[1.25] Guide to following the Stars by Xavier130

[1.25] Guide to following the Stars

By: Xavier130
Last Updated: Dec 18, 2016
3 Votes
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Build 1 of 1

Celeste

Build: Build #1

Ability Path

Julia's Light
Heroic Perk
Heliogenesis
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Core Collapse
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Solar Storm
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Threat Meter

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Threat Hero Notes
1
SAW SAW is this immobile hero who excels at being hit by your abilities and getting demolished by a 600 damage supernova. Be careful if he goes CP as he CAN melt you with his supressing fire but simply dodge out of it and then stun him while he sits there while spamming your novas. The first three levels can be tough in the lane but once you get a few crystal bits, he can no longer sit through your helios.
1
Baron CP baron is slow and his attacks take a long time to hit. Prioritise dodging his attacks as it is huge bursts and you will be fine. You can almost deal three helios in the time frame of one mortar. A very easy target. The ult into two quick mortars can kill you however. Be wary of that and you can kill him taking no damage.
2
Kestrel Utilise your range as much as possible. She can easily melt you if you get too close and theres no one bodyblocking for you. Play relatively safe till level 8 as you will destroy her completely then. If you land a stun on her before level 8 however, play aggresive and capitilaze. Not being a very mobile hero, shes a easy target and will die once stunned.
2
Vox Similar to Kestrel, use your range and vox will melt. Vox however, is more mobile and has an ability which when used properly can dodge your abilities. Still, if you keep you range, he's nothing. If he tries to boots in and chase you, use your boots and create distance. Consider buying journey boots if he does to match his speed.
2
Joule She can easily melt you and deal surprising amounts of damage. Do not underestimate her damage and just like dealing with these low threat heroes, use your range and you will win. IF she tries to jump on you to close the distance and/or stun you, reflex block it and stun whereever the danger sign of her jump shows. then, boots and kite away and splatter her with your helios on the way.
2
Krul Reim and Krul are both easily abusable by you due to their slow speed but they can kill you quickly if they get on you. keep kiting and block their ultimates if you can and they will melt quickly as they rely on hitting someone to be tanky
2
Reim Reim and Krul are both easily abusable by you due to their slow speed but they can kill you quickly if they get on you. keep kiting and block their ultimates if you can and they will melt quickly as they rely on hitting someone to be tanky
3
  No Threat
4
Alpha WP Baron, Rona and Alpha can quickly kill you if they get on you and they aren't as slow as reim or krul. Immediately boots away or stun when they use their gap closing abilities and kite. They have great sustain so you cannot fight them even if you have a eve. Kite and they will die quickly. Baron has range and will be slightly more of a hassle but you can outdamage him if you keep kiting.
4
Rona WP Baron, Rona and Alpha can quickly kill you if they get on you and they aren't as slow as reim or krul. Immediately boots away or stun when they use their gap closing abilities and kite. They have great sustain so you cannot fight them even if you have a eve. Kite and they will die quickly. Baron has range and will be slightly more of a hassle but you can outdamage him if you keep kiting.
4
Petal Petal is unique in which the sources of damage and control is different. If you kill her minions, the damage stops and she can spawn more while not actually dying. If you try to kill her, you will take the consistent damage of her minions. If you land a helio> stun> nova combo on her, she will melt. It takes a helio> nova combo to kill her minions usually. Regardless, they both die pretty quickly. I usually go for her immediately and just tank her minions. If i land my abilities, i kill her first and heal some health through eve to continue killing the rest. Its not worth the effort killing her minions first imo but can be a good idea if you are about to die and can kill the minions and boots away. Also, if you can kill the minions before she ults, it gets cancelled so theres that. Petal might be more of a challenge if you face a very talented one who can dodge your stuff with her jump but usually a easy target.
5
Baron WP Baron, Rona and Alpha can quickly kill you if they get on you and they aren't as slow as reim or krul. Immediately boots away or stun when they use their gap closing abilities and kite. They have great sustain so you cannot fight them even if you have a eve. Kite and they will die quickly. Baron has range and will be slightly more of a hassle but you can outdamage him if you keep kiting.
5
Celeste You will only face this in the third game in a bo3 competitively or in a casual or <t7. Dodge the abilities as much as possible and may the best mechanical celeste win.
5
