance ignores all negative effects (from any direction) while this ability is active.
Damage reduction is 50% effective against turrets.
Passive: Lance strafes around the enemy he has most recently attacked. While strafing, he reduces damage from the target's direction by up to 50%.
Lance rolls in the target direction. His next basic attack within 2s will strike quickly, dealing bonus crystal damage.
Synergy:
Spoiler: Click to view
Lance's kit allows him to pair well with just about anyone. He is much like Catherine in that you can be OP with anyone with a stun since 2 of his 3 abilities either root or stun.
All of these characters listed are here because they also have easy to initiate stuns in their kit.
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The following characters have conditional stuns, or roots, which aren't as strong and easily synced, but can work.
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What can I say about Lyra that I haven't already? I have the highest rated Lyra guide on VGF. She is easily the strongest healer in the game. Her Imperial Sigil makes Adagio's Gift of Fire look like a band-aid, not to mention it functions as a ward revealing anyone in the bushes. The only reason I don't call her my favorite roamer is that I prefer her in the lane. Over and over during the PAX 16 Summer Championships I heard the analysts say she wasn't strong in the lane when players would try to use her there. I say they are wrong, but I don't play on that level, so what do I know? Lyra's down fall as a roamer is that she has hideous health, the 3rd lowest in the game only behind Celeste and Petal. She's not a tank, she's much like Adagio in that she must support from a distance, and if she gets jumped she has no escape. Yes, yes I know you'll say Arcane Passage is an escape, but the enemy can use your portal also and so it's kinda pointless. (I wish they'd include some type of damage, even if small, if enemy players use your portal).
Lyra's attacks are arcane missiles that deal crystal damage. if she holds her ground after releasing an attack, she automatically follows up with a heavy attack.
Each channeled missile consumes 15-20 (level 1-12) energy, but Lyra can continue using these even if she runs out of energy.
Lyra creates a sigil that heals nearby allied heroes and damages nearby enemy heroes. Reactivate this ability to detonate the sigil, dealing heavy damage to enemies while providing a move speed boost to allies inside and immediately consuming the remaining duration to heal at 30% effectiveness.
The healing per second is increase by 15% of Lyra's bonus health.
The sigil depletes faster the more heroes it is healing/damaging.
Lyra teleports to the target location, creating portals at both ends that allow anyone to teleport across.
Portals last for 8.5s.
After travelling through a portal, heroes must wait 4.5s before re-entering one.
Enemies inside of Lyra's Bright Bulwark cannot enter a portal.
Heroes standing directly on top of a portal as it forms must step off the portal then re-enter to use it.
Synergy:
Spoiler: Click to view
it's easier to say who Lyra doesn't pair well with. The answer is no one. She doesn't have specific abilities that enhance her teammates. Her strengths are healing and zoning. She counters many characters extremely well. Koshka, Joule, Taka, and Ardan come immediately to mind, being able to wreck their kits with Bright Bulwark. That being said there are a couple of characters I think have a stronger synergy with Lyra.
SAW this pairing means Lyra will spend a lot of time in the lane, but when SAW can stand inside Imperial Sigil with full spin up, there are few fights he's going to lose.
There are two healers in the game, Adagio & Lyra. Put them both on the same team and you will immediately have an advantage. If you look at the recent championships these two were almost always split up either by ban or by each team selecting one.
Phinn seems to be the most popular support pick in the current meta. I don't recall many matches during the summer championships where Phinn wasn't involved unless he was banned. His heroic perk Unstoppable negates so many other character abilities. He basically eliminates Lance's kit, and I could go on and on about other characters who just have no answer for this perk. Forced Accord might just be the bane of my existence when playing against him, and once it reaches overdrive the cooldown is so ridiculously small he can throw it out an ungodly amount of times. With the overdrive he can use Forced Accord about 3 times during the cooldown of Crucible. Then consider that a Quibble shot on overdrive has the potential to stun the entire team at once, you can understand why Phinn is such a formidable roam.
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.
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.
Synergy:
Spoiler: Click to view
Phinn pairs well with those characters who need the stickiness we've talked about so many times already.
