This build is a WP build and its centered around damage. More and more
Krul players are heaping on attack speed and honestly, that isnt as viable as building on damage too.
Krul is a beastly late game monster who can turn fights just by hitting people and being around dishing out damage. His skill set allows him to close gaps, heal himself, burst down heros, gain health barrier, stun and slow. This includes his passive,
shadows empower me, too. Against a melee comp, krul becomes king but gets kited so easily its funny.
About
Krul
Krul has alot of late game potential. He can gank really well and is king of long teamfights. Pair him with high sustain protectors who can tank up really well.
Skills
Shadows Empower Me (Passive)
One of the best passives in this game. Try as much as possible to wait in a bush for 1.5 seconds for this passive before ganking or initiating fights. This passive gives you a speed boost and a slow on hit. Usually, after you get this passive off on the enemy laner, use your other skills for gap closing or finishing him off.
Dead Man's Rush (Skill A)
This ability is one hell of a skill. Although it has recently been nerfed, it is still a great skill. It gives you a health barrier upon use and is a good gap closer. It deals 160% weapon damage on hit too so it synchronises well with damage items. It also applies on hit effects so it can proc crits or slows. This means
Dead Man's Rush can proc
Shiversteel and
Frostburn slows as well as crits. I max this skill first to take advantage of the 160% weapon damage boost but if you want to play safe, max out
Spectral Smite first.
Spectral Smite (Skill B)
This is the bread and butter skill of
Krul. Every basic attack you land on the same enemy grants you a stack of
Spectral Smite. Every stack of
Spectral Smite grants you lifesteal on hit based on a percentage of your damage. You can detonate the stacks whenever you feel like it to deal huge burst damage that increases with every stack of
Spectral Smite. Detonating the stacks also grants you health based on the number of stacks built up. Make sure to always use this skill in fights, not just to secure kills but to heal yourself and also lengthen teamfights. This skill can allow you to solo kraken and gold mines after building sufficient tank/attack speed/damage items. Make sure to constantly stutterstep to build up stacks fast!
From Hell's Heart (Ultimate Skill)
This skill can be used as an initiation in teamfights or for catching up and finishing off fleeing enemies. The stun duration scales with distance so bonus style points if you manage to land it after screwing up the first time. Try to time it such that you can stun the carry for 2 seconds or disrupt channeled ult. If you manage to catch someone with the sword when its returning to you, then good for you because it means a long *** stun lockdown.
Skill upgrading
When starting out the game, i normally get a skill point in
Spectral Smite for the lifesteal. In 1.19 roamers do not get as much healing from ironguard contract as usual, meaning they tend to die faster. if i play
Krul i try to help out my laner by taking the first hit on the back camps, allowing them to stay relatively at full health.
Spectral Smite one backcamp minion for health and the healing minions will do the rest of the job. Once i hit level 5, i tend to skill-skip. Meaning you don't upgrade any of your skills at level 5 and wait until level 6, allowing you to upgrade
Spectral Smite to level 4 and
From Hell's Heart at the same time.
The Build-Items
Early Game
Now, let's talk about the items. Because we are going more damage in this build,
Sorrowblade is a must for the huge amounts of damage
Krul can dish out.
Krul is somewhat attack speed reliant so rush that
Blazing Salvo early. This really helps when you're stutterstepping and focusing down their carry.
Mid Game
Next come the defences. This is situational but i prefer getting an early
Reflex Block to block ultimates and stuns. Work for it at about 3 to 5 minutes into the game and preferably at about lv 5. Then comes the
Minion Foot. Don't look down on this item. Crits can seriously buff your damage, allowing you to dish out crazy damage in a few hits. This synchronises well with your
Sorrowblade so this is definitely a must. Now, alot of people tell me, why not go for the
Tornado Trigger instead of
Tyrant Monocle? Well i prefer to heap on the damage and make the most out of the
Sorrowblade. You already have enough attack speed from the
Blazing Salvo which you will build into a
Breaking Point.
Late Game
Now of course, you start to consider your next defence item. Are they stacking on CP or WP? If they aren't stacking on CP consider getting
Aegis as well as
Fountain of Renewal. If they are stacking WP, consider getting
Metal Jacket and
Atlas Pauldron. The late game is when you shine like a pair of freshly shaved ball sacks so finish up those items and go ham on the other team!
Situational Items
Some items can be bought depending on your opposition. If there is a
Joule or the enemy are stacking armour, get a
Bonesaw to shred their high armour.
Tension Bow is good against low health enemies and can burst them down efficiently. Defences are always situational depending on your enemy but I wanna talk about the
Shiversteel. This bad boy slows enemies on hit and can be proc-ed by your
Dead Man's Rush skills. This item has huge synergy with
Krul but i only get it when the enemy does not have much escape skills like
Petal's jumps or
Glaive's
Afterburn. 1.19 brought about some really new fashion: new shoes!
