Introduction Top
This guide is based on my experience as a Krul player. He is a very easy character to think you're good at, which I have fallen prey to more than once. Master Kruls really don't exist, but they should. Threats coming for all builds soon, as well as the hyper sustain chapter.
Old CP Krul Top
This build is bad, and needs serious updating. It will be coming soon in the New CP Krul build. This guide has Krul feature as a hard hitting crystal jungler able to become a massive powerhouse in the late game.
Krul is the best 1v1 character in the game. However, if you look at his stats, they aren't really anything special. His greatest strength lies in
Spectral Smite stacks- his opponents lose attack speed and Krul gains life by hitting them. His A (
Dead Man's Rush) and B abilities both extend his longevity massively, especially against burst damage. They (and his ult,
From Hell's Heart) also have good crystal ratio. This build makes great use of that.
Around lv4 in early game, a Krul starts to emerge as the dominant jungler. He will win any fight if he's not ganged up on, and can fearlessly roam into the opposing jungle. This build is not as good at that. In the early game, you'll be running away from other Kruls and occasionally Glaives a lot, so get your
Travel Boots before any other t2 item besides
Blazing Salvo which is needed to keep up the aggression a little bit. You'll be weaker than a normal Krul build, and it will probably look like you don't have a definite build. It's OK to fall behind in kills, they're normally made up (1-3-1 to 15-5-7 is a typical score change from early to late game). The important thing is to get as much farm as possible. Opt out of counterattacking enemies to tank a few hits and take an extra minion. Getting lv6 by 5 minutes is a good sign, but after 6:30 is a pretty bad one. The entire game will focus on you outleveling your opponents to deal with lack of offensive items in early game. Don't be involved in teamfights if you can't end them within 30 seconds.
By now (lv7-8) you'll have finished building your utility set (
Travel Boots,
Blazing Salvo, and
Clockwork) and are ready to make your
Frostburn. This is where players notice there's no chance of you building a standard item set. Most Kruls opt for
Shiversteel to be stickier in chases, but
Frostburn is easier to use, more frequent, and almost completely unnoticable. Opponents won't know why you're catching up to them, only that you are even though they have boots. Finish the
Frostburn and
then do your
Journey Boots. You will begin to make enough gold to get your
Alternating Current extremely quickly once you get that 100 CP boost from the
Frostburn. However,
KEEP FARMING! You need to max out the
Dead Man's Rush before the increased CP makes it's huge endgame impact, so farm it up and get lv11 as soon as possible. Once the
Alternating Current finishes, Krul becomes both extremely bursty and sustained damage-wise.
This is where the build gets to be strong. If you're somehow not dominating, build some defense. The
Aegis just represents an optional defensive item, though
Aegis is one of my favorites.
Fountain of Renewal is probably a better choice if you need one. However, if you have a strong need to counterbuild against WP, use
Metal Jacket, not
Atlas Pauldron; Krul already reduces attack speed. However, by this time it's usually good to build a
Shatterglass. The last spot almost always goes to a first or second
Shatterglass.
Broken Myth never works with this build; all someone needs to do is sprint and you lose the stacks. I never build
Aftershock, but that's a personal choice. It's just not necessary - Krul is so beastly by now you can kill most heroes in a few seconds. Feel free to attempt to solo the Vain. Happy hunting.
New CP Krul Top
This is a better version of the earlier CP Krul. However, it usually cannot stand up to good late game heroes, so it's glory is best shown early.
Start with a
Blazing Salvo, Krul's BFF, first. Then RUSH AN
Aftershock BY ANY MEANS NECESSARY. Aftershock has very good synergy with Krul, as it allows/assists him in a few things - increased use of his ult, use of A and B abilities twice or more in fights, lifesteal (--> sustainability), great damage against structures/jungle bosses, and reasonable burst damage. After the aftershock buy
Travel Boots and any defense necessary - I recommend health if the enemy has a Krul, good Rona, good Saw, or incredible Koshka (i.e. enemies that can ignore your counterbursting ability or just put out tremendous damage). Otherwise, counterbuild according to the enemy team's strengths, though if they have two diferent colored carries build armor as it helps in the long run. After that's all finished, make your Blazing salvo into an
Alternating Current, then make a
Broken Myth ASAP. Those three should make Krul into a jungle carry. That's where the build starts to deteriorate, because
KRUL IS NOT A GOOD CARRY. Carries (should) always get focused by the enemy team, and with that come stuns. STUNS AND SILENCES KILL KRUL. If you'll look at Krul's basic stats, Celeste is tankier than him. He has unfairly low health and among the lowest armor and shield in the game. The only reason he's a warrior and not a useless assassin is the incredible health bonuses from his A, B and Spectral Smite stacks. When stunned, Krul dies within a second. Normally, this isn't a huge deal because your ranged carry is in the back demolishing the enemy... except when you're the carry. If the enemy team has extremely inconsistent or nonexistant stuns and silences (or you're a god with
Reflex Block, Krul can carry. Otherwise, don't use this build- it's fun and a reasonable alternative, but it's an option, not a mainstay.
