So, here is iCarus again, bringing you my third guide created in Vainglory.
I created my first build on Koshka when I was in Pretty Good tier, which has been selected on the spotlight (But I think it is not as good now, I might make a big revamp if I got time).
The second build is on some confusing game concepts, which a mid-tier player may experience, created when I am in Hotness tier (I realized something new now, so I'll probably change that one as well)
Now I'm in Simply Amazing tier, it is time to create a new guide.
This guide will COMPLETELY WRECK when against Pretty Good or below players, unless the user have no idea how to use Petal. It will give the user a HUGE advantage when against Hotness tier players, unless the user's skill or battlefield awareness is too weak. This guide should still offer some advantage in Simply Amazing games, since Petal is generally an awesome hero. However, I do not know how this build will hold up in Pineapple tier games, but I believe by that time you will be better than me and come up with a even better build, or I will reach it and come back to change my build.
But, still, I'm not into all the formatting stuff and all, if anyone is interested to make this guide more "shiny" and legible, I am happy to cooperate.
Special thanks to ShadowBolt, Aevari, HopeSolo, BeatZ (All above is players I play with) that helps me to improve my skill, and many experienced Petal players in the Halcyon Fold to contribute their ideas.
A Brief Summary on Petal Top
Petal got "balanced" due to the minion candy nerf (no longer buff her ult damage), and the recent BP nerf on ranged heroes.
However, she still got a few advantages which made her quite good.
1. Highest range value in the Halcyon Fold--7 meters. Followed by Adagio, 6.8 meters. The least range is possessed by Skaarf, which is only 5.5 meter.
2. Huge early game advantage--Cheap minion candies that give a huge boost to her munions, which is her main way of damage dealing early game, gives her much more time to build defensive/utility items without actually fall off in the battlefield.
3. Flexible position: As a laner she can easily farm lot of gold and carry her team, and as a jungler she can jungle really efficiently without getting hurt by neutrals.
Skill Interpretations-- I'm not small, I'm just sitting down Top
Bramblethorn Seeds: Provide an armor aura that do not stack, and a healing aura that stack up to 5 times. Forced to be chosen as the first skill.
Overdrive: A significant boost in the amount of armor and healing given by the seeds.
Yay, Pets!: Summon nearby bramblethorn seeds into up to three munions. When a seed is sprout into a bramblethorn munion, it deals damage on nearby enemy and slow them down by 1 for a short while. Some tips: Use it right after an ultimate is finished to deal secondary damage to enemies if they still stay where they are at, OR use it after the first munion is exploded to chain a 4-burst ultimate. This do not work well when CP SAW is suppressing, as the seeds will get insta-killed by his skill. This will also cause you not able to resummon munions right back after the ult is done.
Overdrive: Give a higher boost to munions' status.
Spontaneous Combustion: Explode pets one by one, dealing massive damage, turn munions back to seed form. This damage is no longer buffed by minion candies. I also noticed a slight difference between damage a high-level munion could deal is more than a low-level munion can deal from the explosion. Typically, enemies will just stay right where they are at or overrun this explosion. I noticed many players that do not move even in high-tier battles. This give Petal a great advantage to resummon her munions back and deal another 300 damage to the enemy. An alternate way is to resummon pets right after the first one explodes, which causes you to chain a 4-pet explosion rather than a standard explosion. If enemies are killed by it, it might be a good idea to use it as a health station prior to resummon them back.
Attack Order-- Or Focus Fire, they say. Top
Here is a list of "Priority One" list which you should attack first. The closest enemy hero to you gain a +5 priority rating, farthest enemy to you receive a -6 priority rating. Enemies possess lowest health gain a +3 Priority rating, and if an enemy possess the "One shot" health, he receives a +5 priority rating. Attack whoever have the highest priority rating during team fights.
If you and your teammates are working on Kraken, and a hero that cannot deal lot of damage appears, the enemy receives a +8 priority rating.
If enemies are behind Turret, their priority rating receives a -5 penalty--Which makes a half-health Turret almost always the primary target except an enemy Ringo/Skaarf presents.
Examples: If a Catherine is near and low, it makes her priority 0+5+3=8 priority rating, which makes her a more valuable target than a running Ringo (12-6=6), but lower priority than a running, low Ringo (12-6+3=9). However, during team fights, a "One shot" Catherine (0+5=5) is not as valuable as a nearby Adagio (4+5=9).
Same deal, a running, low Petal (8-6+3=5) is not as valuable as a nearby Glaive (3+5=8).
