Table of Contents Top
Introduction Top
Hello everyone, this is a guide on WP
Skye. I've had more experience playing CP
Skye, but WP is the build I use if my ally goes CP. WP
Skye is more mobile than CP, since she is able to stutter step better. Some of her abilities are also used more for utility than for damage.
WP
Skye should dive right into the enemy carry, and take him out as fast as possible. Make use of your mobility to kite enemies and lure them into disadvantageous positions. Your
Forward Barrage is a very scary ability early game if you land the full duration of it, chunking down enemy health bars.
Suri Strike and
Death From Above should be used for utility.
Abilities and explanations Top
Ability Usage Top
The most common ability combo would be
Forward Barrage>
Suri Strike>
Forward Barrage. It is important to know when and how to cancel
Forward Barrage. If u miss a
Forward Barrage and can't get it back on target, cancel it by tapping the ability again. This will stop you from shooting aimlessly while dealing no damage and moving slower. If you cancel it, you can continue with the ability combo or just basic attack the enemy.
It's much harder for enemies to escape from WP
Skye than CP. You can just use stutter stepping and
Forward Barrage to keep chasing enemies. However, if they are too far, just
Suri Strike next to them.
Death From Above can be used to block an escape route so you can keep the enemy to the escape route you want.
Peeling sticky enemies off you are more tricky. This is especially so if the entire enemy team sees you as a huge threat and jump on you at the start of a teamfight. When this happens,
Target Lock the most dangerous threat, then cast
Death From Above on yourself. Then
Suri Strike close to your support, and hope that your support can protect you after that initial onslaught. Stay close to your support and keep kiting. Use
Suri Strike to get out of any choke points as it is the most likely place for enemies such as
Joule to use their powerful skillshots.
Early Game
Cost efficient builds give you the most power for the least cost. 3
Weapon Blade, 1
Swift Shooter will help with stutter stepping and early game damage.
Sprint Boots and some
Halcyon Potion will help you sustain in the jungle fights.
Mid Game
At this stage, you should have completed 1 Tier 3 item, a
Sorrowblade. A
Reflex Block is very important to Skye. It will block stuns and crowd-controls that could destroy her. A
Blazing Salvo should be bought to help increase Skye's mobility further through stutter stepping.
Late Game
By now, you should have bought a
Breaking Point as well, greatly improving your damage across the course of a teamfight. A minimum of Tier 2 defense such as
Coat of Plates and/or
Kinetic Shield is needed to further minimize the damage received.
Travel Boots as a minimum are also necessary, they improve your response time to teamfights, objectives etc.
Situational (Offensive)
Bonesaw
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Get this if your enemies are building a lot of armor. Basic attack them a few times to shred armor, then use
Forward Barrage for maximum damage.
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Tornado Trigger
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Not one of my recommended items to get since most enemies would learn to build armor, but the extra crit chance and crit damage will be useful if they don't do so. Your stutter stepping will also be much better with that huge increase in attack speed. This is also good if you have difficulties landing
Forward Barrage.
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Tyrant's Monocle
Situational (Defensive)
Metal Jacket
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This is the item that gives the most armor. Build this against enemies with high weapon damage.
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Atlas Pauldron
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Build this to counter enemies building attack speed. Get this if you find that an enemy with high attack speed somehow becomes very sticky on you. It will help you minimize their damage output, giving you time to dish out your own damage.
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Aegis
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Build this to counter mages. The
Reflex Block is useful in many circumstances. It can be used to block stuns, silences, pulls, knockbacks etc. It can also give you a health barrier for 1 second, which could help you stay alive long enough to possibly turn a teamfight in your favor.
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Fountain of Renewal
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Build this if you find your laner always low on health, so that your team does not need to constantly rely on that 1
Fountain of Renewal built by the Roam.
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Crucible
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Build this if the enemy team has a composition with multiple Area-of-Effect debuffs/Crowd Controls. For example, if the enemy team has both a
Catherine and
Adagio, 2 Crucibles would be needed to block those 2 pesky ultimates.
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Situational Boots (Tier 3)
Halcyon Chargers
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Halcyon Chargers are an effective pickup on mages such as
Celeste and
Skaarf, who have low mobility. The long sprint duration plus energy and cooldown related stats will give mages more damage throughout the course of a fight and allow for quicker repositioning. It is also a decent pickup on WP carries such as
Glaive and
Kestrel, since they use their abilities to deal damage as well, and they have a huge energy cost for abilities, which makes this a better item. I highly recommend this on Skye, it gives Skye everything she needs to complement her kit.