Krul has one weakness, and that's sticking to his target. Being a melee character, and possessing the need to be in the face of his opponents, he can often get bursted down by ranged characters, or run away from. If he doesn't catch you with his heroic perk by sprinting out of the bushes it can be difficult for him to close the gap. Every ability Phinn possesses helps Krul stick.
Rona has much of the same issues as Krul needing to stick to characters in order to build stacks.
Phinn also pairs well with AOE characters. Quibble and Polite Company can be used to hold them in the damage area, while Forced Accord can be used to pull them back into it. I could list the many characters who possess AOE abilities, but one sticks out in my mind because what I enjoy doing.
It's very satisfying when Skaarf hits Spitfire but misses with Goop, or conversely, when Skaarf lights Goop but fails to hit the opponenet, to use Forced Accord to drag them back through the Goop and either light them on fire, set the Goop a blaze, or simply make them run through it again!
As it goes, roam kits are typically very similar no matter who they are built on. So rather than talk about specific builds, let's just look at the items you should be thinking about, and what their strengths truly are.
Must Have Items
Fountain of Renewal
Passive: Lifespring
Active: Heals you and nearby allies for 2 health for each % missing health per second for 3 seconds. (60s cooldown)
+200 Max Health
+75 Shield
+30 Armor
(Heal is especially powerful on allies who are almost dead.)
This is a must item for every roam character. There wasn't one match in the summer championships in which the roam didn't build Fountain of Renewal. More to the point in nearly every case this was the first tier 3 item build by the roam. I'd say only Adagio and Lyra could get away with not building this item first, but they should still build it. If you don't build Fountain of Renewal and you don't master the timing of when to use it, you will never realize the roam position.
Crucible
Activate: Trigger Reflex Block for you and nearby teammates. (45s cooldown)
+600 Max Health
(Protect your friends with Reflex Block!)
This is another must item for every roam character. First of all it's the single greatest health boost in the game. As a roam you should be able to soak up damage. Second, you need to master the timing of using Crucible especially when facing someone like Phinn and his Forced Accord which is probably the single greatest reason this item is used in the current meta. But there are many abilities this can be used to counter like Verse of Judgement to avoid the stun capability.
War Treads
Pasive: +0.4 move speed. (Does not stack with other boots.)
Passive: Travel.
Activate: Grant a sprint to all nearby teammates for 2 seconds (60s cooldown).
+500 Max Health
(Help your entire team engage the enemy team or flee from battle.)
This is the final must have item for every roam character. Again max health. This is the second largest health increase from an item in the game. You are going to build boots, these are the boots you need.
Note: In the PAX 16 Summer Championship these three items were almost exclusively the first 3 items of every roam player.
Now we can get on to the option portion of the roam item kit.
Optional Items
Atlas Pauldron
+85 Armor
+35 Shield
Active: Reduces attack speed of nearby enemies by 65% for 5 seconds in a 4-meter range. Does not reduce below the base attack speed animation. (15s cooldown)
(Counters enemies with high attack speed, but you must get close to the enemies to affect them.)
This is nearly a must have item. It is especially effective against characters like Krul, Rona, and Glaive. On occasion I have built this first if facing one of these characters typically known for attack speed based melee builds. However, because there are a couple situations where this item may not be necessary, and a couple characters ( Lyra & Adagio) who shouldn't be close enough to use this, I leave it out of the must have section. Keep in mind the active on this can effect more than one enemy if close enough, and its effects are applied for the entire team.
Aegis
Activate: Reflex Block (35s cooldown)
+125 Shield
+30 Armor
+200 Max Health
(Greatly reduces damage from enemy abilities.)
This is the main tier 3 item to counter crystal builds ( Fountain of Renewal is also a strong shield item). Depending on your opponents and your resources you may choose not to build to tier 3 defenses. There was a match in particular at PAX 16 where a Phinn facing a team entire composed of crystal power builds chose to build Fountain of Renewal and 3 Kinetic Shields which is a ridiculous 300 shield.
Metal Jacket
+170 Armor
+35 Shield
(Armor reduces damage from basic attacks.)
