Lance as Captain (Update in Progress) by TheMinuteman

Lance as Captain (Update in Progress)

By: TheMinuteman
Last Updated: Jul 4, 2019
29 Votes
Build 1 of 1

Lance

Build: Basic Path

Ability Path

Partisan's Technique
Heroic Perk
Impale
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Gythian Wall
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Combat Roll
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Threat Meter

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Threat Hero Notes
1
Catherine Captain - Knock her away from yur team and crucible her ult
1
Celeste Carry/Jungle - Celeste does massive backline damage, but trigger War Treads to engage onto her, root her, and watch her die.
2
Krul Jungle - You hard counter him, and stun or push him away when he engages. Atlas Pauldron him ASAP, but try to body block his stun when your teammates do not get Aegis.
2
Skaarf Carry - Focus him first. Apply early game pressure to prevent him from getting powerful late game, and root him at start of teamfights. Pick fights around Jungle tribush, so you can stun him out of Dragon's Breath.
2
Baron Carry - Easy root. Take out first. If crystal, crucible Ion Cannon, as it will do massive damage.
2
Grumpjaw Jungle - Atlas Pauldron him and stun him if he swallows your teammates. VERY WEAK right now. No biggy.
3
Ardan Captain - While his vanguard makes it hard for you to land roots, your roots will prevent him from moving, if your carries can 2v2 his. Otherwise, focus his teammates, and stun him when he is dropping Gauntler.
3
Lyra Captain/Carry - Nerfed so much, Lyra's main kit are Bright Bulwark and her heal. Either surprise engage, or wait for her to use Bright Bulwark to engage. Knock her teammates out of the heal. UPDATE: She no longer has that early game harass ability, so you should be winning this matchup.
3
SAW Carry -When ganking, root and burst as fast as possible. Knock him towards your team. Late game, disengae until he runs out of spin up, and then focus him first.
3
Petal Carry/Jungle - As your basic attacks proc on all her minions, position your self so that you will kill all her minions easily. Usually, you will want to focus her second, unless she is Carry and has tanky Junglers, like Glaive, Joule, or Rona.
3
Baptiste Lane/Jungle - His stuns are very annoying, but not that big a deal. You should crucible his ult if there is no major cc on his team. Overall, very easy to play against as Lance: tank his vials, and your CC should make sure that this very slow hero cannot run away.
4
Ringo Carry - Do not let him kite. Root him, focus him, and stun him when uses Twirling Silver or Hellfire Brew.
4
Glaive Jungle - Usually, a Glaive will afterburn-engage. In this scenario, you need to stun him with Gythian Wall before he knocks your teammates out of position. If enemy team has excellent vision, watch out for sneaky over-wall Afterburns, and Atlas Pauldron.
4
Reza Jungle - A very one dimensional character, none of his abilities look like they can do anything against a good, solid stun, like Gythian Wall. He might do some damage, but then you can lock him out of the teamfight.
5
Lance Captain/Jungle - Focus his teammates. But, if he is in a position to cancel one of your teammates' ults, knock him away.
5
Rona Jungle - Typically, Rona will do very well into compact team comps. However, you have the Gythian Wall ability, which will help you immensely. A typical Rona will engage with Into the Fray or/followed by Foesplitter. If this happens, stun and Atlas Pauldron her, and quickly burst her down. If she engages with Into the Fray+ Red Mist, do not stun her, but push her away from both you and your teammates, and focus her carry.
5
Ozo Jungle - Stun him out of his Acrobounce, or he will nuke your team. If your teammates do not get Aegis, Crucible his ult, and he will die easily, being out of position. Make sure either your Carry or Jungle gets Poison Shiv, but if they are both going crystal, you can get Poison Shiv as your last item. This will greatly nerf his passive, Carnie's Luck, which usually makes him very tanky through unstoppable healing. NEW: He is very in meta right now. YOU NEED POISON SHIV ON YOUR TEAM.
