Table of Contents Top
Introduction Top
Hello everyone, this is my guide on CP Skye. She is arguably the most mobile hero in Vainglory, if she
Target Lock someone. She is rated high difficulty for a reason, and that's because she's hard to master. Knowledge of where to aim your
Forward Barrage and
Death From Above is crucial, that can decide a teamfight win or loss, since Skye is considered a glass cannon.
Skye is supposed to fight in the edges of battle, hitting enemies all over the place, using
Suri Strike to get into better positions, followed up by ability combos. She is deadly as once she gets a
Target Lock on someone, that enemy would have little chance of escape. Skye is at her most vulnerable during
Forward Barrage, so be careful of those characters with powerful skillshots.
Abilities and explanations Top
Target Lock
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Slot: Heroic Perk
Skye locks onto and reveals the target she most recently basic attacked. Basic attacks and Forward Barrage on that locked target grant her up to 2 move speed for 1.2 seconds. This speed bonus is dramatically reduced while moving backward. Target Lock is lost if the target moves more than 8 meters away from Skye or if she doesn't attack her target for 3 seconds.
This heroic perk is what makes Skye so mobile. This makes her a good pick against skillshot heavy characters, e.g.
Joule,
Kestrel. She can just shoot something and use the bonus movespeed to easily dodge incoming projectiles. Use this perk to get into better positions to follow up with your abilities.
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Forward Barrage
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Slot: A
Skye fires a continuous stream of bullets while strafing in a selected direction. Reactivate this ability to stop firing.
The duration increases with Skye's crystal power up to a max of 3 seconds. Weapon damage can critically strike with bonus critical damage. Deals bonus damage to locked targets. Deals 60% damage to structures & bosses.
This contributes to the bulk of Skye's damage. Hitting the full duration of this on an enemy carry should take out about half of his health. Before teamfights,
Skye should also use this to gain some
Broken Myth stacks to help her damage output in the teamfight. Try not to miss this, as it will probably end your ability combo and possibly get you killed.
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Suri Strike
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Slot: B
Active: Skye dashes to a chosen location near her locked target while a volley of missiles along a line between her and her target. Multiple missiles can hit the same target, but subsequent hits deal 20% damage. This ability can only be activated when Skye has a locked target. Activating this ability resets a portion of the cooldown on Forward Barrage.
Passive: Each ability point in Suri Strike increases the duration of target-lock.
This is another factor contributing to Skye's mobility. She can use this for both utility and damage, if you build her CP. She can use this to combo with her other abilities, which I will explain later on under "Ability Usage". This is maxed first as it fully resets the cooldown of
Forward Barrage.
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Death from Above
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Slot: C
Active: Skye fires a salvo of missiles at a chosen location near her locked target. After a 1.3 second delay, the missiles rain down on that location, stunning enemies for 0.5 seconds. Enemies still in the area afterward are slowed and take crystal damage. Aiming directly on your locked target rains down the missiles in a cluster. Aiming away from your locked target rains them down in a line across the target's path. This ability can only be activated when Skye has a locked target. Deals 70% damage to structures & bosses.
Passive: Each ability point in Death from Above increases Skye's target-lock range.
This is exactly what the ability name says. If this lands on an enemy, it can be easily followed up with
Forward Barrage and
Suri Strike, bursting down enemies. If you are the only one that can stun in your team, save this to stun enemies out of powerful ultimates. This is also maxed out for frequent disruptions.
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Ability Usage Top
The most common ability combo would be
Forward Barrage>
Suri Strike>
Forward Barrage.
Death From Above can be used whenever you see an opportunity to use it.
If enemies are running towards you, use
Forward Barrage to apply
Frostburn slow and prevent them from coming in range to hurt you. More skilled players opt for a
Shatterglass instead of
Frostburn, if you do so,
Suri Strike can be used to play around with the enemies and buy time for teammates to help you.
If enemies are running away, cast
Death From Above in their escape path to block them, then burst them down with an ability combo. However, there are some scenarios where the supports intentionally run behind their carries to body block your
Forward Barrage. When this happens, simply
Target Lock the support, then slingshot past the support with a
Suri Strike. This will bring you closer to their carry and help you chase them down. The reverse can also be done if you are in trouble within enemy lines. You can
Target Lock an enemy, dive in and attack, then
Suri Strike out if things go south.
I normally cast
Death From Above in the line form as it is more disruptive imo. It can zone out an enemy hero and let you burst them down before finishing off the other 2. Another use will be stunning enemies out of their ultimates, such as Adagio's
Verse of Judgement, Ardan's
Gauntlet. If you successfully stun them out of it, it would turn the teamfight in your favor. This would require fast reflexes and a certain degree of anticipation.
