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Joule Reveal & Tactical Breakdown

  • Vainglory
  • |
  • Sep 20, 2014

HEAVY PLATING (heroic perk)

Joule takes reduced damage from basic attacks that hit her from the front and sides. Damage is reduced by 15 – 33% (level 1 – 12).

 

ROCKET LEAP

Joule leaps to a target location. Enemies caught underneath Joule take full damage and are stunned, while enemies near the impact are knocked away, slowed and take 1/3 the damage.

 

THUNDER STRIKE

Joule thrusts her sword forward, arcing a bolt of energy out through the blade. This strike deals both weapon and crystal damage in a line in front of her. When this successfully strikes an enemy, the next Thunder Strike within 7 seconds will deal bonus damage and cost extra energy. This buff can stack up to 5 times and is lost when stunned. When maxed, this ability can crit weapon damage.

BIG RED BUTTON

Joule fires a massive beam of energy in a target direction that continually deals damage to all targets along its path. The force of this beam pushes Joule backward during channeling.

Joule is an incredibly flexible hero who can adapt to your preferred position and playstyle. She’s viable in Lane or Jungle. Despite her natural short range, she can be used as a mid-range poke-and-harass hero. She can look to isolate vulnerable targets—or jump feet-first into teamfights and scramble the wits (and health bars) of opponents.

Let’s break it down …

Rocket Leap is a utility-first ability fantastic for escaping and closing. That said, it does deal damage (especially to the primary target) and can be used to single out, stun and eliminate an enemy. You can also leap into open space to push enemy players apart with the force of Joule’s impact. This puts enemies out of position and makes any enemy pushed toward your team much more vulnerable. While less common, maxing Rocket Leap dramatically decreases its cooldown, giving you more options and the freedom to get in and get out of fights at will.

Your use of Thunder Strike will define your playstyle. Some stay carefully at the perimeter and harass, while others use it to bully and mix it up as much as possible. The key is building up—and maintaining—stacks. Yes, stacks expire after 7 seconds, but if you thrust this skillshot too soon, you’ll miss and lose all your stacks, crippling Joule’s offensive potential for a time. This is Joule’s tenuous dance: No matter what, do not miss with Thunder Strike … but don’t wait too long to fire it, either. It’s a balance that takes practice, but keep in mind that hitting minions and monsters will keep your stacks alive. Thunder Strike is also an attack reset. Using it immediately after a basic attack will allow you to immediately use your basic attack again. Aggressively use this advantage.

Big Red Button is all about lining up that energy beam for maximum sustained damage. Hit heroes in map choke points where they have nowhere to run. Hit heroes locked down or stunned by teammates. Hit multiple heroes at once whenever possible by looking beyond the primary target for juicy opportunities. And bonus points if you line up a hero through a turret. That’s right, starting in Update 1.0.14, abilities can damage turrets (with varying effectiveness).

Put simply, if you have at least four Thunder Strike stacks, you’ll have the advantage in a duel. Look to pick fights with stacks, and use the Scoreboard to track opponents’ item builds. That’s the only way to know if you can hang around when low-stacks. Unless, of course, it’s Krul. Then, run.

Either initiate with your energy beam or stay on the outside, harass and wait for opponents to engage your teammates before ripping them apart with your ultimate. If you’re tanky, jump into the fray; otherwise, leverage Thunder Strike for its range. Ideally, use Leap Strike to stun a high-valued target while pushing the rest of the enemy team out of position mid-fight.

  • Build damage. Sorrowblade’s weapon damage is vastly preferable to attack speed. You’re already resetting your basic attacks with Thunder Strike, and the line of energy coming from the blade is an ability, so it doesn’t speed up from items like Tornado Trigger. And “proc items” like Tension Bow don’t synergize well with Joule.
  • Build critical strike. When Thunder Strike is maxed, its weapon damage can crit. That makes Tyrant’s Monocle a devastating later-game item. This is an investment that takes a while to pay off. But when it does, it pays off big.

  • Build energy. Joule’s riding one energy-hungry mech. That makes items that build out of energy such as Eve of Harvest and Frostburn prime pickups.
  • Eve = defense. If you prioritize Eve of Harvest, look to build super-tanky from there (Atlas Pauldron, Aegis, etc.).
  • Frostburn = offense. If Frostburn is your first core item, follow up with crystal damage and cooldown—or go hybrid and start building weapon!