5
Churnwalker Captain - Churnwalker is kind of OP, as most new heros are. He does too much damage for a Captain, but you still have to focus down his allies. Then, he's squishy. With luck, the Churnwalker you meet will suck - most of them do.
5
Inara Jungle - Okay, she's mobile in the jungle, and I assume she's supposed to be very bursty, but she is either genuinely bad enough or hard enough that she is out of meta enough for the majority of the ones you meet to not be very strong. By that, I mean I have yet to meet one.
6
Alpha Jungle - Play closely to your team to minimize her effect. While she has AoE affects, stun her after she engages.
6
Joule Jungle - Even though she is out of meta, watch for Joule, she does quite a bit of damage. When you see it, stun her out of Rocket Leap, and try to catch her out of position.
6
Vox Carry - Put down massive early game pressure or he will bounce your team to death late game. He is extremely mobile, and his silence is devastating.
6
Samuel Carry/Jungle - Since you want to play compact, his empowered Malice and Verdict is deadly. Crucible his ult, and knock him out of Drifting Dark.
6
Phinn Captain - Phinn is dangerous late game, with his stun devastating your compact team, but you should be stronger early game. Play aggressively early game, and crucible Forced Accord.
6
Kestrel Carry/Jungle - Kestrel is very mobile but also very squishy. Focus her first. Do not Impale unless you can absolutely land it. I prefer using Combat Roll+ Gythian Wall. If weapon, Atlas Pauldron her because she will do massive damage.
6
Flicker Captain - As Flicker tends to have a very strong early game, our best option will be to purchase and put down massive amounts of Flares and Scout Traps. Try to hold out your turrets past 15 minutes, at which Flicker will start to weaken greatly as a Captain. Prioritize Contraption as your second or third item, as you will want to have it by 15 minutes.
6
Grace Roam/ Jungle - SEMC is coming out with a lot of stun heroes right now, which means Lance is getting less unique. She's quite new, so I'll keep tabs on her as I play. She seems very dangerous for Lance right now. If needed, Crucible her stun, and get poison shiv on your team.
7
Idris Carry/Jungle - If weapon, do not root, stun when he jumps off of your teammates, and burst him down. If crystal, he is far less mobile.
7
Reim Jungle - This little old man will destroy you with Winter Spire and fortified health. Focus his carry first.
7
Fortress Captain/Jungle - Despite being out of the meta, Fortress is still a very formidable opponent for Lance. As his abilities grant bonus move speed, do not engage with Impale, as you will likely miss it, and it will result with you out of position. Play conservatively in teamfights, and use your items smartly.
7
Anka Jungler - Anka is basically a mix of Koshka and Taka. Slippery. Bursty. Annoying. If you DO root or stun her though, your teammates should be able to blow her up.
8
Taka Jungle - Taka is very annoying. If he jukes your stuns, then you can't really do much against him. He dodges your stuns. EDIT: Given how weak Taka has gotten, I've bumped him down.
8
Blackfeather Jungle/Carry - Blackfeather will be able to dive right past you. If against a Blackfeather, try to force fights in your own jungle, so that you have an advantage in your Crystal Miner. Stun him as soon as he engages, and Atlas Pauldron him.
8
Malene Lane/ Jungle - This is probably biased from playing other heroes as well, but Malene is incredibly annoying to fight. It's annoying how she can vanish and run away, but realistically, you can probably beat her. You're Lance lol.
8
Kensei Jungle - Initial evaluation so far is that Kensei is incredibly tanky, has decent mobility given how he can dash to people with that sword of his, and does enough damage to threaten you. But you're LANCE. That means you should destroy most everyone (terms and conditions apply).
9
Koshka Jungle - Dives hard, does massive burst damage. Stun her as soon as she jumps out of position. EDIT: she is now much more mobile than Taka, and thus more dangerous. Rating has been updated to reflect this.
10
  No Threat

