Introduction Top
Hi! The name's Amir. This guide is for those who want to get better at Krul. Krul was the first hero I bought and I've been playing with him ever since. Early on, you can pretty much build anything you want to and still annihilate everyone in your way. Unfortunately, as you go up in skill tiers, Krul gets easier and easier to counter to the point where he is almost useless. This guide is for particularly for those players, but I made it for all Krul players. It is the best way to play him, with 'best' meaning how easy to win matches and just, simply put, obliterate those pesky, kiting Ringos. You probably want to have an adequate understanding of how Krul (items, abilities, play style and etc.) actually works (preferably Decentish or above) as it won't be covered is this guide. Enjoy!
What is Krul? Top
A melee, slaughtering menace with extremely high sustain late game when weapon. When it comes to fights, Krul will 1v1 anyone but falls down when poked, kited, bursted, stunned and ganged up on. Krul is quite weak early game and so definitely avoid fights until around level 4-6. However, it is safe to say that he is one of the most, if not the most, powerful, dominant beings in existence when it comes to late game (20 minutes +). His only viable role is jungle. Crystal burst is 'OK' in lane (jungle is still WAY better); weapon in lane = your funeral. Never go support, unless trolling because Krul is a very bad support hero. Crystal Krul can burst enemies down so fast that its not even funny, just scary. Weapon Krul, on the other hand, is preferable and is great at sustained fights and can do so with utter destruction. There is a point in the game, usually around 20 minutes, where a weapon Krul will probably win every team fight onwards. , he can become a formidable foe for his opponents. Krul is very hard to master, but when done he becomes a very lethal, decimating machine and, in the late game, nothing less than an unbeatable, murdering monster.
Early game Top
During the early game (0-10 minutes), your prime focus should be farming and staying away from fights until level 4-6. Krul has one of worst early games and is extremely susceptible to early jungle invades, but he can be a terrifying tyrant(s monacle ;) when he gains enough gold and XP. Always keep your distance and anticipate possible invades, especially in high skill tiers, all the while farming up to reach Krul's late game potential. If the opportunity for a gank is open (e.g. the enemy laner is overextending his/her teammates are in the jungle), go for it as Krul is great ganker due to his heroic perk. Wait in the bush, trigger Krul's heroic perk and then run out and gank! This way you'll be effectively slowing the enemy laner's progress down while getting a kill or assist out of it as well. If a fight breaks out and you are still not at least level 4, do NOT fight but instead continue farming. Krul is too weak in the early game and will not be much use. It is better to get gold from farm than dying trying, bravely, to save your teammate in the early game. If you are level 4 or more, consider the distance between you and the battle. If the conflict is nearby, you should head towards it and help your team . If the distance is very far, you should instead just continue farming.
Mid game Top
When the mid game is reached (10 minutes), Krul should be farmed up and have at least two final items already built. At this point, you should continue farming regularly but accompanying your team wherever they go if need be (e.g. shopping or going to an area without vision). Sticking together is crucial at this point as the death spawn timers begin to get frighteningly long. Getting caught out is simply unacceptable. Krul, at this point, is very strong. He can now 1v1 ANY hero and live to tell the tale. Krul's presence in a team fight is much needed. His power will be intimidating and the enemy team will stick together too and target you, so make the most of your sustainability and take down as many of them as you can! Hiding in bushes and ambushing teams looking for a fight is what your team should be doing from this point onwards as Krul can carry entire battles if played right. The enemy WILL learn to fear you, to crumble to nothingness at your superiority. Use your incredible capabilities and punish all who stand in your way!
Late game Top
This is it. The timer has hit 20 minutes. You are suddenly the most powerful entity in existence. Your goal now is to rip apart the enemy's rank, to tear through them with sheer butchery and cold-hearted evil. Wait in the bush for an ambush. Then? Jump out and exterminate ALL those filthy scum who dare stand in your presence. Wrench out their scrawny throats and feed you way though them, leaving behind ragged, bloody stumps for heads. Claw out their souls and carve it into a trillion different pieces with your sword of destruction. When they try to escape your killer power, heave your blade into their puny hearts and eat them alive when they are still stunned. Kill. Destroy. Annihilate!
Team compostions Top
Best:
Supports:
Catherine - Her stun, which is the most reliable in the game, helps Krul immensely when trying to either catch or escape enemy heroes. Her silence can cripple ability dependent heroes and prevent them from bursting Krul down and also prevent the heroes from escaping through their abilities (e.g. Glaive's Afterburn). The best support for Krul.
Phinn - A stun when his first ability is maxed, a second ability that pulls the enemy closer, an ultimate that drags multiple enemy heroes over a large distance, can take tonnes of damage, has a great early game and is a dinosaur. What more do you want? He is a fine substitute for Catherine.
Fortress - Though not a solid as Phinn or reliable as Catherine, he is still a very good partner. He has a very good early game, compensating for Krul's weak one and reducing the chances of a successful invade. His chasing abilities are great so kiting Krul is no longer such a great option (MUWHAHAHA. Die Ringo!). His ultimate provides great vision, which means easier sneaky Gold Mine and Kraken takes.
Laners:
Ringo - His slows are great for Krul as this will allow you to catch up with your enemies or prevent their escape. His ultimate can take down those annoying heroes who are escaping with a sliver of health and are just out of your range. Krul is a sustain hero and can deal tonnes of damage over time. However, every team needs a burster. Ringo has the second highest damage potential in the game, right below SAW. With a Tension Bow, he can burst down enemies while dealing high, consistent damage a well. The best laner for Krul.
Petal - The typical Petal is crystal power, so it is harder to counter you as the enemy has to deal with her too. Her seeds act as bombs, detonating and dealing damage while pushing enemies back, perfect for either chases or escapes. Her ultimate not only slows the enemy but heals teammates too! She usually rushes Frostburn and the slows really help Krul either take down an escaping enemy or escape himself. An excellent substitute for Ringo.
Celeste - Only viable with a crystal build, so countering weapon Krul is harder. A second ability which stuns and an ultimate which can take down escaping enemies. Her first ability provides great vision, which means easier sneaky Gold Mine and Kraken takes. Late game, this can be essential for avoiding ambushes. Her poke damage is extremely high, meaning that a fight can easily swing in your favour. Petal is great, but Celeste is just as good for Krul.
Worst:
Everyone else.
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