This should almost never be prioritized over Atlas Pauldron. As a roam your job is to protect your team. Atlas Pauldron accomplishes that, Metal Jacket does not. If facing a WP heavy team you may choose to build both. Personally I think Lyra & Adagio could be the exceptions to that rule, as with those two roamers you don't want to be in the middle of the fight. However, chances are you will eventually be jumped or pulled into the fray, and thus you may choose to go with Atlas Pauldron anyways.
Note: It is very common as a roam to never reach tier 3. This depends on the length of your match. In the recent summer championships it was quite common to see multiple tier 2 items built instead of a single tier 3.
Utility
Contraption
Active: Target yourself to place a Scout Trap. Target the ground farther away to fire a Flare. 3 charges max. 20s per charge.
+350 Health
+40% Cooldown Speed
+3 Energy Recharge
(A great way to save inventory space while still being able to control vision.)
At pax it was far more common for the roamers to buy Flares and Scout Traps than to build Contraption. I personally typically prefer to build this item. The stats synchronize very well with roam players. There are only 2 tier 3 items that have a greater health increase, and they are in the must have section of the items. This provides the exact same amount of cooldown as Clockwork, and the energy recharge is the 3rd best in the game. I've seen many roam players build Clockwork for cooldown (note: that without any other crystal items Clockwork provides no crystal power), when instead they could be roam friendly items that are very similar in stats. My only issue with Contraption is you can't fire a flare directly above you, which sometimes (trying to locate a Taka or Kestrel) can be useful.
Stormcrown
Passive: Basic attacks deal 50-150 (level 1-12) bonus true damage per second to non-heroes, 20% to heroes
+30% Cooldown Speed
+4 Energy Recharge
+200 Health
(Substantially increases your damage to objectives.)
A sometimes misunderstood item. I recently (at the time of this writing) commented on a thread on this very site about Stormcrown. First, let's look at the passive. This gives you true damage which means that armor and shields do not effect that number. At level 12 you're dealing 150 true damage to non-heroes (turrets, gold mine, kraken, minions). Without taking into effect what shield/armor turrets & minions have, that 150 true damage is more than the base damage of Catherine, Ardan, Adagio, and Lyra. That's significant when trying to take down an objective.
Even if you don't care about that, let's look at what else you are gaining. This item has the second best cooldown percentage, the second best energy recharge in the game, and the same amount of bonus health that you gain from Fountain of Renewal. I recommend building Stormguard Banner quickly, and then waiting until later to build fully to tier 3 if choosing this item.
Shiversteel
Activate: For the next 4 (6 if you are melee) seconds, your basic attacks slow the target by 40% for 1.2 seconds. (18s cooldown)
+500 Max Health
(Use this to slow fleeing enemies.)
This is somewhat of a luxury pick. It does offer 500 health, but unless your team is quite far ahead, your resources are probably better spent somewhere else. I did notice a few builds in the PAX 16 summer championships that included Shiversteel, namely FlashX, and both times I recall him choosing to build it his team was quite far ahead. Then this item just adds insult to injury when you are already winning the team fights, and now you add the slow to make it even harder to escape.
Power
Power items generally aren't used with roam, and we will discuss why shortly. That being said I'm going to include a couple power items that I think find great synergy with a few of the characters.
Aftershock
After using an ability, your next basic attack deals 15% of your target's max health as damage with +50% lifesteal. Max 400 damage vs non-heroes. 1.5 second cooldown.
+25% Cooldown Speed
+2.5 Energy Recharge
+35 Crystal Power
(Very effective against enemies with high health.)
Tension Bow
+8% Armor Pierce
+45 Weapon Power
Passive: Every 6 seconds, your next basic attack will deal 180 bonus damage.
(Ann effective way to surprise enemies with a sudden burst of damage.)
Both of these items do essentially the same thing for Roams, which is give them a quick burst of damage. Now, Tension Bow can synergize with any of the roamers decently because it's just a timed passive. Personally I think Aftershock synergizes very well with Ardan, Fortress, and Glaive. Blood for Blood, Truth of the Tooth, and Afterburn respectively, are all abilities with built in basic attacks. So while with Aftershock you have to cast an ability and then perform a basic attack to trigger the passive, with Blood for Blood, Truth of the Tooth, and Afterburn the effect will be instantly applied (this is assuming you land the stun attack with Afterburn). The other aspect to this is that all three of those roamers are already naturally offense oriented.
