Fun With CP Joule. Top
You play CP
Joule because she's fun. There's nothing more satisfying than jumping on an enemy, or melting a team with your awesome fat laser. The
Shatterglass,
Clockwork and
Broken Myth combo buff all of Joule's abilities, and make the abilities practically spammable.
She may have problems in higher tiers. She definitely viable, but she has some problems. She might be a good counterpick to a lot of ranged heroes, particularly
Petal, but she has some hard counters.
Glaive and
Catherine are particularly harmful to Joule and her escape problem. Their stuns are usually Joule squashers.
She is easy to focus kill because her escape is so shoddy. You really have to think ahead if you want to live. That said, her
Rocket Leap can provide a great escape when close to a wall.
You have to play CP Joule because you love playing Joule. You get satisfaction from predicting where enemies will be, then dropping a big red target there. You love that moment where your
Big Red Button melts a cocky carry.
CP Joule is a beast. An often fragile beast, but a terrifying beast nonetheless. Enjoy.
Item Explanation Top
CP Joule is a disrupter and heavy distanced damage dealer. She shouldn't be trading her
Thunder Strike as her primary method of damage. If you want that, go with a WP build. Her
Thunder Strike is a utility that can whittle down HP and reveal
Taka, but this CP build really relies on her landing her
Rocket Leap for damage.
Shatterglass: The best CP bang for your buck. Many people opt for Frostbite, which I respect. Maybe it's a good third CP item. A slow makes up for bad aim on your BRB, but sacrifices a lot of damage.
Clockwork: What makes CP Joule so viable is that she can use her abilities often. The 25% boost is a nice addition. Getting a
Chronograph fast will help Joule bully bad guys before she hits level 6.
Broken Myth: I used to get this item first, but it hits harder with a
Shatterglass. It is a key component to making her
Big Red Button so insane.
Contraption +
Halcyon Chargers: If for some reason you need to get a contraption for vision purposes, which is common in low and mid tiers, you'll have to forgo
Clockwork and get Halcyon Chargers to make up for the lack of energy.
Alternating Current: There will be times where you will just have to trade shots with enemies. You may find yourself relying on your
Thunder Strike more than you expected. Maybe you're fighting an
Ardan, a
Krul or an
Alpha, and you need that extra umph to finish them off. AC not only gives your auto attacks extra juice, but increases the frequency of your
Thunder Strike.
Aftershock: This is generally a really good item on Joule. She spams her abilities, making the
Aftershock glow come up often. Get this if you have to face a pesky
Ardan,
Catherine,
Phinn or any other high-health enemies that just won't die.
Crystal Infusion: Infusions work great on Joule. Use them often, especially of you know a teamfight is on the horizon.
JOULE SMASH Top
Joule is a disrupter, and you have to play her like one. Landing her
Rocket Leap is key to CP Joule. Rocket Leap onto
SAW,
Krul, anybody building stacks or using
Serpent Mask, then combo them with Thunder Strikes or your
Big Red Button.
She can stun a whole team. She can push away pursuers.
Practice landing on fleeing enemies. You can jump on them over walls. There is no escape, even for invisible enemies.
Keep in mind that Joule has an effective back door to take down a defenseless crystal. She can leap over the wall directly to the crystal.
JOULE MELT Top
The
Big Red Button is Joule's bread & butter. Since they changed her cooldown to 40 seconds at Level 3, she can fire a laser about every 30 seconds with a
Clockwork.
It has 3 ticks of damage.
Broken Myth stacks on each tick. The first tick tickles, and many heroes think they can withstand the blast. The second tick burns, and heroes start to realize what they're in for. The third tick melts.
Positioning is key. Look for bottlenecks: pasagaways between lane and jungle; the chokepoint by the third turret.
Her BRB can snipe a single fleeing low-health enemy. It's worth.
Her BRB can steal a Kraken or Gold Miner. In fact, I often save the BRB when my team is taking a Kraken or Gold Miner so I can finish off the objective, avoiding steals.
Keep practicing. There is little more satisfying then a triple kill with the BRB.
JOULE RUN AWAY Top
Now then,
Joule has to be creative with her escapes. She has a vulnerable butt. She's like the Ford Pinto of heroes. She has this buff front and sides with her
Heavy Plating, but like any hero, she will find herself at a disadvantage and have to flee.
When you are in a vulnerable spot and killing minions or taking miners, save your
Rocket Leap for escapes. Always be aware of your escape route. It's usually over a wall. Joule can jump over walls and into bushes that pursuing enemies have to take the long way around. This is why
Clockwork is necessary -- Joule needs to use her Rocker Leap as a damage dealer and an escape. It does double-duty.
Boots are key. Sometimes a
Rocket Leap isn't enough. Sometimes you have to hit the ground running, activating your boots to get to safety.
A living Joule is a happy Joule.
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