Back from the dead by BloodyEagle

Back from the dead

By: BloodyEagle
Last Updated: Jul 4, 2017
8 Votes
Build 1 of 4

Krul

Build: Weapon Warrior

Ability Path

Shadows Empower Me
Heroic Perk
Dead Man's Rush
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12
Spectral Smite
1
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From Hell's Heart
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Threat Meter

Threat
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High
Show all
Threat Hero Notes
1
  No Threat
2
Adagio His ultimate still holds the title for the mot blocked ultimate of all times. Your captain should be blocking this. If not, use your ultimate.
2
Alpha You should be worrying more about their carry than her. One on one, you will outlast her.
2
Ozo Krul should easily kill ozo.
2
Phinn Your captain will block the hook, and you block his stun. Also serves as free breaking point stacks.
2
Ringo He will never see you coming. With no abilities to escape, krul should easily kill ringo.
3
Ardan A good ardan will attempt to separate you from his carries with gauntlet. Try to get reflex block before level 6.
3
Grumpjaw Don't get eaten and you will do fine.
3
Krul Whoever got breaking point wins.
4
Celeste Her only way to escape from krul is to stun krul with her core collapse. Block that and you will be fine.
4
SAW The hero with the lowest stats out of all. Buy atlas.
5
Glaive If I am not mistaken, krul was released to counter weapon glaive. Crystal glaive will be very annoying to play against, and put you in bad positions.
5
Joule If she engages with her rocket leap, block the stun and stick on her. If she jumps away, throw your sword and activate boots to catch up.
5
Reim Old grandpa lasts for about as long as you. You will eventually outlast him. Usually, it depends on which carry can kill the enemy jungler or carry first.
5
Skaarf Don't get caught in goop. Has potential to deal huge amounts of damage.
6
  No Threat
7
Baron Deals huge damage and can fly away. Hide in the brush until he has used his jump jets. Then jump on him.
7
Catherine Stuns and silences will cripple a krul. Your captain will take care of the silence. Block the stun and she can't really do much to you.
7
Flicker Good vision obviously counters flicker. If that is not available, then try to jump on them rather than they jumping on you. Flicker's abilities are meant to be used for engaging.
7
Koshka With the correct captain by your side, you can outlast her early game invades. Still, try to not fight early.
7
Rona Watch out for bursts.
8
Blackfeather Too slippery for you to stick to, and renders your ultimate useless. You shouldn't be focusing him since you have little to nothing to stop him.
8
Lance Too much crowd control for you. Wait for him to use all of his peel, then go for the carry.
8
Petal Can jump, can plant seeds that act like mines, and makes her pets go kamikaze. Stay hidden until she jumps toward and try to kill your carry. Then, jump on her.
9
Baptiste A mage with mini gauntlet and ultimate that causes enemies to run away. Your best hopes are for him to be distracted by your carry and captain.
9
Idris Able to deal huge amounts of burst damage.
9
Kestrel The most simple way is to not step into traps. It can be a pain to deal with a kestrel well protected by the enemy team, and make her virtually untouchable.
9
Lyra Her snare stops you from reaching the enemy carry. No lifesteal, you're dead.
9
Taka A hit and run hero will never give you time to stick to him and build your stacks. Use your ultimate after he used kaiten.
9
Vox It will be very difficult to reach him. Use your sword toss and try to stick to him.
10
Fortress Krul shines late game, and fortress excels at early game invades. He will cripple you early and let his team snowball a huge advantage.
10
Gwen Kiting for days. Equipped with a slow, a reflex block plus speed boost, and a stun. Your best hopes are to wait until she has burned her skedaddle and jump on her.
10
Samuel Untouchable. Literally. Summons a dark circle and rains hell on you while dancing away.
10
Skye Kiting for days, plus a stun. Definitely not someone you want to face.

