Joule (A Junglers Survival Guide)WP/JUNGLE/BLITZ by acydsyn

Joule (A Junglers Survival Guide)WP/JUNGLE/BLITZ

By: acydsyn
Last Updated: Feb 2, 2017
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Build 1 of 1

Joule

Build: Jungle Joule

Ability Path

Heavy Plating
Heroic Perk
Rocket Leap
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4
5
6
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8
9
10
11
12
Thunder Strike
1
2
3
4
5
6
7
8
9
10
11
12
Big Red Button
1
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3
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5
6
7
8
9
10
11
12

Threat Meter

Threat
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Threat Hero Notes
1
Petal Petal hates to see you coming. Target her munions with Thunderstrike(B) and when you can Rocket Leap(A) and shred her up. Add a bone saw if she builds defensively. She will most likely be CP. Watch out for her munions when che is fleeing. Move away from her to break the munions off of you. Or just murder them... Yeah I'd go with girder them:)
2
Reim Reim can be a little scary early game when he's at a distance. He can be very scary when close. Luckily Poison Shiv turns him into a pile of bones in no time. Add a tornado trigger for a sure victory. Don't try and flee unless your sure you can make it. Save Rocket Leap(A) as your escape route.
2
SAW I've spent many a happy hour waiting in the bushes for Saw to spin up and get a little to far from his turret. Then I would Rocket Leap (A) on to him and swing away. Be careful for his (A) ability. To defend against it make him stand with his back to your turret. That way he backflips into the turret, same idea for waiting teammates in the bushes.
3
Flicker Kill it anytime you can catch it alone. But be careful on becoming distracted and baited to follow while your teammates get ganked. Usually if you see a Flicker, it's probably because it wanted you too. Other from the distraction, try and concentrate on the damage dealers of the group saving the Captain for last when possible. His threat level comes from his team wide stealth ability. Get near a turret or teammates when you don't see the enemy team. Odds are your soon to be ambushed. Luckily it only lasts a short time.
4
Idris Idris's Chakram is deadly unless you practice turning in to the returning chakram to use your armor perk. But doing this also exposed your back to Idris which should be avoided, so have your Rocket Leap(A) on standby for engagement or escape and be careful that he doesn't dodge and reposition.
5
Kestrel Kestrel gets here because like Taka she can turn invisible and reposition to make her kill shot. Be extremely careful not to follow because she will set a trap and stun/kill you. Bait her to follow you to your crystal miner or your teammates for easy prey. Never underestimate her though, she could become a red level threat to you depending on her play and build style.
6
Glaive Glaive is pretty much your equal, but time and practice makes him easy to deal with. Glaives down fall is he is very predictable. Crucible or reflex block his stun . Be cautious if he has a lot of attack speed or he will melt you. Blood Song can be negated with Poison Shiv to an extent. Use Atlas Pauldron if his attack speed is high.
7
Krul Krul is a deadly opponent who should be respected. Early game he will destroy you if you try and face him alone. Harass him from a distance using your Thunderstrike(B) early game. Take a Poison Shiv over the tornado trigger first, then build a tornado trigger to apply mortal wound as fast as possible. This helps tremendously but still you must build defensively focusing on Atlas pauldron and weapon speed. Serpent mask is a must. Try and stun him before allowing him to use his (B) ability.
8
  No Threat
9
Taka If Taka is your enemy slumbering husk is your best friend. His burst damage can be crippling and out right terrifying for Joule. Add this with the ability for Taka to turn invisible and slip around behind you to your soft backside (Joules Weakness), and you'll be dead before you can retaliate. Take him out when you're in a group and catch him unaware.Crucible can be added to be used with slumbering husk. This will increase survivability a lot.
10
Skaarf Any time there is a Skarrf , buy an Aegis. This little dragon packs a pretty mean punch. Since you're a little less mobile than Skarrf try and have your Rocket Leap(A) on standby for quick escapes or to stun if possible. Make sure to keep Skarrf close or have an escape route in mind. If Skarrf repositions it is usually the end of you without an Aegis.

Introduction to Junglers Top

No build is effective if team synergy is missing. You can't kill everyone by yourself. A Junglers job is to be the safety net early game, and the Big Wheeler Cat Peeler late game. If you over extend yourself you could be losing the game while thinking your winning. So let's break down the system of roles a little and the role of Junglers in depth.

