- 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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