So I have decided to turn my useless non accurate old
guide into a krul guide. Over this guide I will guide you to learning how I play my
and how you might want to play him to get your success. If this helped, thumbs up, if not tell me in the discussion and I may be able to correct you or give you tips.
Over this guide I will try and cover many scenarios, explain the builds I use, how to use the builds I use, Krul as a hero and how he has developed and some general Krul tips in general.
Table of Contents
- Introduction to my guide
- Say hello to Krul
- Building CP Krul and General Preferences
[WIP. Keep in mind as of this day it's a work in progress]
Krul is a hero released as 1.0.12, Krul is a undead warrior who is usually played as jungle carry. He doesn't have the best of early game so, most well played Kruls avoid early game fights and focus on farming to build up more items. Krul can withstand quite a hit with his punchbag like abilities.
can be difficult depending on your preferences or playstyles. I usually like to go towards a more
but some people may prefer a completely centered
Dead Man's Rush
Build and maybe there might be someone who uses a completely centered
From Hell's Heart
utility cp build.
It all depends on your playstyle and I will guide on you on the most viable cp
builds I have found are working for me and what alterations can be made for them.
||CP SMITE BASED KRUL
So as for every
build should be, Attack speed is always vital to your success. Especially when your complete build is based of a ground shaking
. So the starting item is a
as shown at the top of the guild, use the
if you suspect a incoming invade. If you can, get your support to buy one too.
To get out maximum damage and heal on your
buy two crystal bits and work them towards a broken myth, the heal and damage will be insane at full
Stacks. While you build towards
don't forget to upgrade your
because the attack speed is vital for the
to be successful.
After the current update, cp Krul is much more viable. Let me explain, while he may of been nerfed in general with
Dead Man's Rush
base health which helped a lot with survivability. The changes to broken myth and alternating current are amazing and instantly pay it off. With alternating current now giving 65% attack speed it works magic on Krul, and BM now gives 5 stacks of 7% of cp and piercing it's so much better because as long as you play aggressively in fights which most people do anyway with Krul you'll get stacks much quicker and there for put out devasting smites earlier.
As for other ways to play, try going double salvo, and the go defence items and boots. Later throughout the game upgrade the salvo into a alternating current, then afterwards of that you can sell your other salvo and buy a broken myth, it's your choice to buy it straight up, or buy into it like normal.