Halcyon Chargers help keep your energy up in teamfights and can be a good item if u find yourself using up energy too fast. Of course i still prefer the traditional journey boots for the extra speed it offers but the other boots offer alot of utility too.
CP Build
1.19 sees the massive boost of CP ratios. Increased healing and damage give us a reason to use CP
Krul. Since
Krul's CP ratio has been buffed recently, CP is a viable track for him.
Aftershock decreases cooldowns and provides lifesteal after using a skill. This synchronises very well with
Krul.
Alternating Current gives
Krul attack speed and allows him to deal constant damage.
Broken Myth boosts his damage considering that
Krul can survive very well in fights.
Frostburn gives
Krul extra stickiness and paired with
Alternating Current,
Krul becomes a walking
Shiversteel.
Eve of Harvest gives
Krul extremely disgusting lifesteal and can keep him alive in fights. Items are all up to your imagination so build them according to how you want to play CP
Krul. However, the AC and AS are core on CP
Krul.
Roam Krul
I personally DO NOT ABSOLUTELY FOR THE LOVE OF GOD SWEET JESUS recommend you to play roam (ew)
Krul because he is so much more effective else where. However if your teammates were ****s then roam it is. warhorn is a great item on
Krul given the gap closing mechanism it provides.
Fountain of Renewal,
Crucible,
Shiversteel are standard roam items on
Krul. Get one attack speed item like
Bonesaw or
Breaking Point to keep yourself alive in fights and still dish out damage. But please, never go roam
Krul if you can help it. (Post 1.19 update):
Stormcrown can be an alternate source of damage since the change of warhorn into a boot allows for an extra slot.
Breaking Point is also viable if you find your fights being extended for a long time.
Now, lets proceed to talk about
Krul's allies.
Krul synchronises well with quite alot of heroes, especially those with stuns, slows, health boosts or speed boosts. Be it roamers or laners,
Krul can pair well with alot of heroes to pull of amazing kills and aces. First, I'll be listing the best roam buddies of
Krul, then laners who can pair up really well with
Krul.
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This dude is the best support to pair with
Krul in my opinion. He can give
Krul a health barrier, deal damage and the best part of this guy is his
Gauntlet. What an ult! It synchronises so well with
Krul, allowing krul to go ham on anyone caught in the
Gauntlet. Better yet if they get stunned! More pre-death damage means a quicker death. Try to pick an
Ardan,
Krul combo because these guys are virtually unstoppable if played well.
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Fortress is such a good support paired with
Krul. His skills allow him to boost
Krul's speed as well as slow enemies for
Krul to finish off.
Truth of the Tooth gives
Krul and
Fortress a speed boost that acts as the perfect chasing mechanism. It also provides lifesteal, making
Krul all the more unstoppable. When used properly with
Shadows Empower Me and
Dead Man's Rush,
Krul can have 3 speed boosts to chase up to the enemy hero.
Law of the Claw is also a huge benefit to
Krul, as it slows the target upon hitting it 6 times when overdrived. This is certainly a huge benefit to
Krul since
Krul loves speed boosts and slow enemies. I recommend picking him to pair up with
Krul or banning him if you decide to go for another roam, seeing as
Fortress' mortal wound from
Law of the Claw decreases
Krul's lifesteal.
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Another roam with the perfect skill set that works super well with
Krul, is definitely
Phinn.
Phinn's skill set allows him to punish ballsy play by the enemy team as well as provide a way of bringing enemies into
Krul's range. A great counter to range heroes,
Phinn can make use of
Quibble to slow enemies and deal huge damage in the early game, as well as stun them when overdrove.
Polite Company is a skill that makes
Krul tankier and brings enemies towards
Krul. A gap closer and a buff, what more can
Krul want? Of course
Krul wants another gap closer as always and thats exactly what
Phinn brings to the table.
Forced Accord drags heroes who would otherwise kite
Krul to death right into
Krul's lap. This skill annihilates rarnged heroes who are extremely squishy or need good positioning. It throws them right off and when combined with
Quibble and a farmed
Krul, your ace is gonna come by real quick.
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Another great hero to go with
Krul. While
Adagio is more viable in lane, he can still be played as a great roamer whose skill set greatly benefits
Krul.
Gift of Fire can heal
Krul as well as provide a slow which benefits
Krul. The heal plus
Krul's lifesteal is gonna be a huge help in tearing apart the other team.