NPCs:
Small Minion: 4
Medium Minion: 3
Regen Minion: 2
Minion Mine: 0
Gold Mine: 3
Gold Mine(Critical Health): 15
Lane Minion: 3
Turret: 4
Turret(Half Health): 7
Turret(Critical Health): 18
Kraken (Half Health): 3
Kraken (1/4 Health): 6
Kraken (5% Health): MAX
Heroes:
Adagio: 4
Ardan: 6
Catherine: 0
Glaive: 3
Joule: 3
Koshka: 6
Krul: 8
Petal: 8
Ringo: 12
SAW: 9
Skaarf: 12
Taka (Without invisible/Flares Ready): 12
Taka (With invisible/Flares on CD): 5
The moral is, always aim whoever is most near you, unless an enemy that is also (quite) close to you that have a clearly higher priority rating. This also discourages chasing after an enemy--even if he is critical health0--and encourages focusing on nearer, reachable targets.
Early Game-- I'm not fear, I know I'm courage. Top
The reason why I chose to first build a swift shooter on her is because I realized it enables me to orb walk(or stutter step), as well as hitting enemies more rapidly, which causes more annoyance enemy junglers.
It is wise to follow the friendly jungler and try invade some of the enemy jungle, but fall back when necessary. Never. Ever. Ever pursue too deep into enemy jungle.
If you are jungling, your other jungler must be a tank, or Petal will not have enough protection or farm efficient enough early game, and this build did not work without a tank.
If you are laning, remember Petal's pellet travels at a much slower speed than other ranged hero's attacks (Probably except Skaarf), which means it is quite hard to control when to fire a pellet. Try stay closer to the enemy minions to allow easier controls. PS: When a lane minion's HP bar turn to lighter red, it means it will be a guaranteed kill if a hero attack that minion with auto-attack. But remember, it is possible that this minion will get killed before the hero can attack that minion.
The first two items you should acquire is Oak heart and Sprinting boots, grab a life spring, and work on your breaking point (Get Blazing Salvo first)
Mid-Game Laning-- I'll gather sunbeams Top
Try not to always keep all three of your munions alive, especially when enemy laner is SAW, Adagio, or Ringo. Instead, spread seeds around turret and summon pets when enemy laner is recalled, or when you are going to help your junglers out. They are basically energy drain and freebies if enemy laner can effectively take them down.
It is also important to be aware of your current gold amount, try go down to jungle shop when it is safe, you are high on health and energy, and possess at least 1k gold.
Being a laner means more responsibility. You should be the one with the highest level and highest gold amount in your team. A laner should also aware of the presence/absence of enemy laner, as well as the current status of jungle. Come down to your jungler's aid at the first sign of team fight, and help invade enemy side when needed. Also, it is definitely NOT a good idea to push the lane when your junglers are absent (Namely, get killed), while full enemy team is up.
A laner's first priority should be keeping the turret safe, unless the jungler is in a huge disadvantage and need urgent help from the laner (Aka: getting ganked in enemy side jungle, or is unable to regain control of their own jungle.) As a Petal, you never push the lane too hard unless only one or less enemy member is present.
Mid-Game Jungling-- Now tell me the truth... Do my munions look like onions? Top
The reverse side of laning, you should always try to keep all three munions up and always have reserved minion candies (I usually have 2 minion candies at my arsenal and replenish them whenever I got chance to)
It is vital that you and your teammate gain control of the half side of enemy jungle, at least the enemy camp around the jungle shop. Try not to chase unless you are 100% positive you will not get Ganked and it is going to be a guaranteed kill/heavily cripple enemy. NEVER tower dive unless it is going to be an Ace or you are sure you can get out afterwards with one (or more) kills added to your account. All you need to do is to repel enemy junglers and drain their wealth.
Since present munions do not sync the current level of your munion skill (i.e.: If you summoned a munion at lvl 3(munion skill lv 2), and kept it alive until you are lvl 4, then upgrade your munion skill to lvl 3, that munion will still remain its original status), so it is important (but not necessary) to intentionally kill your munions just so you can resurrect stronger ones.
Spread seeds at strategically important areas when you are at high energy level. By strategically important, I mean areas that will experience possible team fights, so you may instantly resurrect more munions, and even trap enemies. Also, the aura of the seeds provide an armor boost, this might reduce around 20% of enemy auto-attack. Sometimes, this could make a difference between being aced or ace enemies.