Introduction Top

Hi, I'm TheMinuteman and it's great to be back. I specialize in Roam (Captain) heroes, and as Lance was one of the most solid roam heroes I have played, he's been my go-to Roamer. Lance excels in the early to mid game, and allows his team to establish an early lead. His shorter cooldowns late game help very much in maintaining that lead. While he does not fall away in late game as other Captain heroes - such as Flicker - do, he certainly does not scale into the late game the way that Phinn or Catherine do. This guide will focus on establishing the basis for using Lance as a captain hero and how his build will enable him to keep his teammates alive. I'm only just now getting back to Vainglory, but Lance has been solid in 4.0.

Lance As Roam Top

Lance is currently one of the best Captain heroes in the game. The purpose of a Captain is to help keep his teammates alive as they engage against the enemy team. The captain is often relied upon for several key roles.

- Healer- All three healer heroes are viable Captains. Healing provides sustain for the entire team, and gives the team a higher effective health base than the enemy. Without innate healing abilities, the healer typically has Fountain of Renewal that he/she/it triggers as the team is low on health.

- Initiator- Often the Captain hero is called upon to initiate a fight with his/her/its CC abilities. Most Captain heroes have these, as in Lyra's Bright Bulwark, Ardan's Gauntlet, and, in Lance's case, Impale and Gythian Wall.

- Protector- Lastly, a Captain must protect his teammates. Whether this is using his innate abilities, or by using items, he does this by debuffing the enemy, blocking team-wide abilities with Crucible, providing vision, and by helping his team reposition.


Lance's abilities have massive CC potential and team utility. His Impale ability roots enemies in place when landed. His Gythian Wall pushes enemies away, and also stuns enemies when they are pushed into a wall. Lastly, his Combat Roll allows him to rapidly reposition to help his team, and also gives him immense mobility. Also, Lance's passive allows him to hit multiple enemies at once. This procs well with Shiversteel, and provides CC with every basic attack, useful against certain heroes, such as Skye or Vox.

Lance's Kit Top

Partisan's Technique


Partisan's Technique
Slot: Heroic Perk

Lance's basic attacks damage every target along their path. However, his attacks are slow to land and attack speed is less effective on him.

Instead of energy, Lance uses stamina to activate his abilities. Purchasing items with energy and energy regeneration increases his stamina and stamina regeneration.
  • Max Stamina: 100 + 30% Max Energy
  • Stamina Regen: 25 + 50% Energy Regen

Partisan's Technique also allows you to hit mutiple enemy heroes or minions at one time, meaning that you can stack multiple Shiversteel hits, or cause multiple mortal wounds. This gives Lance incredible utility. However, in exchange for this amount of OP-ness, Lance's attack speed is VERY slow. Be sure to watch your positioning, and do not get attack speed items. They're useless.

Impale


Impale
Slot: A

Lance lunges forward and strikes through his opponents, dealing weapon damage and rooting them in place (max 1.6s).
  • Overdrive: At max rank, ths ability also resets the cooldown of Combat Roll if Lance hits an enemy.
  • If this attack hits at least one enemy, Lance will immediately recover from the ability.
  • Deals reduced damage to minions.

Impale is how you, as a captain will be able to initiate fights. When you land impale, it does a moderate to insane amount of damage depending which part of the game it is in (early game Impale does massive damage). This is a very important ability in that landing it roots enemies in place, preventing them from repositioning. However, should you miss, or your Impale be blocked, then you will be out of position and will likely take massive damage before you recover. I prefer not to overdrive this ability because it does not have the same upside as the other two. Also, Lance can Impale through walls.


Gythian Wall


Gythian Wall
Slot: B

Lance smashes enemies back with his shield, dealing weapon damage and also stunning them if they collide with a wall or structure (max 1.6s). Afterward, he holds his shield steadfast, greatly reducing incoming damage from the target direction by up to 90%.
  • Overdrive: At max rank, Lance ignores all negative effects (from any direction) while this ability is active.
  • Damage reduction is 50% effective against turrets.
  • Passive: Lance strafes around the enemy he has most recently attacked. While strafing, he reduces damage from the target's direction by up to 50%.

This ability is realistically half of Lance's kit. With this ability, Lance knocks back opponents within range, and gains holds his shield so that 90% of directional damage is absorbed. Also, knockig opponents into walls will stun them. This ability, when used correctly, is very powerful. You do not want to use it just to push enemies away, even though this is sometimes fine. Usually, you will want to hold onto this to cancel say, Rocket Leap, or Dragon's Breath. Overdrive this ASAP, as this will lengthen your stun, reduce your cooldown, and will allow you to block certain abilities such as Hellfire Brew without a Reflex Block.


Combat Roll


Combat Roll
Slot: C

Lance rolls in the target direction. His next basic attack within 2s will strike quickly, dealing bonus crystal damage.

This ability complements the rest of the kit nicely. This ability allows Lance, an otherwise slow hero, insane mobility. I tend to take this as my second "overdrive", because it has massively reduced cooldown, becoming available every 3 seconds or so. This ability will allow you to reposition within battle to better land Impale or Gythian Wall. It also gives you one rapid attack with bonus crystal power, which is useful for finishing a fight. Combat Roll can also be used for escape, as Lance can kite effectively with Combat Roll+ Gythian Wall and can roll through walls.

