An introduction of Krul Top
What is up my perveted friends, i would like to introduce to you a build, so saucy that you would wish to have a 1v1 session with him right now, and shove his massive sword into your orifice with such aggression. It is also know as the Wp Sustain God Krul or Secondary Protector/ Damage Absorber Krul. As the veteran in Simply Amazing, I will bestow my knowledge and lewdness to all beings who wants rule the jungle and the game, especially ruling in "1v1" action. Krul in Vainglory is also known as the #1 1v1 duelist in the game, the only undead hero in the game, and the only hero with a sword through his chest, which must indicate his gender preferences or his last relationships.
Krul is a Jungler, which means his main target will always be the enemy Carry. If you want to go beyond that point, the do it. Pro Junglers disrupt enemy coordinated attacks, force them to move to locations they may consider undesirable, and can use for the instance the Kraken to help damage the enemy team.
Advantages
- The absolute top 1v1 duelist in the entire game.
- His abilites and heroic perk are suited for suprise ambushes, making the jungle extremely dangerous for an enemy player to approach alone.
- This build allows Krul to take the Kraken head on 1v1 style with positive lifesteal to damage taken ratio (Which means that you heal more than what the Kraken can deal against you).
-With his ult activated, you can profit 3.5 sec max of stun time against enemy characters.
-Has enough firepower and sustainability to survive in 1v2 in some very rare occasions 1v3 (almost impossible)>
Disadvantages
-Hard to latch and deal considerable damage against high mobility heros, like Gwen, Petal, and Skye. Maybe that's how the sword got there.
-Prone to being ganked, since he is a melee character.
-Enemies won't fight to the death and will constantly run away in attempt to save themselves, not giving you the kill. Well that is expected of Krul.
Heroic Perk: Shadow Empowers Me]
The Shadow Empowers Me heroic perk is one of the perks that truly speaks to the actions of a jungler. Real junglers ambush the enemies and disrupt enemy coordinated strikes, or force them to undesirable locations. Krul's perk allows for two buffs for Krul to acquire after standing in the brush for awhile: a boost of movement speed, and a powerful slow to the hero targeted within 3 seconds after coming from the brush. This is exceptionally useful for ganking Carries in the lane.
Ability A: Dead Man's Rush
Dead Man's Rush is one of Krul's abilites that could be used to catch up to fleeing enemy heros. The basis of this ability consists of 3 parts: a health barrier (the white bar not to be confused with fortified health), A burst of movement speed to the targeted hero of choice, and amplified basic attack damage. The health barrier is good for stalling enough time until your weakness stacks start to kick in. The burst of movement speed is nothing special but the 3rd component of this ability is. The 3rd component acts as basic attack therefore triggering basic attack effects, like lifesteal, critical strikes, and tension bow burst damage (if you equip with tension bow that is). On top of that, the damage is amplified by 60% more.
Ability B: Spectral Smite
The bread and butter and sausage of Krul. It is this abilities that makes Krul extremely resilient against enemies 1v1. There are a total of 6 components to this entire ability: The base burst damage, the base burst heal, the heal per stack, the damage per stack, the passive lifesteal in basic attacks, and a decrease in damage for the enemy inflicted damage upon. To break this down, there is the base burst damage which deals damage to the target enemy hero and the base burst heal for yourself if activated. Then there is the heal and damage per stack which means that you can intensify the burst damage dealt on the target and amount of heal to yourself if you don't activate as soon as you get in range. Attack a target and hit the target until you max out on the stacks possible, which is 8. Even with that there is a passive lifesteal per basic attack, which increases as the amount of stacks get higher, and the amount of lifesteal is percentage based on Wp, which means the more Wp you have, the higher lifesteal you will have. Then there is something called weakness or aka crippling the enemies' damage output. Basically, abilities and basic attacks apply weakness stacks, which cripples the target hero's damage by 6.2% per stack and with a max amount of 8 stacks. This also increases Krul's lifesteal as the number of stacks goes higher.
Note is inadvisable to detonate all the stacks until you are sure the detonation will, kill the opponent, or else it will remove all bonuses from you and all debuffs from your enemy.
