It's hard to escape the shadow of Skipper's double Eve build, and it's very likely that his build is just better. I've found it doesn't suit my play style, though. So I'll endorse his guide, and stick to highlighting what few differences there are between mine and his.
1. Boots: Skaarf is an incredibly powerful level 1 fighter, but his strength depends largely on using his heroic perk to burn enemies down. Opening boots will let you stay close enough to keep hitting enemies that start to run away, and can be used to position yourself to keep auto-attacking without taking too much damage from the target's teammates. At worst, they can be used to runaway.
Alternatively, I've seen some (admittedly better) Skaarf players open with swift shooter, to kill enemies faster with fan the flames. This is also a very strong opening, and will probably result in more damage during the early invades. It may also help you with farming in the lane. Personally, I'm not good enough to use this item as aggressively as necessary to justify the cost, and this will put you a little behind on boots and energy.
Basically, unless the meta shifts strongly against level 1 fights, don't open battery. The battery adds nothing to your combat abilities during the first jungle invade--you will almost never run out of energy during that fight, and if you do, you can pop a potion.
2. Clockwork: Most builds will either follow their Eve with a Shatterglass, or with another Eve. I'm not a fan of either. First, I think Shatterglass is a bad immediate followup because it helps most with team fights, but at this point we're still more concerned with farming. Moreover, the energy costs on abilities are starting to get really high, which means we need another battery. So we're building into either Clockwork or Eve.
Second, Skaarf is terrible at laning--his auto-attack does so little damage and fires so slowly that in the early game your minions and your turret will steal a lot of your gold. But once you hit level 8, you can wipe out 3/4 of a minion wave instantly and consistently with a single goop; you want to be able to goop as much as possible to make up for lost time. More goop also means more damage, so while it won't quite add an additional 25% lifesteal, it will make the first Eve that much more effective.
Third, the argument for the second Eve is sustainability, both in the lane and in battle. But in my experience, one Eve generally provides enough sustainability in the lane. And in team fights, I've rarely found that I would have survived meaningfully longer with a second Eve. There have been countless fights, however, where I've been one or two seconds short of casting another critical spitfire or goop. Being able to cast abilities frequently is especially important for Skaarf, since it's the source of all his damage.
Finally, Skaarf is essentially just a vehicle for his ultimate, and rightfully so--his ultimate can deal obscene amounts of damage. Being able to use it 33% faster is invaluable. One might think that slightly stronger ultimates less frequently are better, but I'm inclined to disagree. Not all team fights result in an ace, even in the late game, and the faster you're ready to fight again, the better able you are to take advantage of any kills you just achieved.
Different builds suit different play styles. While I don't see Skaarf played much, and don't have many chances to evaluate other builds, the best Skaarf I've been against went for a fast Alternating Current and killed everything, so what do I know? And Skipper's Vainglorious, so **** me, right? But I've had success with this build, and it got me solidly into POA through the solo queue.
Like all builds, the items bought should be adjusted according to need. If the enemy team has a Koshka or a Catherine, you might want to build reflex block before finishing Clockwork. If you're getting into a lot of team fights and find your side doesn't have enough DPS, buy a Prism.
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