Lance's Build Top

Spawn Shop (Early Game)




Weapon Blade


The Weapon Blade is a very nice item to pick up, and allows his team to make faster jungle rotations, making it easier to get the first gank off, and establish an early advantage. Sell this as the game progresses to make room for essential items.

Oakheart


Oakheart builds into many defense items that Lance needs later in the game. Ideally, the first Oakheart will build into a Fountain of Renewal. Additionally, Oakheart makes Lance just a little bit tankier for early game.

Flare


This Flare wil be the first vision item that you buy. Later into the game, you will want to keep buying Flares and Scout Traps, as these will help you anticipate enemy movements, and will prevent you from being ambushed.


Final Items




Fountain of Renewal


This is the quintessential item for Captains. This allows your teammates to regain a portion of their health, and will bring them back from the brink of death, and turn fights around. Everytime I see a noob Captain who does not get Fountain of Renewal, it pisses me off, so please get it.

Crucible


This item is near a must buy. Not only will this reflex block a potentially devestating skill, it can also be used to provide a health barrier for your allies. The only time when you do not have to buy this is when there is no CC or team-wide abilities on the enemy team. Otherwise, this is a must.

Atlas Pauldron


Not only will Atlas Pauldron give you armor, but it also allows you to "Maim", or reduce the attack speed, of heroes in radius around you. This is particularly effective against all attack speed-reliant heroes, such as Vox, Saw, Glaive, etc. There are very few heroes that do not rely on attack speed. These include Double-Crit Weapon Joule, Non- Troll Celeste, and very few others. Keep in mind which heroes depend on attack speed, and buy accordingly.

War Treads


This item gives you move speed equivalent to Travel Boots. However, when triggered, this will give your entire team, as long as they are close to you, sprint. This is useful as an engage tool, disengage tool, and as a repositioning tool.

Shiversteel


Shiversteel is an effective crowd control item that slows your opponents with each basic attack. This procs well with Lance's ability to multi-hit with his basic attacks, multiplying its effect. However, this should not be a priority unless you are facing high mobility targets, or just really need the lockdown. All in all, an awesome item.

Metal Jacket


Buy this ONLY if the enemy team does not have attack speed, or if the enemy team goes double weapon power. In which case, you should buy both and laugh as they fail to harm you.

Aegis


This is, like Metal Jacket, a "selfish" item, as it provides no utility for your team. Buy it only if you already have the core items needed, and stuns/ roots/ silences are distracting you from your ability to support your teammates.

Slumbering Husk


Essentially the same as Aegis in the situations where you buy it. The only times when this item is acceptable is when you're facing extremely bursty abilities, such as Big Red Button on CP Joule, which would eat you away otherwise.

Contraption


This item is really nice to have when you are trying to secure a snowball victory or when you are trying to stop a snowball. This gives you basically infinite Flares and/or Scout Traps, but only in groups of three that will need cooldown when depleted. That said, it is an essential item when playing against extremely stealthy heroes such as Flicker, Taka, or Kestrel. Scout Traps will let you see Mooncloak from a mile (technically three inches)away, instead of seeing the respawn screen.

Stormcrown


This is not an item that is particularly necessary or good on Lance. While it lets the team farm faster, and helps in taking objectives, this is not that useful, and the slot would probably be better utilized for some other item. Only buy this if you are snowballing hard.

Poisoned Shiv


Offensive items are usually very bad on Captain heroes. However, this item could potentially have massive utility. While attack speed and weapon lifesteal are more or less wasted on Lance, Partisan's Technique pairs very well with Mortal Wound, and allows you to apply it to an entire team, since you are trying to hit multiple targets anyways. Get this item when enemy team has healer or healing heroes such as Adagio, Lyra, Taka, Petal, Ozo, etc.

Shatterglass


Another offensive item, another utilitarian reason. As an item a Lance should ONLY pick up after completing the core items, the entire purpose of this item comes from the CP ratio on Gythian Wall. Having more CP means having longer stuns, so having the extra crystal power translates to longer stuns. A lot of Lances like to pickup Tension Bow in the early game. I have a particular distaste for this as it very rarely results in a gold advantage significant enough or level advantage significant enough to unbalance the waste of gold and possibility of having Fountain of Renewal or Crucible earlier (Tension Bow is useless by 8 minutes).