When you get
Broken Myth, you can strafe enemies with
Forward Barrage without
Target Lock, which helps you get some
Broken Myth stacks before the fight breaks out. That will help you deal more damage at the start of a teamfight. Don't strafe too excessively though. It costs a lot of energy to cast
Forward Barrage and if you run out of energy before the teamfight starts, good luck.
Early Game
In the early game, a cost efficient build will give you the maximum power for the least cost. 4
Crystal Bit give you 80 Crystal Power, and it only costs 1200 gold. This is cheaper than buying both
Heavy Prism and
Eclipse Prism, which gives you about the same Crystal Power.
Sprint Boots and some
Halcyon Potion will help keep your energy and health up, since CP
Skye is quite energy-hungry.
Mid Game
In the mid game, you should have finished a
Broken Myth, as well as a
Reflex Block, helpful in blocking dangerous stuns and silences that would shut down the mobility of
Skye.
Although I said
Broken Myth as the first tier 3 item to get as CP Skye, there are actually 3 common paths players go,
Broken Myth is just my preferred choice. They either start off with
Broken Myth,
Shatterglass, or
Frostburn.
For players who are new to Skye, or have difficulties landing skillshots, I recommend starting off with
Frostburn. The slow will help in landing
Forward Barrage.
For players who are more experienced, you would opt for a
Shatterglass or
Broken Myth to get more damage than a
Frostburn.
Shatterglass gives excellent early-mid game damage, while
Broken Myth is more geared towards the mid-late game when enemies start building defensive items.
You should never get
Eve of Harvest first, as you need more damage for the Crystal lifesteal to even be effective.
Late Game
By now, you should have completed at least 2 core Crystal items, 3 if possible.
Shatterglass and
Broken Myth are the key items that give Skye immense damage over the course of a battle.
Situational (Offensive)
Shatterglass
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A Shatterglass is useful if you want more raw Crystal power. At higher level play, some people choose to have Shatterglass over Frostburn since it offers them more damage, and they can still land their abilities easily. A second Shatterglass on a Skye that can land her abilities is devastating.
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Frostburn
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As said before, Frostburn is better for newer players. It is also situationally useful even when you can land abilities easily. For example, against enemies that seem to close the gap onto you very quickly, get a Frostburn to slow their approach and keep your distance while dealing damage. This is particularly useful against heroes such as
Krul.
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Clockwork
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This is the item I normally do not get UNLESS I am facing a very mobile enemy that keeps dodging
Forward Barrage. Enemies such as
Blackfeather and
Taka are examples of such enemies. They can easily dive onto you and hit you while avoiding
Forward Barrage. With a
Clockwork, your repositioning is much better and you can cancel and activate your abilities swiftly to target those mobile assassins. With the changes to clockwork in 1.20, the CP amplification with this build is not more than a
Shatterglass, so get this if you keep missing your abilities.
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Situational (Defensive)
Metal Jacket
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This is the item that gives the most armor. Build this against enemies with high weapon damage.
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Atlas Pauldron
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Build this to counter enemies building attack speed. Get this if you find that an enemy with high attack speed somehow becomes very sticky on you. It will help you minimize their damage output, giving you time to dish out your own damage.
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Aegis
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Build this to counter mages. The
Reflex Block is useful in many circumstances. It can be used to block stuns, silences, pulls, knockbacks etc. It can also give you a health barrier for 1 second, which could help you stay alive long enough to possibly turn a teamfight in your favor.
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Fountain of Renewal
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Build this if you find your laner always low on health, so that your team does not need to constantly rely on that 1
Fountain of Renewal built by the Roam.
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Crucible
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Build this if the enemy team has a composition with multiple Area-of-Effect debuffs/Crowd Controls. For example, if the enemy team has both a
Catherine and
Adagio, 2 Crucibles would be needed to block those 2 pesky ultimates.
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Situational Boots (Tier 3)
Halcyon Chargers
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Halcyon Chargers are an effective pickup on mages such as
Celeste and
Skaarf, who have low mobility. The long sprint duration plus energy and cooldown related stats will give mages more damage throughout the course of a fight and allow for quicker repositioning. It is also a decent pickup on WP carries such as
Glaive and
Kestrel, since they use their abilities to deal damage as well, and they have a huge energy cost for abilities, which makes this a better item. I highly recommend this on Skye, it gives Skye everything she needs to complement her kit.