Ultimate Ability: From Hell's Heart
The ability that can have Krul a second chance in taking down a fleeing opponent. It works as a boomerang: first it gets thrown by Krul, then reaches its maximum range and flies back toward Krul. The stun duration depends on far the "sword" has traveled: 50% stun duration for point blank range, 100% stun duration for hitting a hero at max range and 150% stun duration for hitting a hero in the sword's boomerang direction. It can also work as Krul's only long range attack to score a kill. Use it only when the damage from the ability will kill the hero.
Strategy to this build in teamfights. Top
Securing Tactical Locations for the Team
The reason why I call this a support is because Krul with this build can secure and dominate key locations of the Halcyon Fold like the Kraken or Gold Mine alone, whereas it would take your entire team to take it down. For example, Krul can manage the Kraken alone because of his god-like sustainability, while the other team members are busy taking down the enemy turrets, and or distracting the enemy from trying to even come in the jungle. This allows for a massive advantage to your team since it's causing pressure to the enemy team in 2 fronts. This strategy also works well particularly for the gold mine. A well coordinated assault will yield gold for the entire team, and probably one lvl on the way.
Support the allied Carry(Main target)
In the game, enemy carries will often harass each other in the lane, trying to gather as much gold as possible or try to kill each other. Because of his Dead Man's Rush perk, he can ambush unwary enemy carry and have your own friendly Carry to defeat the enemy. If the enemy tries to leave, throw your sword to stop the enemy Carry in their tracks.
As damage absorber.
Believe or not this Krul as long he's attached to an enemy hero, he can shrug off attacks from other sources like other enemy heros.
But do beware that is there is limit to the amount damage Krul can handle If your team already has a protector, then you are good, but when you have Krul that highly changes the odds into your favor. This will make your team extremely durable against attacks since protectors are durable by nature, and Krul having extremely high sustainability, can serve as a protector as well as still being a Jungler.
Description How to build. Top
Starting Items
If you are a decent Krul player you know that attack speed is at the highest priority. In every start of every match I always have dual Swift Shooters, and a halcyon potion, just to survive from surprise ambushes. This build requires a lot of gold, and avoid any deaths in early game, or it will place you in a disadvantage in terms of lvls. Try to often clear jungle camps and the central tree ent as fast as you can while avoiding dangers going to you.
First 5 min of the game
If you are a veteran jungler you know that to stay on top of your game, you must be above your enemies in terms of having gold. Within the 5 minute mark, you should approximately have 3000-3500 gold with you. It may sound impossible, but to have that much gold it is also important to visit the lane often to get the residual gold from fallen minions from your friendly Carry.
The following items should be equipped to stay at top: x1 Sprint Boots, x1 Tornado Trigger, x1 Swift Shooter, x1 Weapon Blade, x1 Light Armor, or Light Shield . After that, engage the gold miner when it indicates that Gold Miner is almost full. If you are confident enough, raid the enemy jungle camps.
At the 10 min mark
If you farm extremely heavily you should have around 3500-4000 gold collected. Within the passed 5 min you should have engaged the gold miner at max twice, making you ahead of the game by at least 2 lvls. don't forget to support the Carry once in a while just in case the hero gets ganked. Go to the jungle shop and upgrade your iems to the following:
x1 Travel Boots, x1 Tornado Trigger, x1 Blazing Salvo, x1 Heavy Steel, x1 Coat of Plates or Kinetic Shield, xi Barbed Needle. You are strong enough to join teamfights, but not strong enough to do explosive damage to your enemies. Don't forget about the gold mine as well.
At the 15 min mark
By the time the Kraken has been summoned, you should have gathered enough gold to become a force to be reckoned with (around 4000-5000 gold). Don't forget to kill enemy heros as well. If you plan to be defensive get the 3rd tier defensive item (Metal Jacket or Aegis or Atlas Pauldron if countering high attack speed opponents.) If you want to be like me and go full on weapons first, then this is following items needed to sustain massive damage and deal massive damage:
x1 Travel Boots, x1 Tornado Trigger, x1 Poison Shiv, x1 Sorrowblade, x1 Lucky Strike, x1 Coat of Plates or Kinetic Shield. Now, you are able to handle to Kraken by yourself, but inadvisable since you need at least all 4 teir 3 core items. However, you can do explosive and heavy sustain damage against your opponents.
