Crystal Power Ringo by Venicide

Crystal Power Ringo

By: Venicide
Last Updated: May 26, 2016
0 Votes
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Build 1 of 1

Ringo

Build: What? Don't Rush Alternating Current?

Ability Path

Double Down
Heroic Perk
Achilles Shot
1
2
3
4
5
6
7
8
9
10
11
12
Twirling Silver
1
2
3
4
5
6
7
8
9
10
11
12
Hellfire Brew
1
2
3
4
5
6
7
8
9
10
11
12

Introduction Top

Hey guys, my (in-game) name is Venicide, and I'm here to teach you guys why Alternating Current isn't always the best rush item on CP Ringo (blasphemous, right?). This build makes him more of a mid game character with enough late game scaling to continue to destroy. As a side note, my build costs a maximum of 12,100 gold with , , , , , and . I have been playing Vainglory since summer 2015 (July-August). At first, I thought Ringo wasn't that great of a character, but now I really love him. My rank from last season is Credible Threat (Pretty Good) Bronze, but I have been matched with Simply Amazing players in Casual matches this update. Please feel free to judge me because this is my first guide ever. This guide is aimed towards players with similar experience as me. This means that basic and certain advanced strategies such as lane freezing, stutter-stepping, and rotating are not explained.

First Buy Top

OK, right now you're thinking "Isn't this a CP Ringo build? Why are we starting off with a ?" Here's the thing, WP Ringo has a much better bully early game because he can use more of his basic attacks, rather than having to depend on his items like CP Ringo. Because of this, I find that synergizes well with Ringo's heroic perk, farming, and poking. Alternatively, you can run with a if you are having some trouble getting those last hits as it gives you a chance to recover faster than a . I used this when I first started playing CP Ringo, but I've found that works better in the higher levels of gameplay.

Early Game Top

As we transition to the phase of game where my build really deviates from others, here's an explanation of why I rush instead of : the CP ratios on Ringo's . I find that it's helpful to get more damage on Ringo's at the cost of a little damage on his . This extra damage really helps with the phase where ganks are very frequent, and provide a large amount of damage that has a longer range, especially when you're trying to get that last hit on the enemy laner that's booting to their turret. It's similar to WP Ringo's burst, with -crit- -auto, as well as a finisher with just as much damage early-mid game as WP Ringo's . My favorite part is when I pop out of a bush and kill a low-health enemy laner that thinks they're safe. Side note: if you feel you are doing OK enough, you can sell your . As a reminder, BUILD DEFENSE IF YOU ARE SUCKING!!!

Mid Game Top

At this point in the game, I start building towards as my CP Ringo is more dependent on his abilities being up to farm rather than autoing. You should be at or around level 8 so that once you have overdriven his , you can remove a sizable chunk of a carry's health (especially with that early that you built). Again, this build is tailored to my playstyle, so if you need to, feel free to go with a if you are having trouble managing your mana. As a reminder, BUILD DEFENSE IF YOU ARE SUCKING!!!

Mid-Late Game Top

By this time, you should have started working towards . This helps to transition into the late game, which makes sense, because it is the transition to late game. I go with a because the enemy team has usually built shield against me. If not, go with . Don't forget, it's fine to open with . As you don't gain any extra damage as teamfights drag on, get all of the splash damage off while the enemy team is grouped together because the splash damage affects everyone and you can get the most out of it. Even if they it, you have just made them waste As a reminder, BUILD DEFENSE IF YOU ARE SUCKING!!!

Late Game Top

And lastly, buy the item that most people buy first, . Along with the , these last two items help you to scale late game, because of the ratios on . By this point, I'm usually the somewhat solid carry that's at least 6/2/3 or something like that, if not better. I like to open teamfights/ganks with the same burst sequence that I talked about previously, instead of . I use this because I can gain my stacks and finally obliterate targets with . Also, the cooldowns on and are short enough that I can use them more than once during a teamfight. As a reminder, BUILD DEFENSE IF YOU ARE SUCKING!!!

Closing Top

OK readers, it's come to the end. It was fun typing out my thoughts and editing them so they made sense (lol). Please don't hesitate to let me know how I can improve this guide. If anyone is willing to do the math to find out whether rushing or is better, comment below. Also, if you have any questions, message me in-game or again, comment below.

Thanks for taking the time to read this!
-Venicide

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