Krul

Build: Crystal Burst

Ability Path

Shadows Empower Me
Heroic Perk
Dead Man's Rush
1
2
3
4
5
6
7
8
9
10
11
12
Spectral Smite
1
2
3
4
5
6
7
8
9
10
11
12
From Hell's Heart
1
2
3
4
5
6
7
8
9
10
11
12

Krul

Build: Hybrid

Ability Path

Shadows Empower Me
Heroic Perk
Dead Man's Rush
1
2
3
4
5
6
7
8
9
10
11
12
Spectral Smite
1
2
3
4
5
6
7
8
9
10
11
12
From Hell's Heart
1
2
3
4
5
6
7
8
9
10
11
12

Krul

Build: Captain

Ability Path

Shadows Empower Me
Heroic Perk
Dead Man's Rush
1
2
3
4
5
6
7
8
9
10
11
12
Spectral Smite
1
2
3
4
5
6
7
8
9
10
11
12
From Hell's Heart
1
2
3
4
5
6
7
8
9
10
11
12

Introduction Top

Thank you guys (and girls) so much! I really appreciate you spending your time reading my guide.

I am not a professional vainglory player. This guide is designed for the average player. Also beware that this is only a guide. Your in game decisions will most likely be better for you.

Krul relies on sticking to an enemy hero to survive. Simply put, if you are far from an enemy hero, you will die. Stuns and silences will cripple a krul, so a Reflex Block is almost always necessary.

Krul is rarely seen in high elo play due to a lot of heroes that can counter Krul. In a draft, krul is usually picked last. However, he can still be very effective in certain situations.

This is my first guide. I do apologize for any mistakes throughout the guide.

Game Updates Top

Update 2.6:
KRUL

STATS
Some more early-game strength should help with Krul’s jungle clear and effectiveness in early skirmishes. —Zekent

Base weapon damage up from 69-139 to 77-147
FROM HELL’S HEART
This change gives Krul a few more opportunities to go for early ganks against his opponents along with a small reduction in cooldown come late game. —Zekent

Cooldown down from 80-65-50 to 65-55-45 seconds
Krul will now be slightly stronger early game, helping him to better sustain through early game invades. Still, Krul is weak early game, and should not engage unless Krul learns From Hell's Heart. The cool down of From Hell's Heart has been decreased significantly, making weapon Krul's mid game power spike even stronger.