Final Build/ Sustain God Mode.
This is the final form of Krul or what should be after getting all 6 3rd tier items:
x1 War Treads, x1 Tornado Trigger, x1 Poison Shiv, x1 Sorrowblade, x1 Tyrants Monocle,xl Metal Jacket or Aegis and to maximize his damage potential, get weapon infusion. Now you are strong enough to lock down the toughest hero the enemy has, take down the Kraken solo, or approach the enemy as a damage sponge. In rare occurrences, you will lifesteal about 258 hp per hit for 5 seconds for reasons I still can't understand. Either way you will be considered a menace to the entire enemy team.
ITEM SYNERGY. (MAIN BUILD) Top
Well here are the items that would contribute to the overall extreme effectiveness of the Wp Sustain God Krul.
Tornado Trigger
The most absolutely important item to have in any Krul build. Its very high attack speed buff will make Krul's Spectral Smite passive ability very intimidating. First, Tornado Trigger will significantly increase your build up weakness stacks which cripple your opponents in attack power and increase your lifesteal rate. Tornado Trigger will also increases the critical hit chance, and critical hit damage, which will also increase your lifesteal per hit, since lifesteal points depend on Wp.
Poison Shiv
It is the one core item that Krul highly benefits from. Like Tornado trigger, it will increase the Spectral Smite passive ability due to its attack speed buff, in terms of building weakness stacks quickly. The little added weapon power will add damage and increase your lifesteal as well. Then, the 10% Lifesteal bonus will singnificantly increase your lifesteal per hit, keeping you alive until the Weakness stacks fully take a toll on your enemies, and turn the duel into your favor. Finally, this item also applies mortal wound to your target which will decrease healing and lifesteal from your opponent. This is useful against characters like Glaive, Krul, Lyra, and any other hero who either heals other characters, or can heal themselves.
Sorrowblade
This item is the main supplier of damage for Krul and also the core component which gives Krul his amazing lifesteal amount per hit. Since Spectral Smite's lifesteal perk is a percentage based on Wp, Sorrowblade will make him not only deal considerably more damage, he also benefits from lifesteal, a win win trade. It will also amplify your damage in the Dead Man's Rush Ability.
Tyrants Monocle
Tyrants monocle is mainly there add damage to increase Krul's damage output. However, this doesn't mean he will not benefit in terms of lifesteal. Remember that Spectral Smite is Wp percentage based, and the Monocle significantly add critical hit chance and critical hit damage, which also will increase his lifesteal. Also it will increase the chances to deal a critical strike on your Dead Man's Rush since it acts as a amplified basic attack, so in a way Tyrants Monocle also will deal more damage in your Dead Man's Rush.
War Treads
Honestly there is nothing much to say about War Treads other than giving Krul more health and making him more mobile. But when chasing high value opponents it's important that someone has War Treads so that your whole team can either chase the enemy team or hero, or escape when your team is heavily injured and doesn't want to have casualties.
Aegis or Metal Jacket
To be a true jungler, one must be able to deal damage, and handle damage the hero is taking in. Aegis is an important defensive item to have if your most dangerous opponent is building heavily on crystal items, giving you enough time until your weakness stacks start to build up and turning the favors towards you. It also has a built in reflex block so you can activate it in the right moments to stand against crippling blows or ignore all debuffs just like Adagio's Verse of Judgement, Samuel's Oblivion, Celeste's Solar Storm, and one of the most terrifying abilities in the game is CP Ringo's Hellfire Brew. Metal Jacket is also a viable defensive item since it significantly adds Basic attack resistance and somewhat adds a reasonable amount of Crystal resistance. This also decreases damage from Krul's main enemies such as Glaive, Reim, Ringo, Alpha, and also an enemy Krul as well.
CAPTAIN SYNERGY Top
These are the list of Captains listing from the top being the most supportive and bottom being the least supportive for Krul.
