CP Skye - Death from Above (1.23) by VGguidebuilder

CP Skye - Death from Above (1.23)

By: VGguidebuilder
Last Updated: Nov 7, 2016
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Skye

Build: CP Skye

Ability Path

Target Lock
Heroic Perk
Forward Barrage
1
2
3
4
5
6
7
8
9
10
11
12
Suri Strike
1
2
3
4
5
6
7
8
9
10
11
12
Death From Above
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
Reim Reim is so slow, the only thing that he might land on you is probably his Valkyrie, so just reflex block it. Other than that, keep your distance from him and gun him down.
1
Krul Krul is weak against Skye. Reflex Block his hellrazor, and just prevent him from getting spectral smite stacks on you. Your Forward Barrage can just melt through his health barrier from Dead Man's Rush, so his Dead Man's Rush will probably turn him into a dead man.
1
Baron Baron is so immobile that Skye can just easily kite and dodge Baron. should be an easy kill.
2
Phinn Phinn is also slow like Reim, but his Polite Company and Forced Accord brings you closer to his team, which might put you in danger. When you see a Phinn, target lock something near you, so that if he does hook you, you can Suri strike out.
3
Skaarf Skaarf is squishy. Just dive into the back line and kill him. His Spitfire will have a hard time landing if you target lock something.
3
Samuel Samuel is of higher threat to CP than WP Skye, since she cannot stutterstep as frequently and is vulnerable to burst damage when using Forward Barrage. However, her Suri Strike is useful for escaping an Oblivion
4
Rona Against CP Rona, try to be just out of range of Foesplitter to avoid the burst. Against WP Rona, wait for her to start spinning, then shoot her while keeping your distance.
4
Celeste Celeste is quite immobile, and she has to land her heliogenesis. Since Skye is so mobile, it's hard for Celeste to land a supernova on Skye.
5
Lance Lance is fairly new, so not much experience on Lance vs Skye. Both of them do strafing, but Skye should burst down Lance before he can kill Skye, since Lance attacks so slowly.
5
Ardan Ardan can trap Skye in his Gauntlet, but Skye can just reflex block out of it. However if Skye does not have an active reflex block, she is most probably dead, being trapped in such a confined space. Another strategy is to stun Ardan out of his Gauntlet, which will need anticipation and quick reflexes. I've tried it before, it works but it's very hard to do.
6
Skye This is a bit tricky. Depends on who is more skilled I suppose. I would say that the first Skye to miss Forward Barrage would lose
6
Glaive Glaive is a bruiser, but he can be played similar to an assassin. He can burst you down quickly, so reflex block his Afterburn and kite it out. Kill him within 10 seconds to avoid getting a 2nd Afterburn with your reflex block down.
7
Vox Vox is able to sonic zoom away from Skye's Forward Barrage, but Skye can still close that distance quickly.
7
Ringo Against CP Ringo, always Reflex block his Hellfire Brew, and build more health to avoid getting instakilled by the true impact damage of Hellfire Brew. You can also use Death from Above to interrupt his channeling and save your life. Against WP Ringo, Suri strike in for an Atlas Pauldron, then burst him down. Use Death from Above if he tries to Hellfire Brew you.
8
SAW CP SAW playstyle is similar to an assassin. Watch out for his Roadie Run when you are at half health WP SAW is dangerous when among minions. Minions will block your Forward barrage, giving him time to shoot you out of the sky. However, SAW is slow when spun up, which will give you more chances to land Forward Barrage
8
Catherine Catherine has a stun and a silence, both of which are devastating to Skye's mobility and damage output. The only consolation is that your Forward barrage deals small ticks of damage that get under her Stormguard bubble.
8
Kestrel Kestrel will find it quite easy to land Glimmershots during Forward Barrage. Camo Mist can be used to get WP Kestrel out of sticky spots so just watch out before you Suri strike.
9
Blackfeather Blackfeather is one of the stickiest heroes in Vainglory. He can slow you, boost his movement speed, or evade an entire Forward barrage by using Rose Offensive to get behind you.
9
Alpha Alpha has a very low cooldown gap closer (Core Charge), and a slow. Quite hard to kite someone with such a kit.
9
Gwen Gwen is very mobile and can do hit and run, so if her positioning is good, she can kill Skye with her slows and stun, while evading Skye's skillshots.
10
Taka Taka is the largest threat to Skye. He can burst down Skye quickly if CP, and can outmaneuver Skye if WP.
10
Fortress Fortress is a roamer, but he counters Skye with his Attack of the Pack wolves. These wolves can soak up immense CP damage. So an entire Forward barrage will be wasted if the wolves block it. If enemies pick fortress, they also tend to be bursty, which is Skye's weakness.

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
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.

Forward Barrage
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.

Suri Strike
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.

Death from Above
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.

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.

Items Top


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
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.

Frostburn
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.

Clockwork
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.

Situational (Defensive)
Metal Jacket
This is the item that gives the most armor. Build this against enemies with high weapon damage.

Atlas Pauldron
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.

Aegis
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.

Fountain of Renewal
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.

Crucible
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.

Situational Boots (Tier 3)
Halcyon Chargers
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.

Journey Boots
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.

War Treads
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.

Roam Hero Synergies Top


Ardan
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.

Lance
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.

Catherine
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.

Phinn
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.

Fortress
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.

Adagio
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.

Glaive
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.

Lyra
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.

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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