Agent of Wrath buffs
Krul's damage and when
Adagio buys a couple of cp items,
Krul's damage output is gonna be insane. And, last but not least, comes
Adagio's ult,
Verse of Judgement, which when used right allows for a long *** 2.2 second stun lockdown, allowing
Krul to go ham on the opponent's faces.
Adagio roamers whould try to get one cp item amongst all the defence items and i recommend
Frostburn, since it synchronises well with
Adagio's skills.
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Last and the least, comes
Catherine. While her crowd control abilities are unparalled, her skill set does not synchronise as well with
Krul compared to other roamers. However, because her crowd control is so damn good, she can set up amazing plays for
Krul.
Blast Tremor can be timed well to prevent enemy supports using
Atlas Pauldron on
Krul, saving you from the shame of watching your attack speed drop to that of a potato.
Catherines who support a
Krul should aim to get warhorn instead of
Contraption. Also keep in mind that
Catherine is one of the squishiest supports without her bubble.
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Ok, let's admit,
Lyra is some broke *** hero. I'm scared of her. Her skills offer so much utility and teamfight presence that she is currently one of the top picks and bans. She can heal, slow constantly, silence dash skills, teleport, provide move speed and basically **** on the other team. Paired with warriors, strong laners or low mobility heroes, she is basically unstoppable. She has huge synergy with
Krul, healing him in fights, providing move speed to catch up with his prey and also allow him to instantly get onto the enemy team's laner with her
Arcane Passage. She can create a CC vortex
Bright Bulwark that almost reaches the entire width of the lane and can trap or single out enemies. It is a strong pick to protect turrets and allies. Lyra's Heroic Perk,
Principle Arcanum and
Imperial Sigil gives her fantastic harass potential and once she hits level 6 you can forget about ganking. Her sudden initiation potential constantly places enemies in a fear of sudden initiation and their carries being bursted down instantly. Her
Bright Bulwark counters and shuts down alot of heroes, including
Krul because he becomes unable to use
Dead Man's Rush for a health barrier, gap closer and extra damage. Furthermore, her kit allows her to kite and keep
Krul away from her allies, so i recommend banning her if planning to pick
Krul or pick her to roam for
Krul. Actually, banning her all the time is a good idea, seeing as how she counters about 50% of the heroes to a certain extent with just one skill. This is one scary woman.
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Lance is a pretty strong hero in the early game. He has a root ability and and peel or knock enemies into
Krul, which really helps. He has great mobility with his
Combat Roll. He is also pretty tanky with his
Gythian Wall with its damage reduction. His early game damage and harass abilities allows him to keep enemies away from
Krul, allowing
Krul to farm in peace. With his ability to root multiple enemies as well as knock them into
Krul, he is quite a good roamer to pair with
Krul.
Lance synergises with alot of other heroes that need heroes to stay still *ahem joule skye, and can help peel heroes easily.
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Laners
Alright thats our roamers taken care of. Let's proceed with the laners. Choosing you laner is important because different types of laners affect
Krul's playstyle, determining whether he should be playing around the laner, or let the laner play around him. Let me explain by giving you a few examples.
Laners That Are Weak Alone
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These laners have slows, stuns, or are just super strong, but they need the farm. On their own or in the early game, without protection from the team, these guys are gonna get busted real hard. If you play
Krul with these guys as your laners, dont worry that you might lose the game. Get your defence items early and in teamfights, play as a second body shield for them alongside your roamer. They need a safe vantage point to use their skills or unleash their horrendous damage so you being a meatshield for them really helps. These laners scale well into the late game but are paper thin so team coordination is crucial. |
Laners That Are Independant
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These bad boys can take care of themselves well enough. They deal HUGE damage and can play around
Krul.
Ringo has had a long history of synergy with
Krul and
Adagio has huge teamfight presence.
Adagio and
Krul can make great combos through the healing, slows, and damage buffs.
Kestrel can make use of her long *** stun to setup a great teamfight that will definitely go in
Krul's favour. With these guys as laners,
Krul can play more aggressively. and get his damage items earlier. |
1.17 update
1.17 update is here and there's not much changes to
Krul directly. Indirect buffs include the slight damage increase for
Breaking Point,
Fountain of Renewal and
Flare Gun speed buffs. Overall nothing to say. Looking good so far!
1.19 update
1.19 update sees the huge buff of
Krul's cp abilities. his smite now deals increased damage and a ton more healing. recommend
Alternating Current,
Frostburn,
Eve of Harvest for a little fun :) Added threats for
Lance and
Lyra and added them to roam synergy section
1.20 update
1.20 is out and
Krul has not been changed directly in any way so nothing much to talk about.
Bonesaw has been nerfed pretty bad and the
Petal meta might not be good for
Krul, seeing as she kites him easily. Overall nothing much to say because
Krul isnt actually directly affected much.
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