Escape? No. Come back here. by JewPower

Escape? No. Come back here.

By: JewPower
Last Updated: Nov 4, 2015
5 Votes
Build 1 of 1

Phinn

Build: Unkillable Support.

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

Item Choices

When the match just starts.

Ironguard Contract
Halcyon Potion

Core (after rushing the previous two items)

Contraption
Fountain of Renewal
Crucible
Journey Boots

Last two items Option 1. (Tanky)

Aegis
Metal Jacket

Last two items option 2. (WP support)

Tornado Trigger
Atlas Pauldron

Threat Meter

Threat
Low
High
Show all
Threat Hero Notes
1
Adagio The most dangerous part of him, the Stun + Heavy damage Ultimate, is negated by your Passive as you cannot be stunned. The damage from his Ultimate should also be nothing to you.
1
Fortress All his attacks do nothing to you. No damage, no threat. Period.
1
Koshka Heh heh. Cute kitty. First ability and Second ability does nothing. She can't stun you with her Ultimate. She might as well be a soft toy.
1
Petal Don't let a flower outfarm you.
1
Skaarf Dragons were supposed to be fierce. Oh well. Just stun him before using his Ultimate if possible. First and Second ability do nothing to you.
2
Ardan Just walk straight out of his barrier. I'm serious. He's only a Threat Level 2 as his Ultimate makes it easier for your teammates to be killed. Here's a nifty trick: use your Ultimate and pull Ardan out of HIS ultimate. The barrier will go down and your teammates can escape.
2
Catherine Try to stand infront of the teammate you think she is going to stun, or if the Catherine's really dumb, try to make her use your First Ability on you. She's Threat Level 2 because she can silence you and your teammates.
2
Celeste Haha, her first two abilities do nothing to you. Barely visible damage. She needs to hit you with all five stars of her Ultimate when it's overdrived to do a moderate chunk of damage. Feel free to stand in front of your teammates to prevent the stars from hitting them.
2
Glaive Can't stun you, second and Ultimate abilities do little damage if you counter build, which you should. Only semi-dangerous in prolonged battles when he has a life-steal build.
2
Joule First ability does nothing to you. Second can't stun you. Her Ultimate only damages you enough to be concerned if you are dumb enough to stand in the beam for the entire duration.
2
Skye Can kite you, but unlikely. She's usually aiming for your teammates. Since she's squishy, she has a high chance of running away. Just pull her back with your Ultimate.
2
Taka Only dangerous to your teammates. If he ganked your team and your teammates are running, stay behind your teammates while trying to stun him. His Ultimate can be blocked with a well-timed, or lucky, reflex block. He should run away in a 1v1, if he knows what he's doing.
2
Vox Can kite you, but his abilities all do nothing to you.
3
Krul Can't stun you with his Ultimate. Try your best to run into the sword to waste his Ultimate. Only moderately dangerous if you 1v1 for a prolonged time.
3
Phinn You two should have pretty much the same tanky builds. Try stunning him and a teammate at the same time as he should be standing around them, or very close to them. Really boils down to who can keep their teammates alive for longer, or long enough to kill the enemy Phinn.
3
Ringo He can kite you easily. Avoid charging straight at him alone.
3
Rona Dangerous only in prolonged 1v1. Especially if she has a full life-steal build. Try to tank the damage while your teammates kill her and use your boots once she's dead.
3
SAW Can kite you, but less likely or effective as Ringo. You can tank the entire Mad Cannon, but it's unlikely the Saw you aim for you alone. Stun him as many times as you can to make him lose his Spin-Ups.
4
  No Threat
5
  No Threat
6
  No Threat
7
  No Threat
8
  No Threat
9
  No Threat
10
  No Threat

- Questions - Top

1. Why Contraption? Isn't Warhorn better than scout traps? Contraption is so useless!

Why? Simply because map vision and control is better than 3 seconds of sprinting. You are able to prevent ganks on your squishy laner and make junglers think twice about trying to approach the bushes in lane, knowing that there would be scout traps there. Being able to prevent ganks, intimidate junglers and eliminate any threats from the bushes is much better than sprinting out of dangerous or unexpected situations. Furthermore, these unexpected situations, such as an enemy gank, can be prevented entirely with vision in bushes and the jungle.

Feel free to post some more questions in the Discussion section. I'll do my utmost best to answer them.

