Phinn is first and foremost, a wall. His job is to make sure that no one gets anywhere he doesn't want them to be. He can slow, stun, and pull enemies (enemies that are slow on the reflex block anyway.) as far as builds go, most items are just standard support things, (Fountain, contraption, crucible, and war treads. With a minion candy for jungle sentry in case of invades) but two items are negotiable, the frostburn and the stormcrown. As shown above, if a weapon carry is just tearing through your team, consider an
Atlas Pauldron. This is hard to land since phinn is about as mobile as a glacier, but can be very helpful to your team if you land it. And my last recommended swap is for
Nullwave Gauntlet. Because sometimes, you just really don't want a crucible/fountain coming out in a fight. Such as if you have a koshka or Catherine who wants to use her ultimate.
On frostburn Top
I recommend swapping out stormcrown instead of frost burn for a couple reasons. The first is obvious, frostbirn gives a lot of crystal power, and phinn a abilities can easily and frequently hit multiple enemies, helping your team get kills. The second reason is that the slow helps your
Polite Company and
Forced Accord not be useless. Because normally, if you hit an enemy running away with
Polite Company, they're back where they started from in around a second, which doesn't do all that much for your team. But if you've got the
Frostburn now they're slowed, giving your allies a great chance to finish them off.
On minion candies Top
Little known fact, minion candies affect jungle camps. Littler known fact, they are very powerful. They add armor and a lot of damage, used early game on crystal sentry can be the differance between being pushed out of your jungle and getting a double kill.
Play style Top
Like I said earlier, phinn is a wall. Use him as such. Get between your allies and enemies whenever possible. Body block whatever can be body blocked and don't let the enemies onto your teammates.
Some plays you want to be watching for as phinn are:
If you see a carry alone and you're near your team, use
Forced Accord for an easy kill, then go pick off the other two.
Likewise, if your teams are ever in a poke battle and an enemy gets a little too close, punish them by pulling them in for massive damage from your allies.
Another main thing is ultimates, after level 8 you have a stun if you're following my guide, so watch for any
Skaarf,
Joule, or
Koshka going into their ultimates,
Quibble them. Your team will thank you.
Another prime
Quibble target is heros like
Krul. If they're on a teammate trying to sustain off of them, hit them with a
Quibble and let your team burst them down.
If you have vision on gold mine and the other team is taking it, consider hooking gold mine with
Forced Accord and remember, you can pull gold mine through walls
Warnings Top
Phinn is all AoE, all the time, this can be good but that also means you have to be aware of what's in your area. For instance, kraken. If you're fighting in the jungle and you go to use polite company, make sure that you won't hit kraken unless you want it agro'd onto you.
Also, be aware of if and when your teammates are going to die if you're far from turrets. Phinn takes a while to kill, but he also takes a while to get anywhere, and if you're the only one alive the other team will get the job done.
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