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Journey Boots
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Mainly recommended for WP carries. When on melee heroes, it will give them huge mobility in long fights. Sprinting twice in a teamfight can help you dodge certain deadly ultimates that are used to finish off enemies, such as
One Shot One Kill. It can also help you escape or chase down an enemy after that teamfight. I do not recommend this on Skye though, since she is already so mobile and possibly the best at chasing down enemies.
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War Treads
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This is the item that replaces warhorn. It gives a sprint to all nearby allies. Commonly used for engaging, disengaging, pushing, this is a very versatile item that has great utility in teamfights. For example, if you can see a
Celeste winding up for
Solar Storm and you have run out of
Crucible or
Fountain of Renewal, you can use this item to boost your allied heroes, allowing them to easily dodge the
Solar Storm. However, this is a item more commonly built on supports. Hence, I recommend getting one of the other 2 Tier 3 boots instead. The only situation where I would possibly see more than 1 War Tread in a team would be if
SAW was in the team. Imagine the pure destruction that a mobile and fully spun up SAW would do when the sprints are well timed, enabling him to keep within range of enemies while dodging skillshots.
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Roam Hero Synergies Top
Ardan
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Ardan is possibly the best support for Skye. He makes up for Skye's main weakness, squishiness. Skye is easily bursted down. But with the help of well timed
Vanguard, she can survive through the burst. A
Gauntlet traps enemies in a certain location, helping Skye land her
Forward Barrage and
Death From Above more easily. Ardan can also throw down a defensive gauntlet to give Skye some breathing space to counter attack or escape.
Ardan got buffed recently with the rework of stormguard banner and the increased barrier. This means Skye will be much less squishy than before.
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Lance
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Lance is really good with Skye if you can communicate well. I've had bad experiences of playing with a Lance that I can't communicate with. He ended up pushing enemies away from my
Forward Barrage, helping enemies escape. However, if the 2 of you can communicate, Lance can peel for you, root enemies, helping you land your skillshots easily while keeping you safe from harm.
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Catherine
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Catherine has the most reliable stun in the game. Her
Blast Tremor silence also leaves enemies at the mercy of Skye since they would be unable to reflex block
Death From Above. Her
Merciless Pursuit can be used to peel an enemy off Skye or disrupt a powerful ultimate which can save Skye.
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Phinn
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Phinn can pull enemies with
Forced Accord and
Polite Company, complementing Skye's chasing power well. This also groups enemies up for a powerful
Suri Strike. However, this also prevents Skye from isolating out an enemy for
Forward Barrage. This is all situational. If your other carry is AoE damage based, Phinn should pull all enemies together, preferably the enemy carries.
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Fortress
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I would think that Fortress has poor synergy with Skye, unless the laner is also very bursty. CP Skye does not use much basic attacks, so
Attack of the Pack and
Law of the Claw is not as effective. However, it can be chosen in draft mode to prevent opponents choosing it against you.
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Adagio
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I have never played much with a support Adagio before, but from what I know, Adagio buffs the damage of allies and heals them, useful in buff comps. However, if Adagio plans to splash arcane fire on enemies by using
Gift of Fire on Skye, Skye would have to
Suri Strike into the middle of all enemies. This is quite dangerous and disadvantageous for Skye since she will be focused down.
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Glaive
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Glaive is experiencing more popularity as a support due to his high base health and his deadly
Afterburn. He can peel enemies away from Skye effectively, but with bad communication, may completely disrupt Skye's ability combo. Glaive is also quite bursty, so when teamed up together, can wipe out an enemy carry quickly.
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Lyra
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Lyra's
Bright Bulwark will keep enemies slowed and allow Skye to land her abilities easily. However, her heal/speed boost from
Imperial Sigil will be harder to land if Skye keeps dancing around in the teamfight. Her
Arcane Passage portals are a great gap closer, possibly getting an enemy into close enough range for a
Target Lock.
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Conclusion Top
Thanks for reading this guide! I hope you guys have learnt something from it.
Skye is difficult to play at first, but once you get the hang of it, she is really fun to play.
I welcome any kind of feedback, positive or negative, tell me if there's any other way you would like me to improve this guide.
Check out my
Glaive guide at
http://www.vaingloryfire.com/vainglory/guide/glaive-guide-1-18-15174
Rona guide at
http://www.vaingloryfire.com/vainglory/guide/rona-guide-1-18-15152
WP Skye guide at
http://www.vaingloryfire.com/vainglory/guide/wp-skye-crit-devil-15331
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