Initiator Joule: Shred and Kill Top
Normally, Warriors would do heavy melee damage. However, because joule is effective at any range and with any build, I was experimented for a perfect hybrid build. This is what I got. It counters all of joule's weaknesses including Catherine players. This also makes her a team player meaning she is at her best when with her team. This doesn't however mean she's useless on her own like fortress. She can hold her own in a solo brawl and a teamfight. By shredding the enemy's armor and shield, you and your team can unleash devastating damage with both weapon and crystal power. This build even has good synergy with Joule's abilities. Thunder strike pierces 20% of the enemy's armor and shield on contact. Combined with your items, you can pierce through 20-40% of the enemy's defenses. This renders a defensive counter build against your team useless. Then, your jump will be even more terrifying than it already is. If it hits, not only will u deal a significant amount of damage, the stun gives you time to shred defenses. The rocket leap, like Catherine's stun, can also be used as a ping for kill this enemy. While the enemy defenses are down your teammates can take it from there. Lastly,your laser will be effective always. No amount of shield can help against a broken myth. And even if they do survive, their health will be so low you and your teammates can just rush in for the kill. This means your allies won't have to focus on shredding the enemy defenses. You and your allies can focus on adding other items that may help you keep up the momentum.
Initiator Joule: Pros Top
You barely have any weaknesses among the other heroes. Most of their threat levels compared to other builds are reduced to half. Also, this makes use of Joule's devastating area of effect abilities and maintains the strength of her basic attacks leaving nothing safe for her wrath. And most importantly, you got hybridism. Hybridism will bypass any defense your enemy built. This way, you don't buy sell and buy again just to counter build. This already counter builds almost anything. This helps you take down enemies like krul, saw, Taka, Catherine, or what have you. You'd leave them at a near death state if not killed them. Then your team can make the kills.
Initiator Joule: Cons Top
You damage output isn't as high as compared to just using a weapon or Crystal build and you only unleash ypir full potential in long fights or in team fights. Also, you still need time to make shields. U have to make shields after getting the clockwork and maybe some travel boots if ever the enemy has a Mage like skaarf. Most importantly, this build's biggest weakness is that like joule, it's only going to work in the late game when you or your teammates have the power to magnify the strength of your items.
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