Roles and You Top

Roles are very important. No matter how good you are with Saw, if your Instalocking him, then you aren't very good at team synergy. The biggest point here is you can play any hero, and be more effective to your team by filling in the spot your needed, by following One simple rule: PLAY THE ROLE YOUR GIVEN! Embrace whatever role you need to make your team better. This means that you should play the Captain or Carry if you need too, but play that role the way it was meant to be played. Bad choices in deciding to go with another Carry or Jungler instead of the Captain role that was needed lead to very long games that you have little/no chance of winning.

The Captain Top

Captains have a very important role. Defend the Carry. Your the mad scientist's kit of tricks and gadgets. Support your team with things like Fountain, and harass your enemies with things like Nulwave Gauntlet. I won't get into Captains to deep on this guide as it's more for Junglers, but I will say this:STAY with your carry. If the Carry is good you'll make plenty of gold on the lane, if the Carry isn't very good then that is more of a reason to be there. Junglers don't need a Captain unless the enemy team is harassing with two or more.

The Carry Top

The carry must defend the lane and turrets while also getting as much gold as possible. If you practice last hitting you can rack up tons of gold on the lane. As a glass cannon you won't be very tanky but you will deal a lot of damage. So use the turret and allow your captain to initiate fights. From a distance and with proper support a Carry can be the most deadly ally on the team. So be careful not to dive in without a plan of action, or you'll almost always wind up dead.

The Jungler Top

The Junglers job is to be a mixture of power and defence. Farm as fast and as much as possible. The experience from the jungle camps will give you an early lead on the enemies early game. Sniping enemies you catch alone and making it a 2v3 drastically increases chances of winning. Learn your rotation like the back of your hand. Polish it as much as possible. Rotate to the lane once you clear the jungle to check how things are going and to soak up some ambient gold from the Carry. You don't always have to fight on the lane but it's good to give your Carry or Captain a chance to shop or recover. Don't stay too long, make sure you have the farm spawns timed. If you're not farming , then your losing. Also this stops enemies from stealing your farm and out running you. Just like the Carry don't over extend in the early game. The worst thing you can do for your team is to try and secure a kill only to die yourself. Why you ask? Because it's much more than just you dying, most likely the enemies will Rob your farm then move to 3v2 in the lane. If they kill the Carry, most likely the turret will fall. So your death trying to secure a kill cost you the game, because the bounties from your team deaths+ the farm they robbed+ the turret kill= snowball. Think of every engagement as the one that makes or breaks the game, as it most likely is. But does this mean you should be afraid? NO not at all :) use this formula for much easier games. If you catch a Carry alone in the jungle, destroy them. If you catch a Jungler in your territory, destroy them. If you see a Captain, ignore them till everyone is dead. Easy right? Remember that the other Jungler is thinking the same thing, so make sure to keep your eyes on him in team fights. Always check the scoreboard and build appropriately. Half Captain/half Carry remember? Balance is how you achieve victory. Also don't force your team into bad situations. A good team should follow the captain. If you dive, one of two things will happen. One: your team won't dive with you and you die. Two: your team dives with you and you have a chance to win but a bigger chance to lose. Timing and coordination is the key. Once you hit level 12 and have fully built , now is the time to shine. Be the ace in the hole so to speak. When your team initiates a fight, shine like a bright star and show them why you've been in the jungle so long ;)

Build notes Top

Any defence item should be switched if the enemy isn't using that type. Metal coat should be changed to Aegis if your opponent is CP. Aegis should become Metal coat if your opponent is WP. Joule is a nightmare as WP. Attack speed is a priority as this allows her Thunderstrike (B) to cool down extremely fast. You'll be swinging every second or two. This coupled with the fact that Joules attack speed scales with level, and she is blazingly fast. On hit affects can become ridiculous when using things like:(Poison Shiv, Aftershock, or serpent mask) Fleeing isn't recommended unless using Rocket Leap (A). If you have to flee I've found the moving at a diagonal angle is best. So you can turn your sides and front toward damage when trying to flee. I've had much better success than hoping for the best.

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