Lyra Depends on who she is paired with. The early levels can be troublesome with her endless heals stopping any poke you try to deal and her very painful pokes. As the game progresses however, plant a star where she imperial sigil and a supernova will nullify all her disgusting heal. She is squishy even as a roam and you outdamage her when she goes carry. Play at range and be careful when she portals in with her melee heroes right into you and you should be okay. The portal can be a trap for you as well by planting your stun at the opening. It can deal some disgusting damage to the entire team and let you singlehandedly 1v3 if played well.
6
Fortress Fortress, Flicker, Ardan and Phinn can easily gap close for their teammates and cause some slow enemies low on this list to become a huge threat. Kite or block their gap closing abilities accordingly and they won't be much trouble by themselve. Prioritise killing the heroes they are trying to help gapclose to you.
6
Flicker Fortress, Flicker, Ardan and Phinn can easily gap close for their teammates and cause some slow enemies low on this list to become a huge threat. Kite or block their gap closing abilities accordingly and they won't be much trouble by themselve. Prioritise killing the heroes they are trying to help gapclose to you.
6
Ardan Fortress, Flicker, Ardan and Phinn can easily gap close for their teammates and cause some slow enemies low on this list to become a huge threat. Kite or block their gap closing abilities accordingly and they won't be much trouble by themselve. Prioritise killing the heroes they are trying to help gapclose to you.
6
Phinn Fortress, Flicker, Ardan and Phinn can easily gap close for their teammates and cause some slow enemies low on this list to become a huge threat. Kite or block their gap closing abilities accordingly and they won't be much trouble by themselve. Prioritise killing the heroes they are trying to help gapclose to you.
7
Adagio Adagio is PAINFUL if you get burnt and he empowers himself. HIs range is huge and you have to be at your max range to outrange him. He will be a huge threat before your overdrive on A and you need to avoid him when his buff is active. Kite as max range as much as possible. Try stunning him out of his ult or when he runs at you. Prepare to boots out as he can reflex your stun as well.
8
Ringo Your range outranges his quite a good amount. However, ringo players are notorious for hiding in bushes before slowing you with Archilles Shot and stutterstepping you to death. If at absolute late game, you can actually manfight him by standing there and spamming him. His slow will prevent you from kiting him out of his range and this is probably your best bet. Hope your melee character/ roam atlases him. If you can stun him, he will melt to a nova combo.
8
Skaarf These two heroes rivel your range or even outrange you in exchange for a harder to hit basic skillshot. Gwen has a cone skillshot with 2 extra range while skaarf is a straight skillshot with a extra point of range. To counter Gwen, Try standing away from your teammates so she cannot hit the entire team at once. Her skillshots recharge slower than yours and it is a good time to engage if she had just missed a shot. Skaarf can be outranged if you utilise your novas. Try putting a wall of stars and keep pushing him back and dodge his straight shots. Clockwork is a good item against skaarf for this method. You will eventually be able to seige or deal good damgae if his team doesnt engage.
8
Samuel Skye and Samuel have good range with their abilities and a ok range with their normal attacks. They are however very mobile inately and with their abilities. You will need to outplay them and disengage when they use Death From Above or Drifting dark. You can however, outdamage them if all factors are equal. They will demolish you if they have breaking point stacks or broken myth stacks so be careful. They can massively outplay you but if you consistently hit your abilities, you will win.
9
Glaive Glaive, Koshka, Ozo and Taka all excel in taking out squishy ranged heroes using their single target attacks. Ozo is more of an AoE attacker but still melts squishies pretty quickly. These heroes can dodge your abilities pretty easily and your best hope is to kite and hope eve heals you well enough. They are all melee so you can kite pretty easily. You will want to avoid walls against glaive, your allies or minions against ozo and just cry against koshka or taka. Hope that your accuracy is good and just kite and hit as many attacks as possible. Block their stuns or they will easily kill you
9
Koshka Glaive, Koshka, Ozo and Taka all excel in taking out squishy ranged heroes using their single target attacks. Ozo is more of an AoE attacker but still melts squishies pretty quickly. These heroes can dodge your abilities pretty easily and your best hope is to kite and hope eve heals you well enough. They are all melee so you can kite pretty easily. You will want to avoid walls against glaive, your allies or minions against ozo and just cry against koshka or taka. Hope that your accuracy is good and just kite and hit as many attacks as possible. Block their stuns or they will easily kill you
9