Playing Lance Top

There are a few thing that are really important while playing Lance. First of all, you need to land your Impale. This is the reason why Lance is a "Hard" hero to play in this patch. However, once you get the hang of predicting your opponents' movements, you should be able to land the vast majority of your Impales. In late game, a teamfight may sometimes be decided by your Impale, as it will be hard to reposition after you miss.

Secondly, you will need to keep your positioning well, remember that you have combat roll at your disposal. Try to position yourself in front of your team, but not too far. You need your team to be able to capitalize on your plays, and you need to be close enough to them to be able to help.. Be careful of when you use Gythian Wall. Try to use it to stun opponents while they are channeling an ability that could do serious impact on your team. These stuns will cancel abilities that could have caused your defeat.

Lastly, Remember the importance of your Jungler's farm. Remember that your carries will always need more experience and gold than you do. Synchronize your attacks with your team so that you get minimal CS and kills, while your Carry and Jungler get the maximum that they can. This said, it is fine if you can secure a kill on a hero that your Carry and Jungler cannot get to. Otherwise, think of the XP that you are depriving them of.

Heroes to Pair Lance With (Ban/Pick) Top

Last update, Lance paired well with virtually every hero. However, Lance has been nerfed quite a bit this update. As a result, it is more important to know when to pick him. This chapter will detail which heroes work best with Lance, and which Lance work best against

Counter Picking


Lance is a very strong pick against a handful of heroes, and is terrible against a few.

Pick Against



Control|Stun|Conquer
While Skaarf will be able to melt you if you stay on his goop. However, Lance can easily roll out of the gooop, and is able to control the early game, starving him out of farm, preventing Skaarf from being the late game power pick that he is. In teamfights, Lance will help his team dive onto Skaarf, and will be abe to stun him out of Dragons Breath.

Atlas Pauldron|Root/Stun|Focus Last
Joule is countered by Lance. Lance can prevent Joule from diving onto his teammates, and can stun her out of Rocket Leap and Big Red Button. Stunning Joule out of Rocket Leap should mean that she is out of position, and your team will be able to quickly burst her down. Crystal Joule will find it very hard to play against Lance. However, watch out for Weapon Joule. If she is attack speed Joule, then atlas pauldron her. If she is double crit, your team should probably build more armor.

Root|Stun|Atlas Pauldron
You Are His Bane
Another hero hard countered by Lance, your Impale and Gythian Wall will prevent him from diving onto your back line, and you will be able to easily isolate Krul. Remember to Atlas Pauldron Krul as you dive onto him. He depends greatly on attack speed. If playing with a team, try to get multiple atlas pauldrons in case he reflex blocks one. If your carry is unable to block his ult, crucible it for him.

Ban Pick



Sticky|Stealthy|Fast


When picking a team comp with Lance, Taka will always be a priority ban. He is able to completely evade Lance, and it is very hard to root/ stun him, especially with his Kaiten dodge. On the other hand, if you can secure it, Taka works relatively well with Lance in an early game/ snowball comp. In the case that you do end up against a Taka, be sure to establish vision in your tribush, jungle shopbush, and in the bush mirroring the lower treeant. You will eventually want to get a contraption for vision, and if it is CP Taka, you might want your teammates to buy Slumbering Husk to negate his massive burst.

Ouch|Tanky|Sticky


Whenever I'm playing with my team, I always find Alpha as a safe ban. She is very tanky and has high DPS, especially in the late game. Even though she is not particularly good against Lance, this is the "comfort pick" of banning. If you do end up against her, be sure to get multiple Atlas Pauldrons on your team, and focus the Carry first.

Fast|Bursty|Early Game


Koshka is nearly as strong against Lance as Taka is. She is probably the single strongest Jungle hero in the first 12 minutes, and it is very hard for Lance to land Impales on her due to her movement speed. Like Taka, she also pairs well with Lance. If you play against Koshka, you might want to prioritize getting Contraption in order to halt an inevitable snowball. You will want your teammates to get lots of shield too.

Sticky|Mobile|Sustain


Another painful assasin, and another case of "Lance can't protect his teammates. DO NOT try to Impale. You will not be able to Gythian Wall if he dives your teammates, and if he focuses you, out of position, you are probably dead as well.