Catherine

She can be harassed to death and has a hard time forcing Joule to fight head on. She also has to get so close that it’s nearly impossible to dodge or escape Joule’s ultimate.

Petal

She doesn’t have the health to survive most fights with Joule. If Petal triggers Spontaneous Combustion, Joule can leap away if you’re quick to respond.

SAW

When SAW is spun up, he’s a sitting duck for Joule’s Rocket Leap and subsequent Thunder Strikes. Camp the brush and wait for him to push up too far. Joule also has success harassing in Lane by stepping in and out of Thunder Strike range.

Ringo

His mobility allows him to dance outside of Thunder Strike’s range, resetting your stacks, and he will step to the side to avoid Joule’s ultimate while kiting you.

Adagio

Matches Joule in Lane harassment, but has the added benefit of taking a few hits and healing himself up—all while still threatening Joule.

Koshka

Her hit-and-run style is a nightmare for Joule. Her speed makes it hard to land Thunder Strike, and Big Red Button is better saved for more reliable (and less acrobatic) targets.

  • Shoot Thunder Strike blind through walls to maintain your stacks. If you’re at risk of your stacks timing out, fire through a wall at a jungle monster camp. This is difficult to do consistently and will require practice to learn the correct angles.
  • Place Scout Traps behind jungle monsters, along the inside wall. This will help you pull off the tip above and give you vision for lining up Big Red Button. It’s especially good if you have Koshka on your team, who can utilize the vision for pouncing over walls.
  • Escape over walls with Rocket Leap. Need to flee? Run toward walls and leap over them, creating crucial separation from your pursuer, who will have to go around. This takes some testing to figure out which walls and “thickness points” you can reliably leap over.

Joule’s arrival is imminent! We can’t wait to hear what you think when she’s in your hands.

—PlayoffBeard

Krul Quick Reference Sheet

  • Vainglory
  • |
  • Jul 22, 2014

When you’re learning a new hero (or just need a refresher), it’s nice to have something out of the game at which you can quickly glance. So, here’s a one-page Krul Quick Reference Sheet that you can actually print out and put next to your iPad while playing.

Hope this helps you explore Vainglory’s newest hero!

—PlayoffBeard

Download printable PDF


MORE KRUL CONTENT

Krul In-depth Breakdown

Krul, the Tortured Undead

What Krul Seeks, Part I

What Krul Seeks, Part II

Krul Sails for the Fold

Krul Breakdown

  • Vainglory
  • |
  • Jul 15, 2014

If you hear a cackle from the brush … if you see a speck of steel blink in the shadows … just run. The Tortured Undead has arrived in the Halcyon Fold. This horror, with a colossal sword and festering wound, will rend and rip anything that stands between him and eternal rest.

Heroic Perk: Shadows Empower Me

Krul is empowered by the shadows after standing still in brush for 3 seconds. Once empowered, Krul moves faster and his next basic attack will slow the target.

 

Ability 1: Dead Man’s Rush

Krul dashes to the target and deals damage. Activating Dead Man’s Rush grants Krul a health barrier for 2 seconds.

 

Ability 2: Spectral Smite

After learning this ability, Krul’s basic attacks apply Weakness stacks (up to 8 per target). Each Weakness stack reduces attack speed and crystal power and allows Krul to lifesteal by basic attacking the target. Spectral Smite consumes the stacks to deal damage and regain health based on the number of stacks consumed.

Ability 3: From Hell’s Heart

Krul pulls Hellrazor from his chest and hurls it in the targeted direction. If the sword hits an enemy hero (on the way out or the way back), it stuns and slows the target and deals damage. Stun duration is longer based on the distance the sword has traveled.

