[1.19] Anchors Away Phinn Guide by OTEG

[1.19] Anchors Away Phinn Guide

By: OTEG
Last Updated: Jun 29, 2016
3 Votes
Rating Pending
Build 1 of 1

Phinn

Build: Guilty by Association

Ability Path

Unstoppable
Heroic Perk
Quibble
1
2
3
4
5
6
7
8
9
10
11
12
Polite Company
1
2
3
4
5
6
7
8
9
10
11
12
Forced Accord
1
2
3
4
5
6
7
8
9
10
11
12

Threat Meter

Threat
Low
High
Show all
Threat Hero Notes
1
Ardan Almost no threat whatsoever. Being able to force cancel his only major CC is a huge cripple to any team with an Ardan.
2
Lance With both of Lance's CC abilities being movement altering affects, he shouldn't phase you whatsoever.
2
Catherine Catherine only having a stun for CC until level 6 makes her not a threat to slow moving river troll.
3
  No Threat
4
  No Threat
5
  No Threat
6
Fortress Having percent health damage, a team speed boost and a slow, Fortress can be a small nuisance.
7
  No Threat
8
Taka Takas's high mobility and stealth make him a pain to deal with. Buy flares and scout traps and he shouldn't be a problem.
8
Skye Just like taka, her mobility can be a huge problem.
9
Reim Slow moving target is exactly what Reim needs to build up some insane fortified health.
10
Skaarf Skaarf's passive, Fan the Flames, counters the 15% bonus health you get from Crucible, War Treads, Fountain, etc. This alone makes him a pretty scary hero to face.

Intro Top

Hello, my name is OTEG and I'm the co-leader of the 7Storms guild and 7storms Monsoon's starting roamer. I'm glad to have you here today to show you the power of my main roam, Phinn. Even though there are probably better guides out there on phinn, I'm glad to share with you my unique perspective on this river troll.

Starting Rotaion to First Shop Top

When starting the game off I recommend picking up an oakheart first along with 2 halcyon potions. Phinn's naturally high health should allow him to survive the first jungle rotation. Let your jungler start the first regen camp as you start the doubles. When he/she finishes the regen camp transfer the aggro to your jungler. At the end of the first rotation DO NOT FIGHT if you can help it. Buy protector contract if you think they are going to fight. If not, then buy sprint boots and a scout trap. Place the scout trap where you feel is the best location and continue to farm. I recommend after the second or third rotation, go into lane and babysit your laner.(if your jungler can handle themselves alone) Keep playing it safe, you are NOT an early game roamer and you shouldn't play like one. Farm up and wait for your time to shine.

Mid Game Top

By this point in the match, you should have your fountain of renewal, travel boots, and crucible. You should now start playing somewhat aggressive. Start pulling out of position carries into your team and start taking objectives. You should start to hit your power spike and be able to swing teamfights in your favor. STAY WITH YOUR TEAM! Remember that. You need to be in the center of your team for your polite company to help anyone. Never leave your carries alone at this point in the game. As you start to transition into the late game, you will start to see how much you out scale most other roams. Capitalize on this strength and losing should be a rare occasion.

Late Game Top

This is now your game. If you make this late into the game its hard to not win. Your passive along with polite company makes you almost unkillable. You should now have full build. With cooldown speed given from clockwork and contraption your Forced Accord is now at a twenty second cooldown! You can also stun the entire enemy team every 3 seconds. (if you land it of course) Unless you or your allies make a stupid mistake this game should be in the bag.

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