"Most Versatile Build" Building Order Top
The priority of acquiring items are from left to right, you should try acquire the foremost item and work on the next one. If it is a consumable, make sure you always possess some before moving on.
For example, after completed the first set (Which should be completed at the start of the game, begin work on boots. After that, make sure you always have at least 2 of candies and potions before start building Lifespring, and you should always remember to replenish the consumables before upgrading items (Unless it is 25 gold gap if you replenish consumable). After completed the second set, start work on Breaking Point(Set 3) while keeping the consumables.)
1-Swift Shooter, Potions
2-Boots, Potions, Candies, Lifespring, Blazing Salvo
3-Candies, Potions, Breaking Point
4-Candies, Flares, Fountain of Renewal (Potions rendered obsolete)
5-Candies, Flares, Shiversteel (If you have mines, sell them. They are obsolete as well by this time.)
6-Candies/Flares, Tornado Trigger
7-Flares/Sorrowblade
Late-Game Counterbuild-- Onward, Virgil! Top
Counterbuilds(Situational items) are the most vital element in Vainglory. A static build generally do not work well in all fights.
This chapter is dedicated to thoroughly explain which item to take under which circumstance, and why.
Boots: Obviously. Boots are mandatory to every hero. Purchase travel boots after you finish building your second T3 item, and build Journey boots at last.
Fountain of Renewal: A vital item to sustained fights. This item have a battle-changing ability which will save your teammates, or even yourself more often than not. I experienced too many times an enemy chasing a hero that is at critical health, ended up our hero get healed by the fountain and killed the chaser instead. However, due to the recent change, I would rather prefer a life spring first, and get Fountain as a 2/3 T3 item.
Breaking Point: Arguably the most potential item on Petal, given the fact of her long range that made her easily land strikes on enemy heroes. Note: The first strike do not give the first stack, instead, it initiates the escalation. From now on, every strike landed per every second will give you one more stack. (Meaning you can only get maximum of one stack per second, assuming you strike precisely on one second mark) The escalation timer stops when the counter drop down to zero, or after three seconds without landing more strikes.
Bonesaw: More of a support item, this is a vital item to build if no one else has build it in your team. Given to the fact above, it is easy for Petal to shred enemy armor before they can approach, making it an easy target to friendly WP heroes. Unlike Breaking Point, it shreds NPC targets' armor as well, making her damage escalate on NPC target, especially turrets and regen minions. Recommended on par of Breaking Point if enemy built armor.
Sorrowblade: 150 Weapon Power! However, BP and BS have greater utility. I would prefer get this as your last T3 item.
Tornado Trigger: Best paired with Bonesaw or Sorrowblade, since it adds more AS, it makes Bonesaw stack much faster, as well as grinding more power from Sorrowblade.
It is also compatible with Breaking Point, as it high rocket the potential of Petal when the stacks are high, and help Petal land more strikes, increasing her efficiency at escalating the stack amount (Imagine if you can shoot 15 times in 10 seconds, you need to aim quite precisely to achieve 10 stacks in that ten seconds. But if you can shoot 25 times, you can just go frenzy and shoot as fast as possible, which will pretty much maintain the same escalation speed, while dealing more damage during that.) The critical damage bonus also high rockets when on par with high stack BP or Sorrowblade.
Shiversteel: While provides extra tanginess, this item is not (as) recommended if the rest of your teammates are disruptors (Aka: Cath, Ringo, Joule, Adagio), since they can already slow enemies down for you. It is better replaced by another tanky item in this situation. But, this item is vital if you only have one (or less) disruptor in your team, and the other one will greatly appreciate this slow down (Aka: Taka, Krul, SAW), and this make Petal the ultimate 1v1 dominator due to the slow down that make her an efficient kiter.
Aegis: Serves as a replacement of Shiversteel, this item provides a reflex block which can help her escape, as well as a great deal of shield which help her resist enemy abilities.
Crucible: Serves as another replacement of Shiversteel, this item provides a team-based reflex block and a great deal of health. Combined with Fountain, this makes Petal a semi-support while being a carry.
Thanks for reading! Top
Please leave a comment to share your brilliant ideas, and give an up vote on this build if it helped you in your future team fights.
I'm not likely to go into all the strategy stuff that I use, since this is more of a user-oriented experience that should be given to the user himself to explore upon. It might be helpful to check out the Ultimate Metal To Petal guide for its content about a far more detailed strategy explanation.
Keep in mind: You are not a tank, don't try to do crazy stuffs like 1v3 unless enemies are crippled or it is a necessity.
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