The build-notes Top
The names UrRllyDumBro,
I have hundreds of games as krul, and I love him for his lifesteal and sustain, and amazing carry potential.
Start with a swift shooter.
This will help you do damage to jungle camps and will become an alternating current later on. Then try and upgrade to a salvo around the same time as buying aftershock. This is so you an get smite stacks on people faster and weaken them and heal yourself quicker.
Aftershock is a great item on krul as it provides some reduced cooldowns, meaning you can rush more, have some crystal power, meaning you can have a slightly extended barrier duration and have more heal with smite stacks as well as more ability damage, and you get great damage as his rush instantly will take off 15% of the targets health-try and use it on a carry, not their roamer! It also has lifesteal on the 15% damage.
A myth later in will amplify all your cp damage, including aftershock, and is great on all sustain cp heros. Krul, now, is no exception.
For defense, I typically stick with aegis and a metal jacket. If you are in a lower skill tier, then feel free to stack armour if they go double weapon power-jacket pauldron generally makes krul unkillable if they all rely on weapon power.
I don't normally get shiversteel, as I usually start fights with the slow from his 'shadows empower me' perk.
Also having armour and shield means if you steal 15 health with lifesteal, that health is worth more as it is harder to remove, due to the fact armour and shield reduce damage. So a jacket or an aegis will provide more survivabilty.
Feel free to praise me with how awesomely this build went for you, or if you have any questions
Abilities notes Top
I have precisely calculated my order to be optimum- you want the lifesteal early in case a jungle camp targets you, perhaps after your roamer is out of range. if you are jungling alone (perhaps in lower Elo) definitelt get spectral smite first-you'll be able to recover some health by detonating the stacks to kill the monster-try and delay it so you last hit with smite, for maximum healing.
NB if you are against assassins, dead mans rush can be a better option, especially against taka, as if they invaded you, you can block some damage. He may also dip in and out, making it hard to basic attack him and get stacks, so you want a more consistent burst ability with a lower cooldown.
I then take two points of rush. This is for ganks and fights which will often be short as krul is quite squishy early on.
Don't ever upgrade his sword-'from hell's heart' 3 times-you barely get anything-an increase in about 0.2 seconds of a stun. In all circumstances take rush and smite.
Thanks for reading guys, all feedback is appreciated.
A few updates ago, krul was best played passive, until late game. But now, he seems to have same sudden early game prevalence, as he can even beat koshka early game if played correctly.
If you are against a krul, blackfeather or ozo, feel free to invade and take their front jungle camps, as long as they do not have an adagio or fortress. This will give you an edge, as you will have always bought your items before they get to the shop, and you will have slightly more gold.
For teamfights and ganking, always try to wait for your perk, dead mans rush to kick in, before charging,as it will give you a great advantage-stickiness. This is a core part of krul, dont ignore it!