Krul is a versatile melee carry whose build and play style are best dictated by team comp and player strengths. Playing Krul is almost like playing on a different map. When used effectively, Krul will carve his way through the patterns of brush—establishing, maintaining and reestablishing Shadows Empower Me so he can roar out to the enemy at any time. Krul can initiate and tank damage, concentrate on peeling or be your team’s primary damage dealer. And Weakness stacks on high-valued targets will benefit the entire team during engagements. We can’t wait to see what you choose to do with him. …

Krul needs stick to targets to win trades, or else he’ll be kited to death. The move speed burst from Shadows Empower Me combined with the dash from Dead Man’s Rush will almost guarantee you reach the target—and the momentary slow from Shadows will give you a fighting chance. From there, you may need allied crowd control or the help of Frostburn or Shiversteel to stay within range.  This is largely because the enemy will quickly realize that the longer the duel goes, the worse things get for them. If you can survive the initial burst damage, the lifesteal from Weakness stacks will create a rapidly changing dynamic in your favor, with health bars going in opposite directions. And with every basic attack, Spectral Smite looms more ominiously over the target (literally). Activating Spectral Smite to cash in on those Weakness stacks may be less about executing the enemy and more about ensuring your survivability. Watching that Smite come down and decimate the enemy is incredibly satisfying, but always stay focused on the state of your own health and the amount of life you’ll regain based on the number of stacks consumed. If you die a half-second before lowering the boom to finish the enemy, it serves your team a lot less than crippling the target while guaranteeing an insurmountable advantage.

The feeling of teamfighting with Krul is a bit of a contradiction in terms: While everything is happening terrifyingly fast, it’s careful, deliberate choices amid the chaos that will maximize Krul’s potential. When initiating, Krul must first effectively protect himself from the onslaught of burst damage that will come his way. That means a split-second decision whether it will be possible to get within range of the enemy carry with Dead Man’s Rush. This isn’t about dealing damage; it’s about the two-second barrier that will be the difference between life and death. If you’re going in and your primary target recognizes the situation and gets out of range, you must switch targets to trigger your barrier before it’s too late. You can always switch back to the carry. But for Krul, the barrier isn’t an option; it’s an initiation necessity. To increase your flexibility and decision points, consider Reflex Block.

From there, it’s about effectively utilizing your item activates and striking the target with as many basic attacks as possible before your gut tells you any more will risk enemy escape. An engagement where you fail to trigger Spectral Smite is a failed engagement. Period. Even if the target somehow dies, you’ve wasted crucial time and missed out on the health boon that lets you stick out fights to the bitter end.

The use of From Hell’s Heart is the most variable element of any fight. You can use it at long range to initiate a teamfight (preferably from the brush) and capitalize on a near-max slow. You can save it to turn around an engagement that’s going sideways. But there’s also tremendous benefit to saving the sword throw for when the target is getting away—ensuring your opportunity to consume those Weakness stacks with Spectral Smite. It’s all about feel and threat assessment … and when that sword is in the air whirling and returning, it will create a chaotic distraction that can momentarily make a mess of the enemy team.

Positioning your team tactically for teamfights is absolutely critical to Krul’s success. Krul will ideally always initiate from the brush to capitalize on Shadows Empower Me. If you can lure the enemy onto your turf or engage quickly when the terrain is favorable, Krul will have an important edge.

  • Build attack speed. The faster you can strike the target, the faster you can build up stacks of Weakness … and then decimate opponents with Spectral Smite. Rush Tornado Trigger, but allow yourself to react to events on the ground. You might need to add Tier 1 boots or shielding—or even to prioritize Reflex Block—depending on whether you’re being focused.
  • React with shielding. If enemy players go with “all blue” crystal builds to counter Krul, then Aegis is vastly preferably to health items. You’ll have plenty of lifesteal; what you need is protection from Crystal damage.
  • Max Spectral Smite instead of Dead Man’s Rush to capitalize on your attack speed.

  • Stick to targets with Frostburn. Even with Crystal builds, it’s critical you can get your target close so you can hammer them with Spectral Smite.
  • Build Alternating Current. This is a phenomenal item for Krul, giving you attack speed and crystal power. Adding Aftershock to the mix can be downright frightening.
  • Max Dead Man’s Rush instead of Spectral Smite for the barrier and damage.

WEAPON GLAIVE

When these two melee carries tangle, things get nasty in a hurry. While Crystal Glaive may have a bursty advantage, Krul will likely outlast Weapon Glaive unless he perfectly times his Bloodsong ultimate.

WEAPON SAW

If SAW’s not careful, the sword and move speed burst will catch him out in a fatal position. SAW needs to get to full Spin-up to be deadly, and Krul’s Weakness stacks reduce attack speed and allow him to duke out long fights with SAW in a way no other heroes can.

CATHERINE

Stormguard can’t prevent Krul from stacking up Weakness, and when her protective bubble goes down, it’s time to drop her with Spectral Smite.

