Introduction Top
Hey guys, I go by
TrueTemple on Vainglory and this is my guide to
Blackfeather. To start off with, I sexually identify as a Shinobi from the Hidden Leaf Village and my pronouns are "Naruto" and "Rasengan", but you can also call me "Hokage-sama."
I've been playing since around New Years 2015, but I take like 4 month long hiatuses when I get bored. So I'm currently
Skill Tier 6, but I've personally been as high as gold
Skill Tier 8 and played with well above that. This is a build I've found pretty good for dominating solo-queue, though climbing has turned out to be a different story thanks to this fun and interactive gameplay
http://i.
imgur.com/rWxBqfr.jpg
http://i.
imgur.com/nMNJh4m.jpg
http://i.
imgur.com/u956SGg.jpg
Nonetheless, the build remains the best I've used so far. So lets just get right into gassing those weebs shall we?
First, a commentary on the Jungle vs. the Lane Top
To the unenlightened, it may seem like the Lane is a place for ranged champions with high damage, and the Jungle is just a free slot where you can play anyone. Let me tell you why this is ********.
The
Lane is a place where a player can go to farm minions, which gives you a large amount of gold, and trade minimally. One does not go to
Lane to try and kill their opponent, rather the goal is to get 900 farm as soon as humanly possible. This is why the
Lane is suited to
Carry champions who do not have high base damage and rely on gold, rather than experience, as they get their damage from items. Examples are
Ringo,
Vox,
Celeste & Thotimus Prime
Skye. These guys will do no damage if they have no money. Even if they are level 12 and you are level 8, if you have more gold they will lose every time.
The
Jungle is a place where a player can go to farm monsters, which gives you moderate gold, and significant amounts of experience. The point of the
Jungle is to kill the monsters as fast as possible, which requires base damage, and to strategically counterplay and skirmish with the enemy
Jungler alongside your
Supports (<3). This is not, by definition, a place for you to play your ****ty ranged character, off-meta build, or autistic bastard child somewhere between the two (
Idris comes to mind). Heroes are only eligible for this insofar as they: can skirmish frequently, can farm quickly and without taking their whole health bar, and do not need to worry about getting copious amounts of gold as their abilities have high values such that they are not dependent on items for damage. Examples include
Glaive,
Krul, the little weeaboo *****
Koshka, and
Taka.
Of course this only applies to Ranked matches, as I wouldn't dream of telling a Casual player how to have fun.
I also wouldn't wipe my *** with your match history, but that's neither here nor there.
Why play Blackfeather in the Jungle? Top
The primary difference between
Crystal Power
Blackfeather &
Weapon Power
Blackfeather is this:
Weapon Power
Blackfeather blows *** early.
When you play
Weapon Power, your primary goal is to avoid the long **** of the law until you get 2 or 3 items and can start mercing kids. While
Crystal Power has burst and skirmishing ability, you can't play even a little aggressive until you have your ult. Even when you do, you have to get more tank items to compensate for your lack of burst. Eventually when you have stacks on
Breaking Point, 5 stacks of
Heartthrob, and a significant amount of their hp missing, you can execute them for a **** ton of damage. The unfortunate thing about this is it takes forever. In addition, if they have any armor at all it will take a whole lot longer and you might **** up the execute.
Because
Weapon Power
Blackfeather is so pre-disposed to weakness early, the most sensible place to play him is very far back in the
Lane, ideally behind your third turret, poking until you can get some items. Everyone out-ranges you and probably outdamages you too. You just have to farm up and wait for late-game for the dank triples and the phat deeps.
In the mean time, you will learn what it truly means to be deep-****ed.
Heres the thing tho:
Crystal Power
Blackfeather has none of these problems.
The primary reason for playing
Weapon Power is for the execute damage on
Feint of Heart, as
On Point doesn't do that much other than provide a shield, and your
Rose Offensive applies basic attack damage-- which won't do **** until you have items anyway.
Crystal Power gives you damage on your passive, a ratio on
Feint of Heart & bonus movespeed, a lot of damage on your
On Point (which is your only safe way of contributing from a distance), and a bonus ratio on
Rose Offensive. This means from early on you can fight in the Jungle and farm the minions very quickly (as you have no mana costs). Also, because you build Cooldown Reduction for this build, the shield on
On Point is available more often-- increasing your effective health.
