Lance guide by AwesomeR56

Lance guide

By: AwesomeR56
Last Updated: Jan 31, 2017
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Build 1 of 1

Lance

Build: Lance Captain Build

Ability Path

Partisan's Technique
Heroic Perk
Impale
1
2
3
4
5
6
7
8
9
10
11
12
Gythian Wall
1
2
3
4
5
6
7
8
9
10
11
12
Combat Roll
1
2
3
4
5
6
7
8
9
10
11
12

Threat Meter

Threat
Low
High
Show all
Threat Hero Notes
1
  No Threat
2
  No Threat
3
  No Threat
4
  No Threat
5
Flicker Flicker could have the whole enemy team standing right in front of you and you would never even know
5
Kestrel Very elusive and she could take you out instantly at low health with one shot one kill
6
Petal Petals range could be the end of you when you're trying to escape
7
  No Threat
8
Krul Krul should always be considered a threat. Even to a tank
9
  No Threat
10
  No Threat

Early Game Top

When you're playing with Lance you really have to do your best to benefit the team (especially the carry) above yourself, so it's good to start off with an ironguard contract, so you and the jungler can both benefit from the gold gathered in the jungle and you can be healed without stealing the treeant kill. You'll want to go ahead and get a weapon blade at the start so you can do enough damage to be helpful in assisting with minion kills, but not taking the final shot yourself, as well as early initiated team fights. This will leave you with 25 gold, which should preferably be used for a potion so you can stay in battle and take the hits. When you finish the first round of jungle minions the jungler should be able to handle the rotation himself at that point, so go into the bush under your first turret and take action for your carry when necessary.

Mid Game Top

Things will start heating up at this point with the enemy team, so make sure everyone sticks together and keep your team from making rash decisions. Level up to a heavy steel so you can do a good deal of damage in team fights because in many situations you will have the most range on the teams and will have to finish off kills. The contract will be little to useless at this point, so it should be sold. Building into a fountain will be necessary, so you can have self healing, which will minimize needs to teleport home and leave teammates defenseless, but it will also give you a chance to heal all team heroes in clutch situations. The fountain will have sufficient built in shield to go with that which comes basic, but you will need to buy armor items for extra weapon protection. Boots are absolutely necessary at this point because you will likely be last to die with your sufficient health, so will need a quick getaway to save the team from an ace (if the boots fail to get you away from enemy heroes, use the tactic of constant rolling with your third special move and use the gythian wall to push them away. Preferably push them towards walls to stun them and buy yourself more time to run) Then you will also want to start building into a storm crown, so you can get extra damage in on Kraken and turrets quickly. This will also decrease cooldown on your special attacks which will maximize both the defensive and offensive perks of this character. Lastly pick up a dragon heart to tank up even more.

Full Build (End Game) Top

At this point all your items should be fully built. The dragon heart should become a slumbering husk, which will cheaply give you great defense. The armor can go into a metal jacket if so preferred by the player, but an atlas pauldron is very effective for slowing down your opponent and gives a big advantage in team fights. The heavy steel goes into a sorrowblade for maximum damage. Your boot choice needs to be war treads, they may have a slower cooldown, but it's better for the benefit of the entire team. The enemy will be at its most dangerous point right now. You want to do as much damage as possible, but your number one priority is to protect your team and never give up an ace.

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