Abilities Top

Krul is empowered by the shadows after standing still in brush for 1.5 seconds. Once empowered, Krul briefly gains 2 move speed and his next basic attack will slow the target by 40% for 2.5 seconds.
Basically a free boots activation and Shiversteel. This perk allows you to stick to your target better, travel faster around the map, run away, etc. Shadows Empower Me does not reset when Krul is taking damage, which can be helpful when escaping.
Krul dashes to the target, deals damage and applies basic-attack effects. Activating Dead Man's Rush grants Krul a health barrier for 2.5 seconds.
DETAILS:
Basic Attack Damage: 160%/160%/160%/160%/160%
Crystal Damage: 0%/0%/0%/0%/0% (70% Crystal Ratio)
Barrier: 100/180/260/340/420 (125% Crystal Ratio)
Duration: 3/3/3/3/3
This ability is a dash that grants a temporary health barrier. Dead Man's Rush also triggers basic attack effects like Tension Bow or Aftershock. Use this ability as a gapcloser or to tank for potential damage. For Crystal Krul, Dead Man's Rush is overdriven first for the barrier and reduced cooldown, allowing Aftershock to be activated more often. Do not spam this ability, as Krul relies heavily on his abilities to survive.
Passive: Basic attacks & abilities apply Weakness for 4 seconds (up to 8 stacks) with a 0.5% crystal ratio. Each stack reduces the target's damage by 6.2% and increases Krul's lifesteal against the weakened target.
Activate: Detonate the stacks to deal damage and regain health based on the number of stacks consumed.
DETAILS:
Damage: 100/150/200/250/350 (50% Crystal Ratio)
Damage/stack: 20/35/50/65/95 (20% Crystal Ratio)
Heal: 40/60/80/100/140 (35% Crystal Ratio)
Heal/stack: 15/20/25/30/40 (20% Crystal
The main ability that gives Krul his immense amount of sustain. For weapon Krul, this ability should be overdriven first to maximize lifesteal. Spectral Smite should not be activated unless the enemy is attempting to flee or the damage guarantees a kill, since the lifesteal is so important. For crystal Krul, this ability is used as a final burst. The optimal time to use Spectral Smite is when your Broken Myth stacks are high to deal huge amounts of damage. For captain Krul, this ability still deals decent amounts of damage, and can be very useful when your team are capturing kraken.
Krul pulls Hellrazor from his chest and hurls it in the targeted direction. The sword will boomerang back to Krul after reaching max range. If the sword hits an enemy hero, it deals damage and stuns, then slows the target. Damage and stun duration scales with the distance the sword traveled before hitting the target. (50% at point blank range, 100% at max range and up to 150% at 'boomerang' range).
DETAILS:
Damage: 350/500/650 (100% Crystal Ratio)
Slow Duration: 3/3.5/4
Stun Duration: 1.8/2/2.2
One of the hardest stuns to block in the game. Use this ability to keep targets in range, lock down an enemy carry, cancel devastating abilities, etc. For captain Krul, this ability serves as a great initiator. The stun scales with the distance the sword has traveled, so throwing the sword away from your target and landing the sword on its boomerang path will stun your target the longest. This stuns your target for 3.3 seconds than 1.1 seconds at point blank, but it will be much easier for your opponent to block the sword and the chances of failure are high.

Items Top

For raw weapon damage. Greater damage equals more health gained from lifesteal.
Take advantage of Krul's sustain. Gains weapon power over time
For more immediate damage. Also benefits your teammates by shredding armor.
Use against high sustain targets. Reduces effectiveness of enemy Fountain of Renewal
For raw crystal damage. Better for immediate burst.
Stacks up over time and provides huge amounts of crystal power. Also 10% shield pierce.
A slow is always appreciated on a Krul. This provides more crystal power.
Allows abilities to be used more frequently, meaning more Aftershock procs. Also increases crystal power.
A must on crystal Krul. Provides great damage, lifesteal, and 25% cool down.
Attack speed for sustain and more crystal power.
Slows your opponent, allowing you to stick onto them.
Great amount of shield, plus a Reflex Block that is useful in almost any situation.
Weakens the enemy carry. Combined with Spectral Smite, the enemy Carry's damage will be greatly reduced.
Allows for a higher base movement speed and a sprint than has a potential cool down of 12 seconds.
Extra health, and grants a team wide sprint.
A must have for any captain. A powerful heal that has the potential to change the course of a battle.
Extra health. Use the team wide Reflex Block to block devastating abilities.
Vision wins games. Buy against heroes that can be invisible, like Taka or Kestrel.
Grants true damage that ignores all shield and armor. Useful for capturing objectives.
Item silences the enemy target. Use on enemy captain to prevent the usage of Fountain of Renewal or other items.

Hero Synergies Top

Note that the following list assumes a jungle krul, not captain. Also note that Krul can work with other heroes. The following list will consist of "traditional" supports and carries.
Carries

Celeste, being a mage, can deal huge amounts of damage if she can stay alive. Her Core Collapse can stun enemy targets. Combined with your From Hell's Heart, you can lock down a single enemy carry and kill or severely damaging the enemy target.

Gwen have the potential to do immense amounts of damage, with better survivability than other carries with Skedaddle. Chain From Hell's Heart with Aces High to lock down a target.

Kestrel can safely snipe enemy targets behind you and the captain. From Hell's Heart can lock down a target for Kestrel to land Glimmershots or One Shot One Kill.