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Journey Boots
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Mainly recommended for WP carries. When on melee heroes, it will give them huge mobility in long fights. Sprinting twice in a teamfight can help you dodge certain deadly ultimates that are used to finish off enemies, such as
One Shot One Kill. It can also help you escape or chase down an enemy after that teamfight. I do not recommend this on Skye though, since she is already so mobile and possibly the best at chasing down enemies.
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War Treads
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This is the item that replaces warhorn. It gives a sprint to all nearby allies. Commonly used for engaging, disengaging, pushing, this is a very versatile item that has great utility in teamfights. For example, if you can see a
Celeste winding up for
Solar Storm and you have run out of
Crucible or
Fountain of Renewal, you can use this item to boost your allied heroes, allowing them to easily dodge the
Solar Storm. However, this is a item more commonly built on supports. Hence, I recommend getting one of the other 2 Tier 3 boots instead. The only situation where I would possibly see more than 1 War Tread in a team would be if
SAW was in the team. Imagine the pure destruction that a mobile and fully spun up SAW would do when the sprints are well timed, enabling him to keep within range of enemies while dodging skillshots.
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Roam Hero Synergies Top
Ardan
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Ardan is possibly the best support for Skye. He makes up for Skye's main weakness, squishiness. Skye is easily bursted down. But with the help of well timed
Vanguard, she can survive through the burst. A
Gauntlet traps enemies in a certain location, helping Skye land her
Forward Barrage and
Death From Above more easily. Ardan can also throw down a defensive gauntlet to give Skye some breathing space to counter attack or escape.
Ardan got buffed quite recently, so his health barriers and powerful stormguard banner punches will help Skye more in fights.
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Lance
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Lance is really good with Skye if you can communicate well. I've had bad experiences of playing with a Lance that I can't communicate with. He ended up pushing enemies away from my
Forward Barrage, helping enemies escape. However, if the 2 of you can communicate, Lance can peel for you, root enemies, helping you land your skillshots easily while keeping you safe from harm.
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Catherine
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Catherine has the most reliable stun in the game. Her
Blast Tremor silence also leaves enemies at the mercy of Skye since they would be unable to reflex block
Death From Above. Her
Merciless Pursuit can be used to peel an enemy off Skye or disrupt a powerful ultimate which can save Skye.
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Phinn
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Phinn has moderate synergy with Skye. He can pull enemies closer to or away from Skye, depending on their positions. However, this might lead to him pulling grouped up enemies, not so good for WP Skye. WP Skye needs to focus down a single enemy as she has weak AoE damage.
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Fortress
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I would think that Fortress has moderate synergy with WP Skye. WP Skye uses basic attacks occasionally, so
Attack of the Pack and
Law of the Claw are quite effective.
Truth of the Tooth is very useful for WP Skye, it improves her chasing power immensely, or help her reposition much faster without using Suri Strike.
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Adagio
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I have never played much with a support Adagio before, but from what I know, Adagio buffs the damage of allies and heals them, useful in buff comps. However, if Adagio plans to splash arcane fire on enemies by using
Gift of Fire on Skye, Skye would have to
Suri Strike into the middle of all enemies. This is quite dangerous and disadvantageous for Skye since she will be focused down.
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Glaive
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Glaive is experiencing more popularity as a support due to his high base health and his deadly
Afterburn. He can peel enemies away from Skye effectively. Glaive is also quite bursty, so when teamed up together, can wipe out an enemy carry quickly. However, he lacks the protective power that Ardan and Phinn has, so he is a more offensive support.
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Lyra
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Lyra's
Bright Bulwark will keep enemies slowed and allow Skye to land her abilities easily. However, her heal/speed boost from
Imperial Sigil will be harder to land if Skye keeps dancing around in the teamfight. Her
Arcane Passage portals are a great gap closer, possibly getting an enemy into close enough range for a
Target Lock.
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Conclusion Top
Thanks for reading this guide! I hope you guys have learnt something from it.
Skye is difficult to play at first, but once you get the hang of it, she is really fun to play.
I welcome any kind of feedback, positive or negative, tell me if there's any other way you would like me to improve this guide.
Also check out my
CP Skye guide at
http://www.vaingloryfire.com/vainglory/guide/cp-skye-death-from-everywhere-15260
Glaive guide at
http://www.vaingloryfire.com/vainglory/guide/glaive-guide-1-18-15174
Rona guide at
http://www.vaingloryfire.com/vainglory/guide/rona-guide-1-18-15152
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