Introduction Top
Thank you for taking the time to read this.
Fortress is a very unique hero in vainglory as he does the most damage out of any support. His
primary and secondary abilities match power with
Taka and
Koshka, however he is best as support because he can't actually perform well against them as a carry being too squishy. At lower skill tiers especially, I do believe him to be a serious threat to any team because of his impeccable ability to deal a ton of damage as a support. I am an experienced Vainglory player and I hope you enjoy reading the rest of this guide.
My other guides:
Koshka: Krazy Killer Kitty
Taka: Fox in a Box
Krul: Might of the Smite.
If you want, you can add me. My IGN=
Rydor1
Attack of the Pack Top
Everyone knows that the primary use of
Attack of the Pack is for vision, but there must be a reason for that
attack speed boost and
health boost. Well, there is. Instead of just using this
ult as soon as it becomes available, use it when you need it. Initiating it just before a battle, especially when in overdrive, will give you a huge boost and might even turn the outcome of the battle and thus possibly the game. All of his
abilities give huge boosts to him in overdrive, but if you are going to use
Attack of the Pack wisely and effectively, its overdrive gives you the biggest boost to you and your team.
80% more attack speed and
850 more health is a lot. The effects last 15 seconds, which is long enough for almost any team fight to take place. I believe that overdriving it and using it wisely will provide a huge boost to your performances in the late game.
Truth of the Tooth and Law of the Claw Top
So in my experience I've struggled with the concept of choosing which
ability to overdrive with
Fortress. I originally would overdrive
Law of the Claw first and then
Truth of the Tooth, leaving
Attack of the Pack not overdrived. Then, when
Fortress's hero spotlight was released I was very surprised at what they said. I had never considered overdriving
Attack of the Pack, but they also recommended overdriving
Truth of the Tooth, the weaker of the
abilities in my opinion at the time. This was the complete opposite of what I was doing. So, I began to dig deeper and look at the statistics. I realized that
Attack of the Pack gives you a huge boost to your
attack speed and
health. Even if it doesn't do any
damage, I thought for the first time that it could be used in more ways than just vision. So after that I've been overdriving the
ult, but what about
Truth of the Tooth and
Law of the Claw? Well, statistically speaking,
Truth of the Tooth when overdrived does
400 damage per use.
Law of the Claw only does
340 damage in comparison. So I've been overdriving
Truth of the Tooth, but recently I've been thinking that I'm wrong. I've thought that the only bonus to
Law of the Claw was for
lifesteal, completely ignoring the fact that after the original blow it also deals an additional
25 damage +15% crystal power per second. I don't know how long this effect lasts, but I figure it has to do the same amount of
damage as
Truth of the Tooth in total, if not more. So if they do the same amount of
damage, which should you overdrive? Well, the difference is in the
crystal power.
Truth of the Tooth has a
110% crystal power ratio, while
Law of the Claw only has
70%. Therefore, I believe that if you decide to build any kind of
crystal power (
damage not just
energy), it would be a better idea to overdrive
Truth of the Tooth. If you are going all
tanky, then overdrive
Law of the Claw. However, I believe that
Law of the Claw will be better until you start building your
crystal power. If you're following my build where only the last item is
CP and you'll be lvl 12 before you start building any
crystal power, I think it would be a good idea if you prioritize
Law of the Claw over
Truth of the Tooth until the end. You will stop at the last upgrade and instead overdrive
Truth of the Tooth. I don't think this will punish you too much when switching over to
Truth of the Tooth and it will definitely be better in the early game and late game. The only problems might come in the mid game, but I don't think it would really change anything. Overall, I think this strategy is the best and will pay off for you in the long run.
Builds Top
Fortress is a
support, meaning that he'll need
support items. Typical items that you would get for
support are
Crucible,
Fountain of Renewal, Utility/Warhorn,
Contraption,
Atlas Pauldron, and
Shiversteel.
Aegis and
Metal Jacket are not support items. Just because they are defense does not mean that they are support. Their actives only effect themselves and are horrible to get as a support because they will not help the team. Now, these are all viable options to prioritize as a
support, but which is most important and which should you get first? Well, these items all have different effects on the game. Utility/Warhorn,
Contraption, and
Shiversteel are all utility items that have a very situational aspect to them. Utility/Warhorn gives a speed boost that helps your team chase or run away from the enemy. This has no impact on your team's ability to kill the enemy. As a result, it is a good item to have if you are winning team fights easily, but if you are losing it would be much better to have a
Crucible or
Fountain of Renewal.