Like Kestrel, Skaarf can hide behind your team and rain hell on the opposing team. Use From Hell's Heart to protect Skaarf if necessary.

Adagio can heal you, making you harder to bring down. It also applies arcane fire to nearby enemies, allowing Adagio to deal massive amounts of damage.

Baron can deal a good amount of damage when protected well. Your main purpose would be tanking damage and protecting Baron with From Hell's Heart.

Blackfeather is about as tanky as you, so you both should be diving for the enemy carry. Feint of Heart also provides you bonus movement speed.

Ringo can slow enemies with Achilles Shot while dealing huge amounts of damage. However, he is a little easier to kill compared to other carries.

Samuel has good damage and range on his Malice & Verdict. Enemies should not be able to reach him.

SAW's weapon path makes him way too slow to catch up to you in battle, which means enemies have to come to him, suggesting a Phinn as captain. His crystal path makes him a burst assassin. Although this may be good for other comps, Krul gains his damage over time, and a carry that could do consistent damage should be chosen.
Skye, generally being a glass cannon, can do good damage behind your team. Death From Above can be used to zone enemies for you to reach an enemy target.
Captains

Ardan has everything a Krul needs;zoning, speed boost, and a potential slow. The barrier from Vanguard allows Krul to stay alive longer to build stacks.

Flicker allows Krul to immediately jump on an enemy carry. Fairy Dust slows enemies, allowing Krul to stick to his targets.

A Krul needs a target in order to stay alive. Phinn does exactly that for Krul, allowing Krul to stick to an enemy carry. His Polite Company makes Krul tanker.

Adagio can heal Krul, but that's about it. His Agent of Wrath adds minimal damage late game, and Krul is not strong enough early game to take advantage of his buffs.

Catherine's silence can really help you stick to your targets without then using abilities to slip away. However. against tankier targets, the silence will not last long enough for Krul to stack Breaking Point or Spectrel Smite.

Fortress can give Krul speed boost and lifesteal with Truth of the Tooth, and apply a slow to the enemy target with Law of the Claw. However, Krul generally should not attempt to invade early game, throwing away Fortres's potential.

Lance can root enemies, and potentially knock enemies toward you with or stun them with Gythian Wall. Overall, Lance can delay an enemy's escape, but does not have a directly ability to catch up. Combat Roll can be used, followed by an Impale, but it's difficult to get behind an enemy and use Gythian Wall.

Lyra allows Krul to directly engage with her portal. Her Imperial Sigil will heal you and provide speed boost. However, her Bright Bulwark and Arcane Passage have a long cooldown. If baited out, it can put your team in a disadvantage.

Weapon Warrior Top

Start out with two Swift Shooters. Krul's early game attack speed is not enough for him to sustain through the early game. Then, build a Swift Shooter into a Blazing Salvo. Usually, no more attack speed is needed. Buy Sprint Boots, and Light Armor and Light Shield for defense. Start building more weapon power, while buying sufficient defense throughout the game. A Reflex Block is almost always recommended, to block crowd control abilities or items. Next, buy a Sorrowblade. Some prefer to buy Breaking Point first, but Krul will give up some weapon power, and Breaking Point stacks will accumulate slowly, due to Krul's low weapon power. As a weapon Krul, your primary purpose is to tank. Go for the carry to get your health back. Try to keep your carry alive as long as possible. Not only because your carry deals the most damage, but that the longer the fight goes, the more weapon power you gain from Breaking Point. If your carry does go down, then at least you have enough weapon power to do damage.

Guide Changes Top

5/18/17: Added more heroes to hero synergies.
6/5/17: Commpleted hero synergies. Added Stormcrown as a replacement in crystal build.
6/7/17: Minor edit to items chapter.
6/16/17: Added new section: Weapon Warrior
6/22/17: Added new section: Game Updates

Conclusion Top

Thank you all for reading my guide.

I know it needs much improvement. I will try to update it in the future.

Any comment is appreciated.

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