PETAL

Oh, the range! Reaching Petal is a nightmare, and if you get there, you’re sure to have munions exploding in your face.

ADAGIO

While the kiting is threatening, it’s the slow that’s the real problem. Anything that makes Krul less speedy and sticky nullifies his advantage.

RINGO

He’s nimble enough to dodge (or even outrun) the sword, and he’ll even kite you while doing it!

  • If there’s also a Krul on the enemy team, use the Weakness stacks he generates to your advantage. That’s right: Your Spectral Smite can use the enemy’s Weakness stacks to execute neutral monsters. Place a scout trap in the Gold Mine pit and wait for the enemy to attack the Gold Miner. Hide in the lower-left corner of brush near the Gold Mine. When the miner is low enough, two steps will put you in range of Dead Man’s Rush. Dash to the miner and Spectral Smite for a clutch Gold Mine steal.
  • For a true element of surprise, try throwing the sword behind you and then sprinting past the target. If you do it right, the sword will connect on the flight back, starting the engagement in a head-spinning fashion.

MORE KRUL CONTENT

Printable Quick Reference Sheet

Krul, the Tortured Undead

What Krul Seeks, Part I

What Krul Seeks, Part II

Krul Sails for the Fold

Jungle Quickstart Guide: 8 Things to do in the First 5 Minutes

  • Vainglory
  • |
  • Apr 02, 2014

Playing in the jungle is an arms race to see who can get gold faster and spend that gold on more powerful items. To get gold, you need to kill monsters. But you’re not the only ones in the jungle, of course. Enemy junglers have the same objective. And expect they won’t be satisfied just killing the monsters on their side of the map. They’re going to invade your territory and kill monsters on your side to “starve” you of gold.

In order to hold your own in the jungle, you’ll need to efficiently clear your own jungle monster camps before the enemy has a chance to poach them. This Quickstart Guide should give you the foundation you need to have fun and get it done.

Let’s count it down …

#8: Buy two Halcyon (health) Potions and a Tier 1 item

When the match begins, you have money to spend! Tap on the Shop and grab the first recommended item. In future matches, consider this first item purchase to be setting you down one of two paths: Weapon or Crystal. If your first purchase grants weapon power, you’re gearing up to buy more red-background items from the Weapon menu. These mostly boost the power of your basic attacks or increase your basic attack speed.

If your first purchase grants crystal power, you’re setting up to buy more blue-background items from the Ability menu. These mostly boost the power or capacity of your three hero abilities or speed up the frequency with which you can use your awesome abilities.

#7: See who’s Ironguarding, if anyone

During the match, you can pull up the scoreboard by tapping on the crossed-swords icon to see what allies (and enemies) have purchased from the shop. What players buy will tell you a lot about how they intend to play. If someone has purchased Ironguard Contract (looks like a scroll on a purple background), they’re likely implicitly telling you: “I’ll hit monsters first and reduce them to low health. You hit monsters last and deal the killing blow.” This last hit will give you the gold, and the more gold you get, the more stuff you can buy. If no one is Ironguarding, that’s fine. You’ll both kill stuff.

#6: Head to the jungle & stick together

Most likely, you and one other teammate will both be “jungling.” Stick together because it’s difficult to survive a 2v1 fight. On your way to the jungle, hit the “+” button above your first or second ability. This selects which ability you’ll learn and can use first. They’re all good; don’t worry about which one you pick.

#5: ‘Travel the Circle’ of monsters

Think of the jungle as having two halves: yours and theirs. Think of the path around your half of the jungle as a circle. Pick a camp, kill the monsters there and then travel clockwise to the next spot, and so forth. If you get the timing just right, by the time you’re finished with a full cycle, the monsters in the first camp will be just about to respawn, so you can kill ’em again!

These jungle monsters come in two types: A single monster with a green aura and a set of two smaller monsters together. The green-aura monster will give you a small heal when killed (like using a Halcyon Potion). The pair of monsters yield more gold. When you’re low health, prioritize killing a green aura monster. (Remember: You need to deliver the killing blow to get the heal.)

When you’re feeling frisky, make a quick trip into the enemy-side jungle and see if you can steal a monster or two. If you encounter enemy forces, back off unless you have numbers on your side.