Shiversteel has the opposite effect, it slows down the enemy. This slow is similar to Utility/Warhorn in that it is good when you are chasing, but doesn't help you kill the enemy faster.
Contraption however, is different. It places
Scout Traps.
Scout Traps can deal a small amount of damage, but are mainly used for vision and not to kill the enemy. Unlike these situational
support items,
Fountain of Renewal,
Crucible, and
Atlas Pauldron can be used to turn the tide of any battle. A good
support will always build at least two of these items early on in the game.
Atlas Pauldron slows down attack speed. This can be very effective against
SAW and
Krul who generally rely on attack speed for damage. It is highly recommended that you counter
Krul with
Atlas Pauldron because his gameplay generally revolves around attack speed.
Atlas Pauldron can also be a good counter against
WP
Vox and
Ringo.
Fountain of Renewal and
Crucible are the most common items used by
supports.
Crucible gives a
Reflex Block active to your whole team. This produces a barrier of health for 1 second.
Fountain of Renewal on the other hand has an active that produces a healing of your team's health over time. This heal lasts for 3 seconds and unlike
Reflex Block, you get to keep the health. When comparing the health bonuses of each item,
Fountain of Renewal will often result in granting more health (which you get to keep), despite taking twice as much time to get it (with 1600 max health
Fountain of Renewal will give a health back equal to the barrier of
Crucible after 2 seconds).
Fountain of Renewal is almost unanimously used as the first item to buy by a
support in higher levels.
Crucible should be bought second, unless you need to be able to block a
Verse of Judgement from
Adagio. Playing against
Adagio you should build
Crucible first. Otherwise, the order should be
Fountain of Renewal,
Crucible, then Utility/Warhorn/
Contraption.
Journey Boots are always necessary,
Clockwork or
Aftershock is necessary for energy and to get your abilities off faster, and then add another attack item to complete your build.
Important Facts about Items Top
When I see other
Fortresses I usually see failed opportunities with their builds. Most
Fortresses will rush Utility/Warhorn like complete idiots. The thing about
defense items is that there is almost no difference between upgrading to tier 1 items and upgrading to tier 3 items, except for cost. It is definitely not worth it to save up all that gold for Utility/Warhorn early. Get all your
tier 2 defense items instead of rushing that
tier 3 defense item and I promise you will see a huge difference in the mid game. I mean, what is better?
500 health or
800 health? And this will be in the mid game where you will only have
800 health to begin with, not that
15k health you get at lvl 12.
Item Analysis Top
Aftershock:
Aftershock is a tricky item to use instead of
Clockwork, but when mastered is amazing.
Aftershock will allow you to do a lot of
damage despite building
tanky. It is tricky, because you will be
energy starved, but at least you will be doing
damage with your
abilities. You have to know that
Halcyon Potions restore
energy as well as
health to use this. Running out of
energy is my pet peeve in vainglory, so you know that this works when I'm willing to sacrifice that for this item. It works if you make it work.
Clockwork: The safe replacement for
Aftershock. You won't be doing much
damage with the build I had for this item, but you sure will be
tanky. A decent, reliable option.
Utility/Warhorn: You'll need the
extra speed, the
health regen, and the
health desperately. This item is a lifesaver. Use it wisely.
Journey Boots: When do you not use these??
Speed,
speed,
speed!
Contraption: Who doesn't love
Scout Traps?
Koshka sure does *wink* *wink*. Not a
defensive item though like Utility/Warhorn. You'll need to make up for it.
Fountain of Renewal:
Health regen! Yay!
Shield is a great counter to
CP and the
health regen not only protects you during a fight but prevents you from being low on health later.
Crucible: Use it wisely.
Reflex Block saves lives!
Atlas Pauldron: A counter builds focusing around
attack speed items. Extremely beneficial in taking down a
Krul.