Ardan
One of the best protectors for territory control and zoning out the enemy. The Vanguard ability allows players to get a health barrier, and speed boost, which are extremely good for either initiating an attack, chasing down an enemy hero, or trying to save one of your own and flee away from danger. This is particularly good for Melee heros like Krul to chase down high value targets or either very damaged enemy heros trying to flee. The Gauntlet is the most effective abilities to zone out heros, trap, or separate enemy teams. Krul benefits from this highly since it traps heros in an area and can't leave without being stunned, and Krul needs to be sticking to heros in order to damage them.
Catherine
Also one of the best protectors in terms of stunning and silencing enemies. Stunning high value targets in their tracks could mean a crippling blow to the enemy and a victory for you. Her Merciless Pursuit will prove to be a good thing for Krul since she can lock down the most dangerous opponent for Krul while the other team members can take care of the others. Her Blast Tremor can deal significant damage, and silence enemies who are dependent on using their abilities frequently like Alpha's Core Charge, or Kestrel's Glimmershots. With that, Krul can take advantage of the silenced enemies and score a kill or two depending on the targets.
Phinn
The best protector for extreme close quarters combat, and with this, Phinn can bring the battle to him and his team. His quibble with overdrive can stun almost almost all enemy players if they are stunned in the designated area, giving Krul the chance to target the highest value target or the least defensive character or aka the Carry. Polite Company forces enemies to move towards Phinn and also give give all teammates within the area fortified health, which Krul can benefit from if he's the main target to the enemy team and also bring enemies closer to Krul. Forced Accord will literally move all enemy NPCs (except Kraken and Turret) and enemy heros in a wide directional area towards Phinn, which is useful since it saves the hassle of Krul having to chase down enemies.
Fortress
Arguably the best Team wide chaser in the entire game. His Truth of the Tooth allows the entire team to have higher temporary movement speed and life steal from the target opponent, even so that Krul that is three quarters down his health can attack with Fortress' ability and go back up to full health, not all the time however.
Flicker
Flicker is an extremely good jungler/ protector due to his stealthy abilities, but not durable enough to sustain large amounts of hits. Binding light is sometimes useful when it's able to actually root down enemy players, giving Krul a target. Fairy Dust is exceptionally powerful because it damages and slows down enemies, which is what Krul needs since he doesn't have the mobility like Petal, Vox, and/or Ringo. Mooncloak is very viable for a team wide ambush since it allows all team members no matter how far they are from Flicker to gain a boost in movement speed, and stealth for a long duration. Krul can seek out the most damage dealing hero the enemy team has without giving the other side an idea where you are until you strike them and lock the hero down while the others take care of the others.
Lance
One of probably the most durable heros in the entire game that does affect the placement of enemy team members critically. His Gythian Wall can push enemies to wall structures, stunning them, giving other team members to deal as much damage as they can until the stun duration wears off. Even if Lance cannot stun they will be moved from their intended destination (except Phinn). Even his Gythian Wall ability activation can block directional attacks like Solar Storm, Hellfire Brew, One Shot One Kill, and more dangerous abilities, able to save damaged or glass cannon carries. His Impale ability is one of the highlights of Lance, making enemy team members out of position which can disrupt their possible coordinated attacks.
Adagio
The protector that actually heals, boost damage, and blows up any enemy unit within its AoE. There is nothing really special that speaks to Adagio's usefulness except his Gift of Fire. This is good to support if Krul is the main center of attention during a team fight. it heals him and plus deals crystal damage to enemies within Krul's melee range. Agent of Wrath does boost a team member's attack, but only of crystal damage, not by weapon damage.
Lyra
The most fragile protector of the fold, instead of protecting, she needs to be protected. Nevertheless, she is a fair match with Krul in some occasions. Her Imperial Sigil will continuously heal Krul or any hero who is the main damage tank or sustain character in the team, and also deal damage to any enemy hero in the sigil's radius until it's lifespan diminishes. Her Arcane passage can either prove to be a life saver, a pursuit initiator or breaker, or sometimes your own death. These circumstances will ultimately depend on the skill of placement the Lyra player is.
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