e36's Roam Phinn Guide by TeamPhoenixVG

e36's Roam Phinn Guide

By: TeamPhoenixVG
Last Updated: Aug 15, 2016
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Build 1 of 1

Phinn

Build: e36's Roam Phinn

Ability Path

Unstoppable
Heroic Perk
Quibble
1
2
3
4
5
6
7
8
9
10
11
12
Polite Company
1
2
3
4
5
6
7
8
9
10
11
12
Forced Accord
1
2
3
4
5
6
7
8
9
10
11
12

Threat Meter

Threat
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High
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Threat Hero Notes
1
Krul Krul needs to stick to carries, and Phinn has a lot of peel to prevent that. He has multiple ways to peel Krul off carries with all of his abilities. Phinn can also block Krul's ult without being stunned at all!
2
Ardan Ardan isn't much of a threat at all. If Phinn stuns his gauntlet, it is pretty much a guaranteed fight win.
2
Petal Petal is not much of a threat at all this patch, but once Petal jumps, Phinn can pull her close to his teamates, stopping her from endlessly kiting.
3
Alpha Like Krul, Phinn can easily peel Alpha off carries. Against a CP Alpha, Phinn can pull the exploding Alpha away from his teammates!
4
  No Threat
5
Kestrel Kestrel can be very dangerous if she has good positioning and can reflex block well. Don't let her built up stacks
6
Ringo Similar to Kestrel, can be a pain to deal with if he has good posiitioning and can reflex well. Try to not let him get free stacks, and atlas/ stun him if he gets close.
7
Celeste Phinn is very large, and is a big target to build stacks off of. Try not to let her build stacks before a fight and pull her close to allies and lock/burst her down.
7
Skaarf Same as Celeste.
8
SAW If SAW is spun up, it is nearly impossible to get close enough to stun/atlas him as Phinn without being blown up. Try to catch him off guard without stacks.
9
Vox CP Vox can be deadly into a Phinn. Be careful not to stay too close to your allies and tank/peel from the mid line.
10
Skye Skye can endlessly kite and can dodge or easily escape all of Phinn's abilities with her movement speed and Suri Strike. Use Forced Accord after a Suri Strike to prevent easy escapes.

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Hello, I'm Sam, or otherwise known as e36, and this is my roam Phinn guide for how I play her successfully in both ranked and competitive matches.

Phinn is a slow rivermoster that excels at peeling and providing extra survivability for his team. He's one of my favorite heroes to play, as he can drastically change the course of fights with his AOE abilites.

I hope you enjoy!
- Sam (e36)

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Unstoppable


Phinn is Unstoppable. With his heroic perk, Phinn is unable to be stunned, and all abilities that effect his movement are converted to slows. This is incredibly useful, as it allows him to be an incredibly effective body blocker able to eat up CC without risking getting caught out of position and deleted. It also lets him do fun things like walk through Ardan’s Gauntlet or intentionally run into a Kestrel stun.

Additionally, Phinn gains 15% of additional defensive stats from purchased items and effects. This makes buying defensive items even more cost effective on him, and increased the amount of fortified health gained from Polite Company.



Quibble


Quibble is an AOE slow that deals massive damage and, when overdriven, is upgraded into a stun. Quibble is probably the most important part of Phinn’s kit, and can deal devastating damage throughout the game. The damage falls off a bit after level 8, but can be raised with a Crystal Infusion due to its massive CP ratio.

Most of the time, Quibble is used for peeling or to stun multiple enemies. The radius of Quibble is quite large, so it is very possible to land 2-3 man stuns consistently if the enemy groups up. Be careful of the cast time on Quibble, as it is possible for enemies to walk out of the circle or reflex it. To better ensure that Quibble lands, get very close to enemies before using it. Against moving enemies, use Quibble where the enemies are going to be by the time the stun lands. Since the stun is AOE, look for opportunities where you can stun multiple enemies at a time. Otherwise, save it to peel for teammates or cancel enemy abilities.