Ozo Glaive, Koshka, Ozo and Taka all excel in taking out squishy ranged heroes using their single target attacks. Ozo is more of an AoE attacker but still melts squishies pretty quickly. These heroes can dodge your abilities pretty easily and your best hope is to kite and hope eve heals you well enough. They are all melee so you can kite pretty easily. You will want to avoid walls against glaive, your allies or minions against ozo and just cry against koshka or taka. Hope that your accuracy is good and just kite and hit as many attacks as possible. Block their stuns or they will easily kill you
9
Gwen These two heroes rivel your range or even outrange you in exchange for a harder to hit basic skillshot. Gwen has a cone skillshot with 2 extra range while skaarf is a straight skillshot with a extra point of range. To counter Gwen, Try standing away from your teammates so she cannot hit the entire team at once. Her skillshots recharge slower than yours and it is a good time to engage if she had just missed a shot. Skaarf can be outranged if you utilise your novas. Try putting a wall of stars and keep pushing him back and dodge his straight shots. Clockwork is a good item against skaarf for this method. You will eventually be able to seige or deal good damgae if his team doesnt engage.
9
Skye Skye and Samuel have good range with their abilities and a ok range with their normal attacks. They are however very mobile inately and with their abilities. You will need to outplay them and disengage when they use Death From Above or Drifting dark. You can however, outdamage them if all factors are equal. They will demolish you if they have breaking point stacks or broken myth stacks so be careful. They can massively outplay you but if you consistently hit your abilities, you will win.
9
Idris Idris is the new hero of 1.25/2.0 and is very mobile, while exceling in poking and/or sticking to a target. With a dash ability, he can dodge your abilities if well timed. That ability however, has a pretty huge cooldown and you can abuse it. Wait for his blink before trying to stun him and he will melt pretty fast. If possible, only ult after you have seen him using his ult as you will be his main target and he will prioritize dodging you solar storm. His CP path will utilise poking more as he has a 0.5 range higher than your od helio. It has a 8 sec cooldown compared to your 1.2 and you should engage after you see him using his chakram. Overall, dodge his abilities when he is CP, kite his WP and try to stay close to your allies as he is more ST. His CP can be soloed by you if well played.
10
Lance The literal most annoying things to deal with ever. Dodge the impales accordingly and try to kite as much as possible. Can easily root you in place and chain stun you though. Pray you don't face a good lance and your juking skills are well trained or you will have a nightmare facing him.
10
Catherine The female version of the most annoying thing ever. This one will make you self destruct if you hit her bubble as you are a burst cp hero. Do not hit her when she has a bubble on to prevent the reflection. Normal attacking her to gain BM stacks is okay but it still does reflect a decent chunk. She is however, relatively squishy without her bubble. A quick stun into nova will chunk her but still not kill her. Kite her bubble burn damage and just ignore her for the most part till the end. Be careful of her guaranteed stun, espescially if a melee is waiting to jump on you or you are going to ult. Might be worth reflex blocking this as it can set many thing up although the stun duration is short. The silence is usually not worth blocking and the reflex block should probably be saved to guarantee your ult goes off. Pray your roamer can block this silence but don't count it <T10. A more practical solution soloq is to just disengage and wait out the silence
10
Taka Glaive, Koshka, Ozo and Taka all excel in taking out squishy ranged heroes using their single target attacks. Ozo is more of an AoE attacker but still melts squishies pretty quickly. These heroes can dodge your abilities pretty easily and your best hope is to kite and hope eve heals you well enough. They are all melee so you can kite pretty easily. You will want to avoid walls against glaive, your allies or minions against ozo and just cry against koshka or taka. Hope that your accuracy is good and just kite and hit as many attacks as possible. Taka is different in that he can get on you no matter what. He melts you but if you stun him he will melt as well. Wait till he kaitens and place your stun on you, the opposite side of when he first kaitens and you will stun him if you get the timing right. This is your one counter against this natural counter to celeste.
10
Blackfeather The.Most.Annoying.Thing.Ever. This is a mobile krul with just enough lifesteal, albeit less than krul, just enough damage to annoy you and kill you. A decent blackfeather can dodge the stun easily and even go behind you when you try to ult him. He builds tanky and can shiversteel you to reduce your kiting. My best way to deal with him is to wait for him to use his charges while just kiting enough to get slightly away from his basic attack range. Then, i just stand and fight to heal as much to outsustain and outdamage him. To outdamage me, blackfeather often uses his ult to dodge my abilities and that could open a window to stun him and kill him. Overall, a very hard counter. Poking before the real fight starts is the best way to gain an advantage.