Bonesaw
On Hit: Your basic attacks shred 6% of the target's armor for 3 seconds. Max 8 stacks.
+15 Weapon Power
+50% Attack Speed
(Effective against turrets and enemies with high armor. Best if you or your team are already dealing lots of weapon damage.)
This is probably the most rare item to be used on this list. Chances are you will have another player on your team carrying it. I only include it because it's armor shred is an effect that benefits the entire team. If you find yourself in a situation where your opponents are build very heavy armor protection, this may be a consideration for you. You probably can't fit it into your build at a useful stage of the game, but it is a team oriented item that could be used situationally. Just keep it in mind.
Alright. This is the section that inspired this entire guide. This is a collection of things I see roamers do wrong a lot.
Sin # 1 Farming. As a roam it isn't your job to farm. Even if your lane or jungle respawning or shopping. If your jungle is down, then move to the lane to support there, or vice versa. This doesn't mean you can't help attack them, but don't take the last hits. The pros understand this. Let me show you a few examples if you think I'm crazy.
In this short video clip you will see FlashX( Ardan) holding the lane while Lyra returns. He's not attack minions, instead he's standing far enough away so that the minions aren't attacked by the turret and letting them attack him so they are still there for the laner.
Need more proof? Here are screenshots of the final stats in the three games of championship match. You see roams on both sides never have even as high as a 20 CS score (CS stands for creep score, which are how many minions you scored a last hit on).
Note: the final screenshot looks a little different because they didn't show us the final stats, they were cutting to the celebration instead, so it's from the in game stats during the final attack on the vain crystal.
Sin # 2 Lack of vision. Strategy and protection lead to wins. Vision provides both. Use Scout Traps and Flares please! When playing in the lane nothing sucks worse than owning the other teams laner, and then getting ganked because you had no vision provided by your roam. Don't make your carry positions be responsible for vision. At the very least you should be using flares and regularly rotating.
I personally put Scout Traps everywhere. More often than not I build Contraption, so I want as many placed as possible. I've put together a few screenshots to show you some of my favored trap locations. The goal is to place them in a location they won't get triggered (ghost traps), because you just want to see the enemy, you don't need them to explode.
Back Camp Areas
Spoiler: Click to view
Mid Camp Areas
Spoiler: Click to view
Shop/Gold Mine
Spoiler: Click to view
Jungle-to-Lane
Spoiler: Click to view
Lane Brush
Spoiler: Click to view
Gold Mine
Spoiler: Click to view
Base Location
Spoiler: Click to view
Sin # 3 Being overly aggressive. Now, I'm not saying don't participate. Not at all. This sin applies mainly to Lance, Phinn, and Glaive. Any roam character that has an ability that moves the enemy player. To often Lance players don't think, they just try to deal damage, and they end up Gythian Walling someone away from the damage. The only time this is acceptable is if you know they are going to escape, and none of your teammates can make a play, and you want to get one last attack in. Or you end up grabbing someone with Forced Accord and pulling them out of the way of a perfectly aimed Death From Above. There are many examples. Use your abilities to set up your teammates, not just to use them.
Sin # 4 Fountain of Renewal & Crucible. To be a truly great roam you have to master the timing of Fountain of Renewal. Use it too soon it's not as powerful. Use it too late and your teammates die.
Don't use crucible as a personal Reflex Block unless necessary. As a roam you can probably withstand some damage. You are looking for team saves with Crucible. Save your team from a Forced Accord or Verse of Judgement, AOE abilities, etc. Crucible has a 45 second cooldown. The team fight will be over before it cools down.
Sin # 5 Tunnel vision. As a roam your goal is to be the quarterback. You need to see everything that's happening to everyone. You need to watch the action with your teammates closer than you watch the action with yourself. It is likely the other team will focus your lane and/or jungle rather than you. You need to be ready to protect them with Crucible, or an ability like Vanguard, or heal them with Fountain of Renewal.