Situations NOT to use Quibble:

  • Don’t run into enemies and use it on one person
  • Don’t use it when you know an enemy has an ability up that can dodge it. For example, if you know Taka has his Kaiten available, he will just dodge it. Instead, use it at times when they are unable to use their movement skills or on another hero. Otherwise, the ability will be wasted and you will be putting yourself out of position.



Polite Company


When activated, Phinn stomps the ground and pulls enemies towards him slightly in a large circle. This can be used as an additional peeling tool if positioned away from your ally, or as a gap closer if the enemy is running away. Additionally, allies and Phinn himself inside the circle will gain a large amount of fortified health for a 3 second duration unless overdriven. This is the most important part of the ability, as it allows Phinn to GIVE survivability to his allies and himself. Most of the time you want to use it to tank up enemy abilities. Try to anticipate the enemy damage and use Polite Company to absorb some of the damage. To increase the amount of Fortified Health given to allies, upgrade Polite Company or purchase extra HP, Armor and Shield items. 6% of Phinn’s bonus (purchased) health and 20% of Phinn’s purchased Armor/Shield will be converted to Fortified Health.

Be careful of the cooldown and the cast time on Polite Company. Because it has a 10 second flat cooldown, you need to be careful about when you use it, especially in the early game. That being said, you usually want to use it at the beginning of a fight later in the game once you have CD built so you can use it again later in the fight. Additionally, the cast time is not instant so you will have to use it a short time before enemy damage comes in to effectively absorb it.

Upgrade Priority:


Overdriving Polite Company increases the duration that the fortified health lasts, and increases the amount of base Fortified Health. Taking the overdrive on Polite Company depends on your play style, but I would recommend leaving it at level 4 and maxing Forced Accord due to the massive reduction in CD.



Forced Accord


When activated, Phinn throws his anchor in the chosen direction and pulls enemies close to him. If Phinn misses or the enemy reflex blocks the pull, a percentage of the cooldown is reduced with the amount of reduction increasing based on the level of the ability. Forced Accord can be game changing if used correctly and in combination with other abilities. Forced Accord does not stun, so if a teammate can use CC after the enemies are pulled towards him, it can be devastating and allows Phinn to land a Quibble to chain stun. Even if not immediately stunned, pulling enemies to him can also beneficial for allies that need enemies to be close to them to do damage like SAW and melee heroes. Since Phinn will be vulnerable once pulling enemies close to him, use Polite Company beforehand to make yourself more tanky.

Forced Accord has an incredibly low cooldown at max rank. Once enough is built, you will be able to use it at least 2 times a fight if it is long enough. One of the best uses for Forced Accord is to bait out reflexes to start a fight. Even if they block it, it will be on a reduced cooldown and you will be able to use it again before the reflex block is available.

Situations to NOT use Forced Accord:

  • Don’t use it to engage unless you’re trying to waste a Crucible, you know the enemy does not have reflex available, or you know you have enough CD to use it again soon if they do Reflex Block it.
    D
  • on’t pull enemies close to your teammates if the enemies are better at close range than your own heroes. For example, don’t pull an Adagio into a Celeste or don’t pull Krul close in general unless he’s last one alive and running away.
  • If trying to pull enemies close to your teammates, make sure your team is in a position to utilize the pull. Don’t use it if they are too far away.

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Jungle heroes to pair with Phinn:

  • Alpha- Alpha is really tanky and has a lot of sustain damage, benefiting extremely well from Phinn’s sustained crowd control and sustainability support. With Phinn stunning multiple enemies while rebooting, Alpha is almost unkillable in the mid-late game.
  • Koshka- One of the more underrated heroes in the meta, Koshka really benefits from Phinn’s multiple sources of crowd control. Once Phinn baits out Reflex Blocks and Crucibles, Koshka is guaranteed to land her devastatingly long stun. In the late game, Phinn will be able to chain the stun afterwards with cooldown built.
  • Kestrel- Kestrel can combine with Phinn for some pretty awesome combinations like a Forced Accord into Active Camo. Plus, Phinn can chain stun and provide endless peel and survivability making Kestrel nearly invincible late game.
  • Krul- Krul has to be able to stick to the enemy, and Phinn is very good at locking enemies down and pulling them closer. With extra fortified health combined with his natural barrier and crazy amount of healing, Krul can become nearly unkillable with Phinn.

