Hmmm, this guide is great indeed, but i see it applicable only in aggressive play and whenever your carry (probably the whole team) is aggressive and skilled enough or else it will result to a dire consequence. And also not applicable when the enemy is equally aggressive where vision can turn table. Yep, his ult is a global flare, a homing nuclear flare, although considering its high cooldown, i think vision would be delayed, and can somehow interrupt certain ambush tactics due to the fact that the enemy would be immediately aware of a would-be gank.
The clockwork would solve the cooldown issue but it in early game, it is not technically accessible due to priorities (fountains and maybe crucible). Early game i suggest to still use scout traps but as soon as you get clockwork, then you could at least stop using those.
Other players use scout traps as additional damage including in a clash which deals considerable damage. High amount of traps in one's jungle could deal a damage to the invaders which increases the chance of kill or if not, could at least slow down the escape due to avoiding of the traps. of Maybe minimalize the use of traps at least.
English is not my first language and im open for a good argument regarding this, feel free to comment. I have no bad intention regarding this.
@EZGGNoobz Yeah I thought about that, and in situations where you know you will engage in a team fight for sure at the start, you should get Oakhart to seal the deal. Maybe Boots, maybe even Hourglass. Anything to help with a slight advantage; something other than Ironguard. The downside is If you don't kill anyone the first time around, you don't get any money unless you take it from your carry. So its slightly inefficient because different things can happen. Ironguard is the most versatile of the scenarios. And usually no item is really gonna make you more deadlier than you are naturally.
Its really the items your team has that matters more about that early invade. Usually if fortress is getting targeted first thats a good thing and usually won't happen. He doesn't always need that health. He would need attack to be even more effective than usual but that would also be inefficient since its a tanky Fountain build we are rushing.
The other thing that can happen: What if your enemies notice you didnt get Ironguard, and they are more worried about an invade than usual. What if the laner comes down because they saw you got Oakheart? When otherwise they might not have bothered.
There is the element of deception there. All in all I would leave the guide the same, but say that if for some reason you know for sure you will engage in a team fight, go for a different item.
When you start a match either you: 1. Invade successfully, 2. Invade partially, 3. Get in a standoff and go back to farming. 4. Die.
So every situation is different and if you can invade with Ironguard successfully, you are richer for it rather than invading with Oakheart and not having extra Gold. Usually if a team fight becomes about your health, the invade was thwarted anyway.
Nice guide, but because ironguard has almost no value in an invade, I would recommend you get started with an oakheart or something and get a ironguard from the way back.
Great guide it has helped me win numerous games, and helped famelrize me with the support role/intention power fortress possesses. It is a well rounded build that has a counter for every character. I appreciate how well worded and how much time and effort was obviously put into making this guide!
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The clockwork would solve the cooldown issue but it in early game, it is not technically accessible due to priorities (fountains and maybe crucible). Early game i suggest to still use scout traps but as soon as you get clockwork, then you could at least stop using those.
Other players use scout traps as additional damage including in a clash which deals considerable damage. High amount of traps in one's jungle could deal a damage to the invaders which increases the chance of kill or if not, could at least slow down the escape due to avoiding of the traps. of Maybe minimalize the use of traps at least.
English is not my first language and im open for a good argument regarding this, feel free to comment. I have no bad intention regarding this.
Its really the items your team has that matters more about that early invade. Usually if fortress is getting targeted first thats a good thing and usually won't happen. He doesn't always need that health. He would need attack to be even more effective than usual but that would also be inefficient since its a tanky Fountain build we are rushing.
The other thing that can happen: What if your enemies notice you didnt get Ironguard, and they are more worried about an invade than usual. What if the laner comes down because they saw you got Oakheart? When otherwise they might not have bothered.
There is the element of deception there. All in all I would leave the guide the same, but say that if for some reason you know for sure you will engage in a team fight, go for a different item.
When you start a match either you: 1. Invade successfully, 2. Invade partially, 3. Get in a standoff and go back to farming. 4. Die.
So every situation is different and if you can invade with Ironguard successfully, you are richer for it rather than invading with Oakheart and not having extra Gold. Usually if a team fight becomes about your health, the invade was thwarted anyway.