The Krul route to Victory by Randicorn

The Krul route to Victory

By: Randicorn
Last Updated: Aug 10, 2015
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Build 1 of 1

Krul

Build: Build #1

Ability Path

Shadows Empower Me
Heroic Perk
Dead Man's Rush
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Spectral Smite
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From Hell's Heart
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Threat Meter

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Threat Hero Notes
1
  No Threat
2
  No Threat
3
  No Threat
4
Adagio Overall if protector, the slow and stun will hinder you, as weapon, extremely deadly as he can slow back away and attack you from a range
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Ardan Overall, not threating, just watch out for the gauntlet which can trap you, and can set the stage for a gank
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Krul Whoever wins will be decided by item build and strategy
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Ringo Early game, a tension bow ringo is devestating he can knock down your barrier and slow you then attack you from afar, mid-late game when you are building defense, he should not be much of a threat anymore
5
Joule Watch out for the stun and stutter step around her should she build WP, and use your dead mans rush on her if you know you can't avoid her ultimate
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Skaarf Avoid prolonged poking with skaarf as each fireball deals damage and burns based on your max health, stun his ultimate, or if you already have all stacks on him you should be fine.
5
Vox As with the meta, most vox are CP, just like old cp vox, making you one of the hardest counters to CP vox, he has short range, but, he has a spammable amount of sonic zooms, apply stacks as fast as possible and smite when you think he will be finished
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Koshka Early game, Koshka is still a threat, however going into mid to late game she should no longer be much of a threat, however she still has her 2.2 second stun to watch out for
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Taka In team fights, his sustain is immense and his X-retsu also weakens your heal, late game, when your barrier is maxed he should not be much of a threat then
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Catherine Her stun followed by a blast tremor can will stop krul, prevents him from using his barrier or any other abilities or items for the duration he is stunned or silenced.
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SAW Late game CP saw can be devestating as CP saw is all about burst and dealing increased damage as you lose health, a stun during his suppresing fire will prevent him from gaining spin up stacks
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Rona Early game a WP Rona can and will win, it is not until later when you have your spectral smite all upgraded is when you will have more lifesteal than her in a prolonged fight
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Glaive Its the afterburn, a stun and the displacement that puts you in a position for their ranged carry to attack you, while you cannot attack them.
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  No Threat
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  No Threat
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  No Threat

Concept Top

The build is centered around getting stacks then smiting, healing, and repeating. As a warning, it is impossible to prepare for any build, or any team comp, or even your team, therefore, build whatever is necessary to survive and finish the core part of this build.

Early game Top

As with the Krul nerf, his spectral smite has stronger base damage, but weaker stack damage. Through lvs 1-3 of spectral smite this pertains to be true, however, getting more stacks still helps ensure the kill and boosts how much you heal off by smiting. A good pair early game with a jungle krul would be any protector, mostly adagio or ardan. Adagio can heal, slow and buff damage. Ardan can help make up your lack of a good barrier early game while granting speed and a slow if the barrier AOE damage hit the enemy. until your barrier is decently leveled up, try avoiding fights with early high damage heroes on the enemy team.

Mid Game Top

By now with 2 blazing salvos and a shiversteel in progress, with boots on, a sword ready to be chucked, its time to gank, (Note: Building defensive early now will come in handy later on, an aegis for an all CP team pauldron for heavy attack speed WP or metal jacket for outright burst WP(crits)) Take advantage of your heroic perk, Shadows Empower Me, this provides a starting slow which will allow you to apply stacks quickly and swiftly, if thats not enough, throw your sword and boots to them, if your under fire while doing this use dead mans rush to create a barrier, do not use it to initiate, use it as a gap closer or while diving for a kill near a turret. Take note of your teams comp, this will decide whether you get BP or bonesaw first. if your laner is CP get BP(hah lol), if your laner is WP get BS. (Don't forget defense!)

Core Top

As you can see, I have not put much in core, theres really no symbol for just pure attack speed (TT also has critical chance and damage). But the slow from shiversteel, is of utmost importance to prevent escape, and allow you to stack with the second most crucial part( attack speed ), and should the enemy build shield, you have BP as a counter, should they have pauldron, get RB ready, watch from the golden lights starting to surround the enemy with pauldron, theres a 0.8 charge time on pauldron, a 1 second duration on RB, as soon as you see it, activate RB, RB should outlast the charge time and dispersion of the actual effect.

Late Game Top

By now, you are a huge threat, you can run in, slow, stack, weaken, stun burst, and if you have BP do serious damage with your basic attacks. Focus the enemy carry, try to use your dead mans rush to absorb all the burst damage and make sure to proc shiversteel with it, reflex is crucial here, a well timed block can prevent a stun and result in a dead carry for the enemy team. A clockwork can be an optional build choice if you feel like (My ability was only 1 second away! (sad face)) Note that atlas pauldron is your greatest enemy here, however a stun and silence are even worse, your teammates are backing you up, so hopefully your support can block a stun or slience while you block the pauldron. Do not forget infusions 2 infusions means 60 armor and shield, any extra defense you can get will greatly increase the health you heal, your barrier and the ones you obtain from life steal. You are now a krul with HUGE Cp burst potential and immense weapon damage potential, you can heal for insane amounts slow, and stun.

Tips Top

Sometimes, its better to not smite heal, and take advantage of your lifesteal via passive of spectral smite. with fast attack speed, unless they have a pauldron, you can outlast them and smite them while they're at low health in order to heal up.

Dead man rush a turret after it is a high enough level if you just dived and killed a hero to help ensure you'll escape from the fight alive.

If facing a taka, immediately throw your sword when they box, if they were close to your they could not have changed their position fast enough to avoid a stun, even if they blocked it, they will have taken damage, be revealed, and you can chase or smite.

Know your limitations, obviously for any hero, but know what you cant or cannot do, when you can pursue or not, not dying early game just for an extra 100 something gold from a kill is not worth it, you can damage turrets, take gold mine, steal farm, you also have immense heal so theres no need to recall to spawn.

You can take turrets, if a turret is at half health and your mostly done with the build, take a risk, you have health attack speed and burst. You can take a turret, its escaping from the enemy team afterward you must be wary of, make sure you know an enemy isn't close enough to you to get you, since stopping your recall is all one needs to do, even a support.

This build is punishing to laners who overstep their position, if you know the enemy laner is pushing lane a little more than he should be, make him pay, granted make sure his team isn't with him in the push, or just make sure your team is ready to back you up in a fight

Final Note: This build is powerful but not invincible, a team with multiple stuns and silencers ex(.Glaive, Vox, Catherine) can take you down, note your abilities like any other krul build is the most crucial part of winning fights and taking down the enemies vain crystal.

Dangers (For people who skimmed above articles) Top

1. Stuns - They prevent usage of abilities, mobility and active items
2. Silence - They prevent usage of abilities and active items
3. Atlas Pauldron - The bane of this build, without attack speed you can almost do nothing but run back wait it out then go in, or you can block it and continue stacking and smiting
4. High Burst Damage(Crits or a CP hero with Broken Myth) Broken Myth - if they are range they can poke you to death or lower you so that when you initiate, you dont have the health to withstand the damage so they burst you before you burst them.
5. Breaking Point - What you use against them, they can use against you, if the enemy team has two, focus the carry that has one, then the other unless your teammates can finish them off.

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