Burst|Mobile|Late Game


As Vox is getting back into the competitive meta, he has become one of the best WP Carries in Patch 2.2. He brings massive burst, in the form of crit, and mobility to dodge Lance. His heroic perk allows him to hit your entire team, particularly damaging against a compact team comp like a typical team with Lance in it. He does work well with Lance, but should he be on the enemy team, either let him fall out of position, or roll up to him. Stun him, Atlas Pauldron him, and if your team is well coordinated, activate War Treads so he has no escape. As Vox is a late game hero, make regular rotations up to lane to gank him, and put him at a gold and level disadvantage. Remember to Crucible his silence.

Lance's Teammates


In the Jungle


Early Game|Fast Engage|Positioning

As another powerful early game carry, your goal will be to make as many early rotations as possible. You will want to push for turrets in the first 5 minutes, and take the 3rd turret by the time Kraken spawns. To help with this, keep buying flares and scout traps, and push your vision line forward as you advance, to track the movement of the enemy team, and to prevent them from getting a foothold in the game.

Early Game|Stealth|Burst


Similar to Koshka, Taka is a powerful early game assassin. While not nearly as bursty in the early game, Taka's stealth brings more surprise engages, and he falls of less late game. Your goals will be similar to those of Koshka, but you will have a larger timeframe to accomplish this.

Lifesteal|Slow|Sustain


As the single highest sustain hero in Vainglory, not only does he gain fortified health, but Krul also regains health by smashing a sword over his opponent's head. He is extremely effective and tanky when played right, and can 1v3. There are a few things he does struggle with, however, such as early jungle clear. With his high base attack stats, Lance should pick up an early weapon blade to help Krul clear faster, level up, and get to the lane after the first rotation, after which he can wreak havoc. Also, Krul sometimes struggles to get on top of opponents. Lance remedies this by getting Shiversteel, and his Partisan's Technique allows him to slow multiple opponents at the same time, making it easier for Krul to pick up kills, and making it next to impossible for opponents to run away from him.

Tanky|Sustain|Frontline


A tanky Jungler, Rona will help you soak up damage, and wreck the enemy team in the process. She deals massive damage, and also causes mortal wounds with her specials, making her extremely effective against healing heroes. However, she does struggle to get atop more mobile heroes, which is where Lance comes into play. With his root and stun, he makes the going a lot easier for Rona.

In the Lane



Burst|Crowd Control|Late Game


A powerful late game hero, Lance can help Vox reach his late power spikes, and in time to demolish the enemy team. With his short cooldown CC, Lance is also able to keep opponents close together for Vox to whittle them all down or to land a triple silence.

CP Poke|Peel|Sustain


One of the best hero combinations in Vainglory, a Crytal Skye is every more powerful when paired with a Lance Captain. When playing with Skye, your main goal is to be an impenetrable wall in front of her, making it easier for her to poke enemies down, and to knock back all who try to engage onto her. Beware of assassins though.

Poke|Sustain|Burst

Rather interestingly, Samuel blends both sustain and burst damage. He throws Malice and Verdicts with massive Area of Effect damage, and sustains through innate lifesteal. Similar to Skye, you will want to march in front of him, and provide a wall from behind he provides massive poke damage. However, Samuel moves faster in linear paths, so be prepared to mirror his movement.

Basic Tips Top

1. When farming, try using the Impale + Gythian Wall combo, as it should bring jungle minions to just about low enough for your Jungle to kill using basic attacks.
2. As a Captain, always let your teammates pick up the kills (hero and minion). The only exception is if you are low on health, and they have both full energy and health, then you can take a treeant. Doing otherwise will deprive them of both XP and Gold, putting you at a disadvantage.
3. Make note of when the enemy team will be rotating to lane. As you finish your first jungle rotation, be sure to communicate, via pings or other, that you are rotating up, or that he might be ganked. Make regular rotations up to lane to help your Carry push, move vision, and establish a gold lead.
4. Do not be afraid to use your abilities while farming. Lance's abilities have fairly low cooldowns, and he does not run on energy, so farm faster, no worries.
5. Practice Combat Rolling and Impaling through walls. Not only will this make you look cool, but this will be very useful when you are trying to engage or escape.

Needs Work, I Know Top

This is my first guide, so I will need to work out a few problems, I know. For the past month, I have learned a lot by writing this guide, and not to brag, but I worked my *** off. If you enjoyed it, please vote, thank you! If you can help me or have a suggestion for the guide, please comment. Other than that, thank you for reading my guide, please feel free to add me, IGN TheMinuteman.
EDIT: I'd like to thank the staff in featuring this guide in the Guides of the Week and helping me in getting/giving back to the Vainglory community.

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