IN SUMMATION: the Lane is better for
Weapon Power
Blackfeather because you need items and the
Jungle is better for
Crystal Power
Blackfeather because of the early game damage and utility it provides. Playing
Crystal Power in the
Lane is a really bad time because you still have no range so you need to sink
300g into a
Book of Eulogies at the start just to stay alive. Plus the additional health you get from the bonus levels in the
Jungle offsets the lack of tank items early-to-midgame.
Your favorite: Data Top
Why the build works Top
The whole idea behind the build is that
Blackfeather's base damage is very high, so we want to give attack speed to apply the passive faster, cooldown reduction for mobility and defense, and on-hit effects because
Heartthrob,
Feint of Heart, and
Rose Offensive are all auto-attack-based. This makes your burst damage high in the early and mid-game, and your durability and mobility higher as well. Not to mention it is not nearly as punishing to use or miss your abilities, as the cooldowns are pretty high. Overall the point is to stay relevant and dangerous at all times, like one long powerspike.
Ok boys lets do it down in order of completion:
Alternating Current
-
Alternating Current gives you the most damage of any attack speed item, as it gives you almost twice the atk. speed of
Breaking Point and significantly more than
Bonesaw or
Poisoned Shiv. While it doesn't give you as much as
Tornado Trigger, the Crit is a wasted stat as you don't build any more damage. Plus the
Crystal Power adds damage to every single ability and the on-hit effect for auto attacks-- not to mention that the passive applies on both
Feint of Heart and
Rose Offensive. This makes
Alternating Current the single best stand alone item on
Blackfeather.
Aftershock
- Tbh probably the best item in the game. The stats allow for the continued abuse of
On Point and the more frequent use of your shield and dash. The worst thing about full
CP or
WP
Blackfeather is that A: you don't build cooldown reduction because you're building damage, or B: you don't build cooldown reduction because you're building tank. If you use
Feint of Heart to catch up to your opponent and get the buff you have to wait 6 ****ing seconds to use it again and if you **** up the execute again you're completely boned. Let's say you use
On Point in a fight. If you have no CDR, you have to wait for 4 seconds before you can use it again. Even worse, you
****ING MISS. Now you have no shield, less damage, and you have to sit in line at the ******* DMV before you can do anything again-- because remember you have to save your dash to execute them (because you built no CDR, right dipass?) If you use this build those times are cut in half. With
Aftershock, you are rewarded for using your abilities with more damage and an on-hit effect that applies on your dash. All the while your autos do more because you were able to apply those 5 tasty stacks of
Heartthrob with your
Feint of Heart. Even if you miss, you're way better off because you still have the on-hit effect and CDR as a safety net.
Atlas Pauldron
- Because you're not tryna get clapped out by
SAW
Aegis
- Because you're not tryna get clapped out by
Joule
Stormcrown
- More CDR, health, and (no ****) more on-hit effects. Watch a different
Blackfeather try and defend against Kraken. Grab some bleach for your eyes on the way. With the 3 On-hit items, you farm fast and your
Feint of Heart and
Rose Offensive apply all 3. This one in particular just allows you to take objectives and you might even get that moist-n-nasty backdoor.
Halcyon Chargers
- CDR, Health, but also I pretty much buy these on everyone. Stay fresh to death in your heels, boys.
NOTE: LAST 4 ITEMS ARE AS NEEDED. ORDER IS CIRCUMSTANTIAL.
Who wants to see some of that classified next level shit Top
The reason I didn't say which ability to take is level 1 is because it depends on what you need. The default is
On Point, but if you are chasing level 1 or if you're moshing you might want the path on
Feint of Heart. If you aren't fighting you want
On Point for the lower cooldown and AOE clear. You can also steal the shop treant, if you're opponents are trying to sneak it, with
On Point and then back in front of them for the Worldstar footage. Obviously you would also take the other ability level 2.
So, basically, don't level anything until you actually need it.
It's not an original idea. You're welcome.
You heard me bitch Top
Red Infusion. Not Blue.
I suspected it might be better because of the attack speed and ratios, but credit goes to this guide
http://www.vaingloryfire.com/vainglory/guide/rose-power-extensive-blackfeather-guide-wp-cp-lane-jungle-18115 for the calculations done to convince me it would definitely be better. Full credit goes to
SlashingWinds for that ****, thanks for the help my dude.
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