Celeste, Jungle Queen by Hearties

Celeste, Jungle Queen

By: Hearties
Last Updated: Mar 7, 2015
2 Votes
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Build 1 of 1

Celeste

Build: Celeste

Ability Path

Julia's Light
Heroic Perk
Heliogenesis
1
2
3
4
5
6
7
8
9
10
11
12
Core Collapse
1
2
3
4
5
6
7
8
9
10
11
12
Solar Storm
1
2
3
4
5
6
7
8
9
10
11
12

Threat Meter

Threat
Low
High
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Threat Hero Notes
1
  No Threat
2
Ardan Only a threat if he sends a shielded enemy sprinting your way.
2
Catherine
3
Skaarf
3
Joule
3
Adagio
4
Petal Mostly just a nuisance thanks to her pets.
5
Ringo
6
SAW Saw is a PAIN if you're fighting him early in lane. He can and will kill you early on if you're not careful. Drop a Core Collapse, and if you're confident you can, finish him off with your Heliogenesis. Even if he survives, he will usually be sprinting away.
6
Glaive Glaive by himself may not be all that much of a threat if you know how to handle him. However, he can easily push you into the arms of his teammates, which almost certainly means death. Try to keep a safe distance.
7
Krul A battle with Krul can go either way. His health regeneration is nice, but some people will be too reliant upon this and assume it's enough to keep them alive against Celeste. That is usually not the case. Celeste can very quickly decimate a Krul who underestimates her. Still, exercise caution.
8
  No Threat
9
Koshka With Koshka's Ult and her speed, she can kill you nearly as quickly as Taka can. Again, I recommend dropping a Core Collapse and, if necessary, activating Sprint Boots.
10
Taka If you are targeted by Taka, drop a Core Collapse and get to a safe place. Only fight Taka if you are absolutely sure you'll be able to win.

Starting Off Right Top

If you're going to jungle Celeste, DEFINITELY buy sprint boots and two potions to start. If you've played Celeste for five minutes you know she is extremely squishy and those boots allow Celeste a quick getaway if she is invaded. Boots combined with the speedy kills of Celeste's heliogenesis means you're going to be getting experience rapidly by moving from camp to camp.

Buy your boots and potions quickly, then immediately invade the enemy's jungle by attacking the enemy camp near the jungle shop. You want to try your best to get to the camp before the :45 second mark, when the camps spawn. Unless an enemy is already there, you're likely going to be able to snipe that camp and move back into your own jungle.

While jungling make sure you're paying attention to Celeste's health. Again, she's very squishy. Fortunately in the beginning, even the most threatening enemies don't pose much of a threat. If you're concerned about enemies invading, you can drop heliogenesis in grass to spot enemies. If an enemy gets too close, you can drop core collapse to stun. If absolutely necessary you can use your boots to sprint away. Try not to let Celeste's health drop any lower than about halfway. If her health gets too low, grab a healing camp, or consider using a potion. I also recommend keeping at least a third of Celeste's energy available in case of invasions.

As soon as you have enough gold, grab an energy battery, followed by a bit, and finally an hourglass. If you play your cards right, you may never even have to leave the jungle. However, be very wary of mid game Takas, Koshkas and even maybe Kruls.

Which Items and Why Top

EARLY GAME

Sprint Boots:
    Allows you to quickly move from camp to camp
    Allows you to invade enemy jungle with a speedy getaway safety net

Potions:
    Can be used to boost health during an escape, potentially saving you if timed correctly.
    Can be used to continue jungling if you find your health running low and you're out of healing camps. (This should not happen if you are running camps in the correct order, unless you are invaded)

Energy Battery:
    More energy and energy recharge means jungling longer, which means more experience and gold

Crystal Shard:
    More damage
    Builds into your first complete item, which should be Aftershock

Hourglass:
    Allows you to spam heliogenesis faster
    Builds into your first complete item, which should be Aftershock

MID GAME

Sprint Boots:
    Allows you to quickly move from camp to camp
    Allows you to invade enemy jungle with a speedy getaway safety net

Aftershock:
    Allows you to use abilities more frequently (This is the most important function)
    Provides a crystal power boost (The main reason I choose this over Clockwork)
    The passive is extremely useful in the case of Celeste, who spams her A very frequently

Frostburn:
    Provides a decent crystal power boost
    Slows enemies, possibly enough for you or an ally to finish an enemy off
    (Can be swapped with Shatterglass, depending on preference. Whichever you buy first, make sure you buy the other one after.)

Shatterglass:
    Provides significant boost in crystal power

END GAME

Travel Boots:
    Better speed boost
    Max health boost and health regeneration
    (If you have the gold, and your crystal power is significant enough to severely hinder enemies mid game, consider purchasing this at that point)

Eve of Harvest:
Crystal lifesteal
    Small crystal power boost
    (In my opinion, Eve of Harvest is okay but not in any way the most beneficial item for Celeste to have. The health boost is nice, but you could have extra crystal damage in the form of another Shatterglass, or a Broken Myth. The health boost becomes much more significant if you can manage to purchase a second Eve of Harvest. Consider a second EoH if you find yourself consistently overwhelmed by enemy damage. You'll be tankier, without sacrificing precious crystal damage. The main reason I take an Eve of Harvest is to develop that Energy Battery into something more useful.)

POSSIBLE MID TO END GAME ITEMS AND/OR SUBSTITUTIONS
Broken Myth
    Shield Pierce
    (I only ever take this item if the enemy team builds against my crystal power, which is likely considering that you will be extremely powerful. If you get lucky and the enemy team builds against weapon, you will want to skip this item as you'll do much more damage with something like a second Shatterglass.)

Eve of Harvest:
    Extra Healing
    (Consider this second EoH if enemies are sapping your health too quickly.)

Shatterglass:
    This is a second Shatterglass to boost damage, as there's no reason whatsoever for you to avoid having at least one Shatterglass. (Consider this item if you don't need the regenerative effects of Eve of Harvest, or the shield pierce of Broken Myth.)

Why Jungle Instead of Lane? Top

Yes, it is suggested that Celeste be played in the lane. Personally, I think Celeste's laning capabilities in the beginning leave a lot to be desired. She is extremely squishy. Enemy laners, especially Saw, can push Celeste around generally as much as they want, unless Celeste hangs out consistently by the turret. Unfortunately, good enemies in the lane will build experience faster and become much more of a threat as you continue to lane. It is possible to get your heliogenesis to do your laning work for you, but the range on this ability is so short that it's hard to use effectively without endangering yourself. Also, the recharge on an early heliogenesis means you're probably not going to consistently be able to rely on the AoE effects. This combined with the fact that you're standard attack is slow and unreliable, makes laning Celeste a pain I'd rather not deal with.

In the jungle, with Celeste's A ability, she's going to level and generate gold very quickly. This gives Celeste an early edge that if wielded properly will allow Celeste to sprint ahead of both enemies and allies in terms of damage.

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