Introduction Top

My name is Xavier130, a Vainglorious Bronze Lane/Roam main in SEA. Celeste is my favourite hero I would like to help others by writing an updated guide of this meta AoE specialised hero

Celeste is a late game orientated hero who uses her long ranged abilities to destroy from a distance while being safe in the backlines.

How to play Celeste? Top

Celeste excels very well in chunking slow heroes or those who get outranged by her. She does not deal well with dive heavy heroes but if played well, can outplay those heroes. She is meta due to her simplicity - hit your skillshots and kite - and she can outplay almost anybody if you are good at her. She usually needs to get her level 8 which increases the range of her main attacking ability by a significant amount and her BM+ EVE before she becomes this huge threat. She can 1v1 from the time she has a few crystal bits but is not at that super strong stage yet. She wants teammates who can set easy skillshots for her or those who can peel for her. This means she pairs very well with Lance, who can root enemies to get stunned, before stunning people by himself or pushing those melees away from the Queen Celeste. Anybody who has CC basically has immense synergy with her. She works well late game and could use some help in the mid game though taking early game heroes with her is not reccomended due to her wanting to go extreme late game which those heroes would fall off by then. Unless they are going to be simply a source of CC, early game heroes do not synergise well with Celeste.


Heliogenesis will be Celeste's main source of damage. It works in two stages. The first time you use the ability, a small patch of say 3x3 pixels take damage and a star spawns the the middle of that patch. I call this stage helio or heliogenesis. If you land a star in that 3x3 spot while the existing star is still there, a 5x5 patch will take damage, with the middle spot being the first star that you PUT down. This is the second stage which is called supernova or nova. Frostburn is a great item for celeste due to this. Slowing enemies down means that they can't get out of that area quickly and you can supernova them reliably. If you aren't against mobile enemys, frostburn can be substituted for more damage. Or if you are of higher skill, you can supernova enemys well by placing your helios in key spots which guarantee a supernova to go off and frostburn is not needed then.


Core Collapse is a high skill cap ability. It has a relatively high cooldown and can only be used once or twice in a fight. This means that landing this is very important. Its radius is decent but it has a decent charge up time which makes it easy to dodge/hard to predict. If you are against very dive-heavy drafts and/or mobile heroes and you require the stun frequently, consider getting a clockwork after your core items or maxing your Core collapse instead of your solar storm for the cooldown decrease.


Solar Storm is your ultimate, a long cooldown strong ability(usually, coughcough combat roll coughcough) and should be used in important situations only. As it is a map wide attack, it is great at sniping enemy heroes or gold mine/ kraken, espescially with its pretty wide width and good base damage. Upgrading the ability increase the base damage of each star and how many stars there are. it could go from (3x30) on the first point to (5x50) which is why i almost always prefer taking the point on my ult over on my B. The numbers are obviously wrong and does not calculate middle star and side stars but shows my reasoning for taking the point on my ult. Although this ability has a wide width, any star thats not the one in the middle will disappear once hitting a structure or an enemy hero. This means that a roamer could block those stars for their team. If such a situation occurs, only the middle star will pass through any structure or hero. This is useful information for sniping a low health enemy hiding behind the turret. I would not reccomend using this ability to harass or snipe as much as it is miles more powerful as a midfight ability. Kestrel's OSOK has a much higher charging time and is only useful for harass and/or endfight chase or sniping kraken but solar storm can hit the entire enemy team for massive damage and grant you great amounts of lifesteal.

More about The Queen Top

As Celeste requires her levels and items, She can go to either lane or jungle. For the best of both worlds, i run a Celeste with a subcarry focused on CC. Celeste starts of in the jungle for quick levels and the subcarry often rotates to help Celeste gain a advantage in the jungle. Once Celeste reaches level 8, Celeste rotates to the lane to get more gold as the jungle gold starts to stagnate. This means Celeste gets both quick levels and quick items while the subcarry doesn't totally get no farm as well. This is a slightly different method than the typical hypercarry takes all method.

How do you play Celeste in teamfights? The dream setup is that the main fight is in a very tight choke point while celeste is on the other side of a wall. An example of this is Celeste being in the bush beside the tribush and everyone else is fighting beside the shop bush. Celeste can help the fight due to her ridiculous range yet enemies cant get to her as shes on the other side of the wall. This way, she is safe and her allies can frontline for her as she destroys peoples dreams.