#4: ‘Rush’ a Tier 2 item

Your initial jungling goal should be to get enough gold to purchase a Tier 2 item as fast as possible. Know in advance how much gold that second item costs. (Just tap on the shop icon if you don’t remember.) When you have enough gold, head to the shop in the middle of the jungle or recall to base. As an example, Koshka’s recommended Tier 2 items are Heavy Prism and Void Battery. Either one is great to “rush,” and you’ll need to purchase both to be in prime position to eventually buy the Tier 3 (Frostburn).

#3: Hide & ‘Gank’

One of the most fun things about playing in the jungle is to pick a high-traffic spot to hide and wait for an unsuspecting enemy hero to stroll by. When the enemy is close, pounce and attack! This kind of ambush is known as a “gank.” To hide, stop in a section of brush. You’ll see your hero crouch down out of enemy sight. If it’s working, keep ganking as the match goes on. You can also head up to the brush that borders the lane and gank lane opponents.

#2: Always shop when waiting to respawn

Did you get killed? No worries; it happens! Just make sure the second you die to pull up the shop and get a head start on spending your gold. Ideally, when you respawn back at the platform, you’ll be done shopping and ready to jump straight back into the action. One tip to die less: When in a fight, make sure to pay attention to your own health bar every bit as much as your opponents’. If you’re really low on health, use a potion to heal and/or get out of there. It’s always better to survive a fight because your death gives the enemy a lot of gold.

#1: Keep an eye on the mini-map

As the match progresses, it will become more and more important to close ranks with your teammates and fight as one unit against multiple enemies. If you see two or three enemy circles on the mini map converging on a single ally, get there as fast as possible to help your teammates. These “team-fights” may not occur in the first five minutes, but acclimating to the mini-map from the outset will put you in a position to recognize team needs at crucial moments late in the game.

You’re all set. Jump into a match!

—PlayoffBeard

New to MOBAs? Here are 25 Terms You Oughta Know!

  • Vainglory
  • |
  • Jan 16, 2014

Stepping into a MOBA community is a little like stepping off a plane into a foreign country. There are a lot of words flying around that mean everything to the people around you and nothing to you … yet. But by the time you’re done reading this, you’ll be good to go.  Let’s do this …