KRULK SMASH! Bruiser/Warrior Top
This is a fairly common Krul build, for a good reason. It doesnt work together but all of the items have individual synergy with Krul. NOTE - this is not a carry Krul. As explained in the new CP build, that doesnt really work. This is designed to make Krul
looklike a threat and be the equivalent of a second tank as a laner carry pounds the enemy from the back. Krul is a natural-born bruiser. He has limitless reserves of HP and looks like a huge threat from his ability to lock onto an enemy and go all "KRULK SMASH!" in a 1v1 duel.
"Carry": a MOBA term referring to a hero designed mainly to deal lots of damage, "carry"ing the team.
"Bruiser": a MOBA term referring to a hero that is extremely tanky but can still hit fairly hard. In Vainglory, the role of being a tank is usually forced upon the support character, even if it's a delicate Adagio acting like a normal MOBA support. Warriors usually decide to act like a carry in Vainglory, but the team functions best if: 1- the carry hits hard and kills enemies quickly, 2- the supporter brings vision, stuns, slows, silences, ally buffs, defenses, etc to the table and 3- the semi-carry/warrior/bruiser/failed attempt at a carry distracts the enemy while taking AND dealing damage as the carry kills them.
Start - as always- with a Blazing Salvo. Unlike always, don't rush items. Build an efficient early game (i.e. boots, blazing salvo, hourglass, crystal bit, minion's foot, and t1 defense item) but make sure you wont have to sell any of your t1 items. Start invading, ganking, and threatining the enemy team, as to make a reputation as a true jungle beast. Be a good Ironguard buddy, too - it helps you get the gold you need as well as foster trust within your team. Build the Aftershock first after you have your efficient item setup - but rush it then. T2 items are extremely inefficient (with a few small exceptions). Make Travel Boots, more defense if necessary (preferrably more health), then the breaking point. Continue attempting to menace the enemy. If you played the early game correctly, you will be dying in every teamfight by now. This is good- your laner should be surviving the teamfights and winning you the ace. (If you played the early game VERY well, you will be getting clean aces, which is even better.) Take a moment to revel in the fear of your enemies. Continue building - wait, the Vain just exploded. GG
Notes
-This is a hybrid build.
Hybrid builds are steaming piles of bull turds, as a rule. Bruising with a aftershock/breaking point is the only time I see them work, ever. Often, a support Glaive or Ardan will buy a breaking point to make themselves more useful in fights, while catherines, fortresses, and the occasional Glaive will go for the easier-to-use Aftershock. (I'm not even going to talk about Adagios - I've seen crazy s*** from a unsupported broken myth to a shatterglass from them, never to any effect.) Both at once starts to make a character become more of a warrior than a bruiser, but then again - Krul is anyway
-It doesn't always work out this way.
Sometimes, the enemy will pretend they're Invincible Armada and pick an unfairly good early game team, and stop your reign as king of the jungle. Occasionally, they'll play smart (or, rather, you'll play dumb) and 2v1 you because you decided to abandon your Ironguard buddy. SHAME ON YOU. Every once in a while, they'll be able to make a comeback with a strong late-game team (this happened to me - Joule/Skaarf/Ardan team took down 3 turrets in the first ace, and won on the second even though I was 12/3/5 and 2 turrets up) when the initial strength of turrets is insufficient to stop a push with a WP crit-hit carry Glaive or a Celeste. Krul was never a late game hero, and should not be treated as such. Unfortunately, some players don't know how to be a carry and suck at dealing damage.
Hyper Sustain Krul Top
This is the ultimate duelist Krul build. Added lifesteal, huge attack speed advantage (against heavy weapon junglers like Glaive, Krul will often attack three times as fast), able to solo turrets and Kraken with all of this, great defense, and able to dominate mirror matches. However, Vox and Ringo will kill this Krul, and Catherine paired with Koshka or another good crystal carry can lock him down and kill before the stun wears off. The build is vulnerable to counterbuilding, but there's no space for a
Bonesaw.
If your opponent is a Joule, Glaive, Rona, or Krul building light or heavy weapon, and the laner is not Vox, you can use this build. Otherwise, opt for a more balanced build. Start with a Blazing Salvo and boots, then rush a Tornado Trigger. Light Armor is the next priority, then the Barbed Needle. Make an Oakheart, upgrade the armor, then finish the core by upgrading to a Dragonheart. Start picking fights with anything and everything.
Notes - There's no particular strategy here, just be an amazing sustain character. Fairly fun to play, but again... brainless.
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