Another way is to literally spam helios. Use your A as often as possible without novaing them to create a wall of stars. If anyone walks into the range of the stars, nova them. The immense damage will deter people from walking through them. This allows easy zoning where you can push the enemy to areas where your allies abilities can easily hit, say zoning them to the top of a dead turret where your ally lance can easily impale.


To synergise well with your allies, i like to land a helio on the enemy first. Even better with a frostburn, my ally can then stun or root that hit enemy which can lead to a easy to hit core collapse and then a nova and/or solar storm. For fun times, stun the enemy, charge your ult and then immediately nova. the nova damage together with the ult can easily one shot a team with say 2 stacks of BM stacks from poking beforehand.

Item Choices Top

Broken Myth and Eve Of Harvest are the two core items for Celeste, and pretty much any CP carry. Broken myth amplifies your damage and eve of harvest heals you. This is similar to the Breaking Point + Serpant's Mask build and is the most cost effective combo for damage and sustainability. However, personally, I do not like Eve Of Harvest as my first or second core offensive item but instead opt for a Frostburn or Shatterglass as my second or first item. This is because Eve of Harvest requires you to deal CP damage and heals a part of what damage you deal. With little CP damage, you would not heal for much and so i prefer getting an extra 100 or 150 cp before getting an eve. As to when to get Shatterglass, Frostburn or Broken Myth first? It depends. If you go for either a Shatterglass or a Frostburn first, you MUST get a Broken Myth next. If you don't , your scaling gets massively pushed back and you will deal as much damage as a CP lyra until you get a Broken Myth. This means that getting Broken Myth as your first item gives you more choices as to your next items. Getting Shatterglass first will help you farm much easier as your damage is higher to minions. You will also get more damage outright and will outdamage a BM in the first few attacks before being outscaled. Shatterglass can be good for quick fights where its burst or be bursted or if you can't poke as much or want to start a fight with a solar storm. Frostburn is a good first item if you need the slow as quickly as possible. Broken Myth followed by a Eve of harvest immediately after is good if you are behind however. As said before, it is the most cost effective build and is good if you need to build tanky or have not enough gold. A second Broken myth can be substituted for either the Shatterglass or Frostburn if the enemy is building lots of shield against you. A Clockwork should only be built after BM + Eve so it should only be the third item or even the fourth item if you have a frostburn/shatterglass.

Basically, the possible buildpaths imo is:(in order of build priority)
Shatterglass > BM > Eve
Frostburn > BM > Eve
BM > SG > Eve
BM > FB > Eve
BM > Eve > FB
BM > Eve > SG
BM > Eve > CW


To see if you have been building well, you should get 3 T3 offensive items + T2 Boots + RB by 15:00. If you are in the lead, you should get those items by 12:00. If you went tanky, you should have 2 T2 items and 1 T3 Def + T2 boots by 15:00.

Other than offensive items, Boots should be upgraded to T2 around the 8:00 point to increase your mobility and RB should be built by lvl 6 or whenever you need it. If theres no CC, you can either build pure defense(Coat of Plates/ Kinetic Shield) or not build any defense until you have your core items.

Personal playstyle which has worked for me Top

Start with a Energy Battery and two potions, may be worth waiting in base to get a potion + minion candy instead but have not tested this thoroughly enough yet.
Go to the top bush and normal attack + helio the enemy laner. Continue aggresion if enemy laner is not strong early.
Focus on farming after the early aggresion if the enemy laner is pretty strong early.
Quickly clear the wave by helio + supernova in order to rotate.
Don't rush, focus on getting every single farm carefully when the minions are low.
Use your abilities to chip at them only when the minions health is high.
After clearing, rotate down and get a crystal bit and try to invade.
If successful, go back to farming. If not, once revived, go back to farming. Farming is VERY imporatant as Celeste.
If the fight resets, you can try to go into one of the lane bush and ambush. A helio + 2 AA + stun + nova can easily get you a solo kills.
I've probably gotten 50 kills on Vox at level 2 as Celeste all in all doing this. People underestimate Celeste's early game way too much. If you can get in range, you can deal massive damage.
After the early game, I pull back on the aggresion in the early-mid game till Level 8.
Most laners are activated in the early-mid game if they aren't the late late game sorts.
Waiting till you get your massive bullying ability is a good choice.
Then, you can siege with your massive range and by this annoying beautiful artillery <3
As you get more items from then on, you gain better zoning abilities and get stronger.
Even at this point, Don't underestimate your AAs! They still deal a lot of damage and are good to use when you aren't sure if you can hit your abilities and have limited mana. Still, this is only useful if you are forced to be in range. Using your helios to max range keeps you as safe as possible. Kestrel, Taka, Flicker and the flicker'ed can be revealed using your AAs and they will follow them to the end and can give your vision of where they are running to.