  1. Last hit/last-hitting: Killing a minion, monster or enemy hero yields a set amount of gold. But that gold isn’t divided up among teammates. All the gold goes to the hero who delivers the killing blow. The act of striking the enemy last—resulting in the enemy’s death—is known as “last-hitting.” Last-hitting is an art form in unto itself; those who can consistently last hit will be much more successful because they’ll have more gold to play with. In the lane, this is all about timing because friendly minions will continue to attack the enemy despite your desire to last hit. You’ll need to time your final attack to kill the enemy before the minion does. Most new players will try last-hitting in Practice Mode until they feel pretty confident in this, especially if interested in playing in lane.
  2. Farm/farming: Focusing on gaining gold through the act of last-hitting minions or monsters. Farming is the primary way you will get enough gold to buy better items at the shop.
  3. Ranged: A hero (or creature) who attacks from a distance with a projectile weapon.
  4. Melee: A hero (or creature) who attacks from close up, often with a handheld weapon such as a sword or axe.
  5. Gank/ganking: A “gank” is an ambush, usually involving multiple allies attacking an unsuspecting enemy. To “gank the lane” is to hide in the brush at the edge of the lane and jump out when the time is right.
  6. Kite/kiting: Using a ranged hero (like Ringo with his gun) and continually firing and damaging an enemy while dancing at the edge of the enemy’s range. Ideally, you’d fire and then dance back out of range and so on and so forth. Kiting is often a means of simultaneously attacking and retreating, in an attempt to maintain a safe distance. Visualize a kite on a string caught in the wind. This represents the distance and fluid nature of the attack.
  7. Juke: A quick change of direction while moving, in an attempt to fool or evade an enemy hero. Often, this when you’re low health and attempting to escape. You might run around a corner, get into the brush and then go an unexpected direction to see if you can shake the chasing enemy. If there are any hockey fans out there, this is similar to a deke.
  8. Buff: A temporary boost to a stat. “Buff self” refers to boosting one of your stats. “Buff ally” refers to boosting a teammate’s stat(s). An example is Adagio’s Agent of Wrath ability. This will boost an ally’s basic attack power for several seconds. If Adagio buffs himself instead, the bonus attack power is even greater.
  9. Crowd Control (also known as “CC”): Umbrella term referring to all abilities or items that can temporarily inhibit the enemy. Crowd control comes in a number of different varieties: “Slow” reduces move speed. “Silence” prevents ability use. “Stun” will briefly incapacitate the target. That’s just a few …
  10. Cooldown: When you use an ability, it goes on “cooldown.” This is the timer that represents the real-life time that must elapse before you can use that ability again. “Cooldown acceleration” refers to speeding up the timer so you can use the ability again sooner.
  11. Lifesteal: Gaining health back from an attack that damages the enemy. Weapon lifesteal occurs when you regain health from basic attacks. Crystal lifesteal occurs when you regain health from attacking with your abilities.
  12. Ultimate: Your third (and most powerful) ability. Always spend an ability point on your ultimate when possible. It’s your most devastating option of the three.
  13. Turret: The big military cannons in lane. Your turrets defend the giant crystal in your base. The enemy turrets defend their crystal. Be very careful around a turret. If friendly minions aren’t present to distract it, you will take massive cannon damage and quickly die.
  14. Lane/laning/laner: The lane is one of two main zones on the game map. It’s the long, turret-filled alley in a direct line out from your base. You’ll often find ranged heroes in lane. Those in lane focus on two things: farming unfriendly minions for gold and destroying turrets, when possible.
  15. Jungle/jungling/jungler: The jungle is the other main zone in the game. It’s the large, brush-filled region beneath the lane. You’ll often see a pair of melee heroes head into the jungle, but that’s not a given. Those in jungle focus on two things: farming monsters for gold and taking (or retaking) control of the mines.
  16. Minions: The friendly and unfriendly critters in the lane. You have an unlimited supply of friendly minions that spawn from your crystal and march toward enemy turrets. Your opponents have an unlimited supply of unfriendly minions that do the same. Minions come in “waves” from base.
  17. Monsters: The native creatures in the jungle that yield gold. The monster with the green aura also yields a small amount of health to the hero who last-hit it.
  18. Feed/don’t feed: “Feed” means repeatedly putting yourself in a vulnerable or exposed position, resulting in your death at the hands of an enemy hero. This is called feeding because you’re personally supplying that enemy with the gold needed to build powerful items. (Killing a hero yields a lot more gold than killing a minion or monster.)
  19. Tank/tanky: This describes a hero’s makeup, role and/or item build. A “tanky” hero is focused on life sustain and is difficult to kill. This often comes in the form of lots of max health but can also refer to defense such as armor and shielding. “Tankiness” often comes at the expense of attack power.
  20. Carry: An offensive hero role with two meanings. Often the carry is expected or needed to “carry” the team to victory. This can also independently refer to a hero that is weak in the early game but gets more and more powerful as the match progresses, and is frightening to oppose in the late game. Weapon carries are focused on basic attack power. Crystal carries are focused on ability power and are sometimes referred to by the community as AP carries.
  21. Support: A hero role focused on bolstering the power of teammates and/or sustaining the health of teammates. In Vainglory, heroes with support qualities also possess offensive qualities or other capabilities. So, even if you’re partially in support (such as Adagio), you’ll be able to attack with potency or contribute in other ways (also like Adagio)!
  22. Assassin: A hero role focused on striking suddenly for massive damage and then getting out before getting killed. Koshka exhibits all the qualities of an assassin.
  23. Team-fight: When your entire team of three is battling all three enemies at once. The later the game progresses, the more important and frequent team-fights will become. Always keep an eye on the mini-map to anticipate team-fights and get there in time to avoid a 2v3 engagement.
  24. Aggro: “Taking aggro” from an enemy monster or hero means to take the damage from it. For example, if you’re tanky and
    another player is weak or low health, you’ll want to take the aggro when engaging an enemy, if possible.
  25. Item build: The sequence of items purchased during the course of a match. One of the most fun and interesting elements of exploring a new hero is seeing what “item builds” work for you most effectively. There is no one “right build” for a hero. Different combinations will yield different results, and certain builds complement certain play styles more than others. Part of the fun is sharing your favorite builds with the community in the forums and trying builds that other Vainglory players suggest.

Don’t worry about remembering everything above. The more you play (and the more you read), the more second nature this will become.

See you in the Fold!

—PlayoffBeard