Lane heroes to pair with Phinn:

  • Adagio- Adagio is super strong this meta, and Phinn provides the extra survivability/peel he needs. Plus, Phinn can pull enemies close to him so Adagio can land his Gift of Fire onto enemies for extra damage, or pull them into a Verse of Judgement.
  • Celeste- Like other heroes, Celeste is very good at chaining crowd control with Phinn. Plus, Celeste is extremely squishy and is vulnerable to dive comps so Phinn helps cover those weaknesses.
  • SAW- Due to his reduced movement speed, SAW relies on enemies being close to him. Pulling enemies into a fully spun up SAW is absolutely devastating.
  • Vox- Phinn pairs better with CP Vox since when he pulls enemies, they clump together allowing more resonance bounces to land. Plus, the extra survivability Phinn provides lets Vox stay alive longer to get stacks and then a good Wait for It off.

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Depending on the enemy composition, you can be aggressive in the early game. If you know the enemy has a slower clear speed, you can fight them. Landing Quibble will be incredibly important, as it will usually determine who wins the fight. Be sure to pick up Sprint Boots at the first shop to more easily land Quibble and generally increase Phinn’s already slow movement speed. If the enemy clear is faster, go to lane and either try for a gank or help the laner push so you can rotate down together. Phinn is relatively strong throughout the game, but he begins to hit power spikes in the mid-late game. Build Fountain of Renewal as your first t3 items always. If you’re very ahead in the jungle, you can delay Fountain of Renewal slightly by picking up Travel Boots. If not, continue rushing Fountain.
Phinn starts to spike when he gets Forced Accord and the overdrive on Quibble. Most people don’t have Reflex Block until later in the mid game, so you can start doing a lot of ganks. Use Forced Accord if needed and pull the enemies into combos with your team + Quibble for a maximum amount of damage. Getting the overdrive on Quibble is a huge powerspike as you can start to really impact team fights. Focus on getting more defensive items in the mid game, and prioritize Crucible if the enemy has a lot of incoming CC. After you have some t3 defensive items completed, you can start building cooldown.
Late game you should be extremely tanky with all of the extra defensive items and endless fortified health with additional CD. Once you have a significant amount of CD built, don’t be afraid to use Forced Accord, as you will likely waste their Crucible or you will get lucky landing it. Phinn excels at kiting with his carries in the late game, so you will want to stay near at least one of them (usually the laner) and be a large meat shield. Provide peel and fortified health with your abilities and stun anything that comes close. Try to combine Forced Accord and Quibble with other crowd control/major damage abilities for maximum effect.

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  • If you want to be less obvious with Forced Accord, you can flare over a wall and pull enemies over it. You have to be quick about it to limit enemy reaction time, though.
  • Use Polite Company before you use Forced Accord so that you are a lot more tanky. If you do land the pull, enemies will be very close to you and will be doing a lot of damage. Having fortified health to soak up some of that damage will be very helpful.
  • Don’t waste Quibbles on single targets unless using it for peel. Try and stun multiple people at once for maximum effect and to utilize the AOE stun.
  • Don’t be afraid to stack up extra armor/shield that is not Atlas Pauldron or Fountain of Renewal. It’s not a waste of money. If your team is getting deleted, it’s worth it to be able to tank more damage + the extra armor/shield is converted to Fortified Health when using Polite Company on allies. Even a t1 armor/shield item can be worth it.

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Thank you for reading! I hope you found it useful. Send any questions you may have to @tphx_e36 on Twitter or comment below.

Visit the Phoenix website for updates on our competitive teams and for more player spotlights and guides!

Pick up the headset I use for Vainglory and watch my highlights on Vibby and on YouTube.

-Sam (e36)

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