Weapon and Crystal Infusion Top
These two items are special, so they get their own chapter. I hardly ever see anyone else take advantage of them, probably because they are situational items that only last for a short amount of time. They give you a huge boost to
weapon or
crystal damage for 5min. Despite running out, they make a huge difference in games. Never use them early on, because that would be a waste to get them without actually killing anybody, but you might want to get
Crystal Infusion at around the 15min mark, and then later when you start really pushing towards their vain (or if they're pushing towards your vain). They'll make a huge difference in team fights. As long as you've got a coordinated attack, you will kill the first enemy faster, and then you know that once one of them's dead they're all dead. If you are struggling in team fights, this might turn the tide around. These have the potential to turn losses into wins. I cannot understate the importance of infusions. You'll need them.
Best Jungle Comps Top
Fortress is an early game roamer. He has great
damage that you can take advantage of early game by surrounding yourself with other early game characters. These early game jungle characters that synergizes strongly with
Fortress are
Koshka and
Rona. Combined with one of these two characters, he has the potential to dominate the early game and create a huge advantage going into the late game. However, if you don't capitalize on this early game advantage, you may struggle late game.
Taka is a character who used to synergizes strongly with
Fortress, but unfortunately constant nerfs have made him less effective. A
Fortress-
Taka comp can still be strong as well as
Fortress-
Glaive. The advantage to these comps is that
Taka and
Glaive are better in the late game, but with
Koshka you can deny the enemy the opportunity to even get to their late game advantage through farming way more than them.
The best jungle partners in order:
1.
Koshka
2.
Rona
3.
Taka
4.
Glaive
Unfortunately, there are also bad comps.
Krul is a late game jungle character who really has a hard time early game. When paired with an early game
Fortress, the lack of early game power from
Krul is a waste of
Fortress's potential. When you play
Krul you are essentially throwing away the early game.
Fortress really struggles late game compared to other supports, so he is definitely not the best option to choose from to pair with
Krul. When in character selection screen and your teammate picks
Krul, I highly advise you not to play
Fortress as he won't be as effective as
Catherine or
Ardan in that situation.
Tips for playing as Fortress Top
I get frustrated when people think they can lane with
Fortress.
Fortress is not good at ganking and he should stay in the jungle for almost the entire game. As
Fortress, you will be support, so you will pick up that
Ironguard Contract and let your jungle partner pick up all of the kills. Well, unless you're playing with
Catherine who would be the support in that situation. Always follow your jungle partner everywhere he goes, unless he's trolling or just being an idiot. If he goes to the lane, you go to the lane. If he invades the enemy jungle, you invade the enemy jungle. You're only as strong as your weakest link, but that will be him not you. You need to support him and make him better. You can't gank on your own, you need him to participate too.
Fortress is about coordination and teamwork. Your purpose is to provide sticking power for not only yourself, but your teammate. You get that
Truth of the Tooth to lock in on an enemy and you know he won't be running away so easily. The problem with
Fortress is that you need them to run away. You can't let them take out your entire team, because you won't be doing anything alone. You won't be carrying the game and you won't always dominate, but you should put your team in a much better position to win. You should survive longer than anyone else and be able to put up
consistent damage. What I love about
Fortress is that his
primary ability
Truth of the Tooth does
400 damage when overdrived. That's about as much as
Krul's,
Koshka's, or
Taka's
first or second abilities.
Fortress is able to do the most
damage out of any support and should be able to beat any other support especially 1v1. Use that
sustainability and that
consistent damage output to your advantage.
Side Note: When you get to the 15 min mark it's a good idea to put a scout trap next to the Kraken for vision.
Tips for playing against Fortress Top
If
Fortress is built to be
tanky, it's best to target someone else more squishy. However, if you notice that he is built
CP or
WP, you should target him first because he will be squishy.
Krul or
Glaive can beat him in the jungle. You can always afford to take risks with
Taka. If you are playing someone else like
Koshka, avoid him at all costs. If you are someone tanky like
Joule or
Ardan you will be fine. Always try to use your stuns against him. They are very important in containing
Fortress's influence. Hope that the rest of his team will be unskilled, because he relies on his team to be successful. Hope you can get into 2v1 against him early. Control your side of the jungle, later on he might be able to take huge risks and control your side. Try to keep him in the lane, he will be less deadly. Be very cautious and stick to your side of the jungle. Always travel in pairs if you can or at least keep someone close.
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