Jungle Krul 1.20. CP, WP, Tank and tips by merpyyos

Jungle Krul 1.20. CP, WP, Tank and tips

By: merpyyos
Last Updated: Aug 14, 2016
17 Votes
Build 1 of 1

Krul

Build: WP Krul jungle

Ability Path

Shadows Empower Me
Heroic Perk
Dead Man's Rush
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2
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4
5
6
7
8
9
10
11
12
Spectral Smite
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2
3
4
5
6
7
8
9
10
11
12
From Hell's Heart
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8
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12

Threat Meter

Threat
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Threat Hero Notes
1
  No Threat
2
Ozo get a reflex against this ult and youll be fine
3
  No Threat
4
Phinn this guy means free stacks for you
4
Ardan nothing much he can do to you in the late game
4
Blackfeather barrier is irritating. and his speedboost makes him hard to kite. try to get a shiversteel and early tier 2/3 boots against him. blackfeathers normally struggle against kruls
4
Reim get an early shield. it does wonders. in 6.87 reim has been nerfed. :)
5
Alpha shes a sitting duck after her ult or if she dies. dont use your smite on her before her first death. save it for the reserve health. then burst her to hell
5
Catherine bubble woman. just be careful of her silence and reflex it if you have quick hands
5
Joule if shes cp dont get caught in that ult. try to time your stun so she deals minimum damage. get a bonesaw against her
5
Kestrel not much of a threat against krul. focus her in teamfights so she cant go invis
5
SAW sitting duck for your stun. burst him down before he gets his spin up stacks in a fight
6
Glaive strong early and mid game. get a reflex against his A skill and get enough defence to tank the burst from his teammates if he knocks you back
6
Rona she can almost 1v1 krul. almost. get the damage and armour and fight her. stun once she uses her ult.
6
Krul get an atlas to counter him
6
Taka this guy is jus a faggot. kill him. try to bring flares when fighting taka and place ur stun after his invis.
6
Lance with his high damage early game and his ability to peel you off his teammates, this guy can be somewhat irritating. the damage reduction when attacking from the front is a nuisance too.
7
Koshka early game beast. play safe if youre up against her. try to get farm and once you hit middle game youll be killing her ass
7
Vox try to gank him often and shut him down early. his slow is somewhat irritating
8
Celeste This walking contraption will annoy the hell out of you whenever you try to gank
8
Skye master of jukes. try to stun her from a bush when she least expects it. then go in and finish her off. she usually builds frost burn so try to ban her or pick her on your team
8
Fortress this guy reduces lifesteal with his bleed so beware
9
Adagio his slow is a pain and his damage scales really well. if he gets a frostburn he can kite you for eternity. be careful of this guy.
9
Skaarf this guy with a frostburn is gonna kill you. pop ur stun when he starts channelling his ult
10
Ringo Slow is annoying af. get a reflex early to block the slow if youre fast or just his ult
10
Petal beast of slows and kites. watch out if she gets frost burn
10
Lyra wow this hero is some work of the devil. her high uitily and perfect kite kit ensures a living nightmare for krul. she can heal, slow, provide move speed and most importantly silence krul's dead man rush with her bright bulwark. be really careful of her. if playing against her try to get dead mans rush right at the start of a fight or youre not gonna use it anytime soon. reflex block helps tons!

About me Top

Hi guys. This is Merpyyos bringing you a Krul build My rank resides at Pinnacle of Awesome Silver. Krul has been my main hero for a long time and ive tried out many builds on him, be it in the jungle or lane. I'd like to share my most commonly used build with you guys and I hope this helps.

About this build Top

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.

The Build - tips and items Top

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.

Allies Top

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.


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.


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.


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.


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.


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.


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.


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.

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
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
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.

The End (?) Top

So that concludes my Krul guide for you guys. Check it out anytime and see if it works well for you. I will update the guide with each subsequent game update. Feel free to leave the thumb up or any questions or add me in-game (for you SEA people) at Merpyyos. Cheers!

Author's Note Top

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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