Based on the higher cooldown rate in this build, after the second buy, you start to feel as if you have the on-hit cooldown again. Late game you tend not to fall off if you play cautious and not start fights till at least level 4. During team fights, you will want to kite the outside of the fight and look for the weaker, or focused, opponent. Jump in with your Pouncy Fun and use Twirly Death to apply some quick damage. Proceed to use you two empowered autos to chunk your target, and if you've taken substantial damage, run away and kite until your abilities are available again. Repeat this process until it turns to a 3v2 or you are being destroyed. If you can burst their kiter, Pouncy Fun onto them and burst until you feel you are losing or you die (obviously). Dont do that, however, until you have BOTH your Aftershock and Stormcrown. This allows for high burst in low time. You also ideally have some sort of defense at that point. Don't gank until level six and be sure you are full-75% health when you do, in case of a counter gank. When you initiate the fight, use your Catnip Frenzy from the bush on the enemy Carry. This will leave him surprised and negates the possibility of it being reflex blocked. Then burst him down using your Pouncy Fun to stick to the target if they run away. Quick note, if you are attacking the enemy turret, DO NOT use Twirly Death until you are on the COMPLETE OPPOSITE SIDE OF THE TURRET AS THE ENEMY. This will prevent you from soaking shots and give you a quick escape from your passive move speed.
The mindset of this build is simple, dont fight until level 2, stick to your target, build bm stacks, win.
This build is nearly the exact same as the 1.2 in 2.1 build, except instead of teamfights, you want to be waiting for the last burst hit on objectives, or surprise bursting the weak targets. think of this build like you would crystal taka minus the stealth and you should be set.
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