Sin # 6 Don't leave your wingman.
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Too many times I see roamers wandering around on their own. Generally this refers back to Sin # 1. Don't get separated from your jungle or lane. If you leave your jungle it should be because you are going to cover the laner. If your jungle dies, you should be moving to cover the lane. You
cannot protect someone from across the map. Your job is to protect.
Sin # 7 Selfish play. Kenny Rogers said it best: you got to know when to fold them, know when to hold them.
You have to know when to stay in the fray. I'm of the opinion that in part a roam is judged by how many deaths their teammates have. Playing roam is a selfless position. If staying in the fight allows one of your teammates to escape death, then sacrifice yourself. But you have to be smart about that also. If you are one hit away from death and your teammate is about to die in the middle of the entire enemy team fighting against poor odds and destine to die, sometimes you just have to let them. Giving the opposing team two kills just to be heroic isn't good.
You have to know when to run. Even in the event of inevitable death, standing there and trading blows with a roam build that probably doesn't yield much damage is just arrogant and foolish. Too many players just stand and fight for no reason other than they don't get the big picture. There are things you can achieve by running.
Here's a perfect example: In this video FlashX finds his team on the losing end of a 3v3 where he is the last one standing. However, by running instead of fighting he manages to stay alive long enough for his jungler to respawn and avoid giving the other team an ace.
Perhaps at some point you've wondered the same thing I have. Is it more beneficial to build health or armor? I think we can probably agree that both are needed. After all, all of the pros build plenty of armor, and when it comes to the roam position you are already giving yourself 1300 bonus health if you build the 3 items I listed as must build items and that's like walking around with Petal strapped to your chest (1346 health at level 12).
So. If you're like me you still want to understand this question better. After all perhaps you want to experiment with your builds. Perhaps you want to know if building a Shiversteel (+500 health) is better than building a meatal jacket (+170 armor) after you've built the necessities.
Now if you are a stat junky like me read on. If you just want to know the answer and really don't care about why click below:
Spoiler: Click to view
If you have already built armor & shield you are better off adding health. If you have no armor or shield built yet you are better off adding those.
Okay there are a ridiculous number of variables that could go into this. Let's pull aside all of the stats and simply look at how a particular build does against a particuluar item, because that's really what we are talking about here, right?
Since this is a roam guide let's give you 1642 health which is the average health of the roam characters.
Ok now. If we build that Shiversteel the math is easy. 1642+500=2142 health - 150 damage leaves us at 1992 health.
If we build that Metal Jacket we run a few calculations and we figure out that that 150 WP is reduced to about 56 damage and so our 1642 turns into 1586.
So let's build a Shiversteel! Hang on. When was the last time you were hit with just one attack and cared? I believe to really understand this we need to go further.
So, let's divide our health by the damage being done and see which version of us will live longer.
2142/150=14.28 so it will take 15 hits to kill us.
1642/56=29.32 so it will take 30 hits to kill us.
But you also have to remember that you cannot become invincible, and so you have to grasp the idea of diminishing returns. Otherwise we'd just build 3 metal jackets and 3 Aegis and all run around slapping each other with limp noodles because no one would ever die. Armor and Shield reduce a percentage of the damage. As long as that's true you can never rid yourself of the damage. I could get into a bunch of what if scenarios, but I think it's easier to explain it like this.
We just determined that a single Metal Jacket cut down the 150 damage of Sorrowblade to 56 damage. So that's a reduction of 94. So is we add another reduction of 94 that eliminates the damage done from Sorrowblade right? So let's build another. The truth is if you build a second Metal Jacket in this scenario the damage falls from 56 to 34.
So the reality is you negated about 1 point of damage for every 22 gold spent on your first Metal Jacket.
You only negated 1 point of damage for every 96 gold spent on the second Metal Jacket. Not nearly as efficient is it?
So after all the great stats we understand that you truly need both Armor and Health, but Because there is diminishing return on Armor and shield, if you already have an armor & a shield item built you are probably better off choosing another health item.
Thank you for reading my roam 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 the roam position. I genuinely would love any feedback you might have for my guide. If you have any questions on this guide, 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.
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