When laning as Phinn. Top

Early Game

Pick up an Iron guard contract and two Halycon Potions and follow your laner. You should be in front of your laner, taking some harassment such as Ringo's Achilles shot and Skye's Forward Barrage. Do not EVER last hit the minions on purpose. Your Ironguard contract is more than enough. Remember, you are a tank, not a laner. By the 8min mark, you should have Contraption and Fountain of Renewal, with the first turret, hopefully, destroyed or at half health.

Middle Game

Advance and retreat with your laner, going into the jungle to assist your team's jungler if he/she encounters enemies there. Use your hook wisely, pulling escaping enemies back to your laner to finish them off. Unless you are communicating in real-time, avoid using your Ultimate to initiate. Your enemies AND teammates might be equally surprised and your teammate(s) might not be ready to attack yet, wasting precious seconds where the enemies are in range. By the 16min mark, hopefully the second and third turret would have been destroyed. This is when Phinn starts to shine. Remember to use your Fountain of Renewal to heal your teammates/laner after a fight.

Late Game

You should have your full build by the 20-25min mark. Now, you can tank the turrets and chase down escaping enemies if your Ultimate is not available yet. Turret diving is possible, but not recommended. If your teammate is being shot by the turret for whatever reason, run to the nearest enemy hero and hit him/her to prevent your teammate from being shot by the turret for any longer. When taking the vain crystal, use your Ultimate to pull the enemies away from the Kraken/Teammates who are attacking the crystal. You can also stand at the other side of the crystal and spam your first ability, or attract attention and get the enemy team to attack you while your teammate(s) are doing damage. Remember to use Contraption and set scout traps at the entrance to the base and the bushes you see. Try putting scout traps at random positions on the lane to intimidate the enemy team as they would be scared to stepping on a scout trap every few seconds and would be extra cautious, thus becoming slower and less efficient at pushing.

Jungling as Phinn. Top

Early Game

Pick up an Ironguard Contractand Two Halycon Potions and proceed to the Jungler. Learn to leash the monsters in the jungle camps for more efficient farming. Your role here is NOT to kill the minions, but to hit the minion(s) first and leash it/them while letting the jungler get the last hit and the gold. When you are in the jungle, rushing those two items should be faster and easier, unless the enemy team triple invaded your jungle side. After getting Contraption and the Fountain of Renewal, go to the lane and support the laner. Remember to return to the jungle when the Jungler is under attack.

Middle and Late game is essentially the same as laning, as your Jungler and you should go to the lane more and more frequently.

Abilities - Usage Top

Quibble - Slows and heavily damages enemies in an area. Upgrades to Stun when overdrived.

Usage:
- Stun enemies at critical times (EG: when Krul has max stacks on your teammate and low health)
- Bring minions down to last-hit health for your laner and efficient farming.
- Prevent enemies from escaping after using your Ultimate
- Scare enemies away from you at early game.

Polite Accompany - Does crystal damage and pulls in enemies in a wide area around Phinn. Also gives teammates in that area a barrier of Phinn's shield, armor and health. This is the reason for building tier 3 defense items as it benefits your entire team.

Usage
- Further prevent enemies from escaping after using your Ultimate + Quibble combo.
- Initiate by pulling an enemy/the enemies into your team.
- Prevent enemies from escaping in a short range, use it early.
- Being a general annoyance
- Using it as a reflex block for your team. (EG: turret is shooting your teammate with two bars of health left. Use this ability as a fast recharging, but a little weaker, reflex block early game.

Forced Accord (Ultimate) - Throws a hook in the direction you tapped and Phinn rapidly pulls it back, doing damage and bring enemies along the path of the hook back

Usage
- Obviously, prevent low health enemies from escaping.
- Initiating (Not recommended when your team does not have real-time communication)
- Pulling enemies away from your teammate(s)
- Prevent enemies from attacking an important objective like the Vain Crystal and Kraken.
- Force enemies to shoot you instead of your teammate(s)
- Delay the enemy team/Deny the enemy team


If you have any other suggestions for the usage, feel free to post it in the discussion section!

Closing words Top

If you have read up to this point, I would like to sincerely thank you for taking the time to read my guide. If I have missed out on anything, you have some criticism, or I was misinformed about something, feel free to post it in the discussion section. Again, thank you so much for reading up to this point. Hope you have a Phinn-tastic journey! :D

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