How to practice playing as The Queen Top

Celeste has three major factors. Kiting, Farming and Hitting. Celeste is useless if you can't hit a single ability or can't get your items. Practicing kiting will increase the survivability of the otherwise squishy Celeste. Practice these things in a 1v1 lane matchup and against someone who agrees to help you in a private match. The helper can play a mobile hero and you can try kiting him and hitting him to increase your survivability. Other good mechanics to learn are Reflex Blocking and chain stunning.



All the best with this beauty. She helped me on my journey from Decent-ish in 2016 Spring till now Vainglorious Bronze 2016 Autumn(?). She can be a good newbie hero and a devastating advanced hero. It all depends on you to unleash her full potential.

Patch 1.25/2.0 Top

Celeste did not recieve any changes in patch 2.0 but a new counter to her has appeared, in the form of Idris. Her playstyle and place in the meta will not change much however, you will have to get used to the new items and lack of jungle shop. Her new playstyle will have to have a new rotation. For me, i like to clear the first wave and rotate as usual. Make the most of what you can in the first four minutes. Most people I've seen have become more wary and not invade in the first few minutes due to the changes, even if the changes did not affect the time frame. Try to push an advantage and steal two rotations in this time, otherwise, just keep farming as it will be farmfest after the fourth minute and most fights will now break out in the lane, if any at all. Your farm will thus have a higher chance of being affected as a result. Try caution pinging your allies to not fight if your farm is still alive. Get the message across that you wish to push before skirmishing. This will save your farm and give you a minor extra minion damage in a fight.

Other than that, Jungle Celeste will be much more viable and easy to use for the least experienced Celeste. Usually, Jungle Celeste needs to be experienced in order to not feed the jungle away. Celeste's farm will be secured in the jungle from minute 4. This means that those not confident of holding their ground in the jungle will still be able to use jungle celeste.

The new items have a decent effect on Celeste. Poisoned Shiv is Weapon and will have literally zero effect on Celeste, unless you decide to go WP celeste, which can work but i have only ever won once with it in a ranked, when i was in Decent-ish(T4). You probably will not build Nullwave Gauntlet unless you have some game plan in mind with your team but it won't increase your damage and other items give more survivabilty. It probably won't be used for you either as the roams items are of higher priority. It CAN **** your mind up if it is used on you together with an afterburn or something however. Be careful of that and play more cautiously if its used on you.

The items that matter to Celeste are Echo and Slumbering Husks. Both items revolve around burst. If you require lots of burst damage, buy an Echo as your fourth offensive item. Echo requires the base damage to be decent. After your two core items, the damage is still simply not enough to warrant an echo and a extra FB, SG, BM or CW is needed before Echo can be built. Buying Echo can give you immense burst and snipe damage. However, in a long term fight, an extra defense, SG, BM or CW will give you more overall damage.

Slumbering Husk is one of the main highlights of this update to me. It literally grants you near immunity to burst for a few seconds. Against Taka, Kestrel or any other burst hero? BUY THIS ITEM. This item basically grants you fortified health if you took a sudden burst of damage. What this means is that it will protect you temporarily with extra defense iirc for the next few seconds. Did a Kestrel OSOK always take 70% of your health away? Look, it now only does 30%. For those familiar with Black King Bar in DotA, this fortified health is similar to a sudden spike of defense for a duration. It is triggered by a burst of damage and cannot be self-activated. The reason i made the reference is due to the fact you can use SH like BKB: Go ham when it is activated. When it is activated, you can just sit there and keep dealing your damage. All damage done to you is basically halved. Too bad it does not have magic immunity but oh well. If is is activated prematurely, wait its cooldown out. It is around a 30 sec cooldown and is able to be triggered by a visual sign of a green algae-ish colour aura on your feet. Make sure that its avaliable before the fight starts as it is a life-saver.

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