Roam Lance [Pre 2.2] by Xavier130

Roam Lance [Pre 2.2]

By: Xavier130
Last Updated: Feb 23, 2017
2 Votes
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Build 1 of 1

Lance

Build:

Ability Path

Partisan's Technique
Heroic Perk
Impale
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Gythian Wall
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Combat Roll
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Threat Meter

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Threat Hero Notes
1
Adagio One of the easiest matchups you will ever have. Slow, long channel time on ult, relies on hard carries if roaming and being easy to shut down if carrying just begs to be hit by your abilities and getting destroyed. Without energy, you can easily destroy Adagio, roam or carry with a single damage item. Lock down the person Adagio is buffing and try to have a push ready to counter his ult. RB can only block 80% of the channel time on VOJ, either stun him right off or wait till his RB is over before stunning him. If Adagio is not near a wall, the best you can do is to displace him and lower the amount of net damage he deals to your team. Crucibling helps if you can't stop his ult from channeling. Build one damage item and rush crucible or atlas after FOR depending on if he is a carry or roam
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Krul What counters Krul the hardest? Kiting. Oh look, i wonder which roam helps the most with kiting and crippling melee enemies from ranged carries? Push him everytime he runs towards your carry and watch how useless he is. Block a boomerang sword if needed, body or crux, and impale as he is out of position. Get a atlas if he occasionally gets onto your carries but more importantly, War Treads>cooldown>CP.
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Ozo Ozo has never been a threat to me, since his release. He was always potato and in this patch where he is apparantly meta in some servers, Lance counters him so so badly. His main damage lies in Acrobounce, which can be deflected by your wall. Don't try to stun his ult with your wall. His real threat is in his jump which you should never let succeed. Always save your wall for him and he will be absolutely useless. Build cooldown and its a 2v3.
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SAW Fuck fountain if he is WP and get atlas. If CP, normal builds. The rest is up to you to bully his utter lack of mobility. Atlas and CP.
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Flicker Get a contraption in the midgame. And, VISIONVISIONVISIONVISION
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Petal Mostly depens on your jungle carry although lance has a very easy time against petal. Her main peak is the early game where lance trumps her. He also helps in easy clear of minions early game with impale and as long as no serious outdraft you should be fine late. Get WP and cooldown.
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Alpha Alpha is a complicated one. She is full of plays and will largely depend on who is mechanically better, between her, or your carry. Lance does however, defend against her very well and will make her life a living hell if you time your shots well. Impale her from the back as your carry is kiting away. Save your push for when she aims her laser and cancel it before the animation is successful. Use your War Treads and push if avaliable when she ults and you would have saved a possible 1400 net damage for your team. Still, if your carry is absolute shit and can't kite, you can only do so much as to fend damage off. Build CP and cooldown as deemed fit to increase potency of crowd control.
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Rona Push her everytime she spins. If she decides to AA instead, get a atlas for her. Otherwise, she is just a easier melee to deal with with much less damage. Atlas, War Treads, CP and cooldown as needed.
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Taka Most say taka counters Lance but i think otherwise. Who can he kaiten over if he is out of range? Impale him when he is out of position and not AAing something. Wall when he ults your carries. Maybe crucible to block some ult damage for your carries but focus on stopping takas damage all together. Cooldown, contraption and CP. Atlas if weapon taka.
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Glaive Impaling him will melt him. Pushing him immediately into the wall since he likes to afterburn my baes to the walls so much will cripple him. Atlas and CP, War Treads of lower priority and Cooldown against CP glaive.
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Koshka Mobile which makes your impales pretty useless against her. Watch when you use your wall or she will rain havoc on your carries. Jumps in? Slam her and remove that speed buff and impale her. If push is avaliable when she stuns your carry, stunning her out before your carry gets stunned is possible. Cooldown and War treads.
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Phinn Practice your crucible, your impale does still slow him and your wall silences him regardless of presence of walls. Roll around his abilities and pray for the better teammates.
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Skaarf Bodyblock his fireballs as much as possible and roll out of a goop. Impale him out of position and stun him somewhere when his ult is channeling or being used. Consider aegis for more tank and bodyblock and get war treads and cooldown.
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Baron Weird matchup. Not many barons are too common which makes a indepth counter to him difficult. When he is CP, he should be a very easy target with how pathetically slow he is, together with your ability to deny his only mobile option. using your mobility and your rolls well will kill him while taking no damage. WP is where things gets difficult. WP naturally has burst and can dodge you easily if he is talented. However, one good root from you and he is fucked. Having no usual sustain or high defences makes it a very double edged sword. Build a MJ if he is building stacks of you a lot and you want to be tanky against the hardcarry. Otherwise, rush Atlas and War Treads as deemed neccesary and build cooldown, and CP as deemed fit.
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Fortress Get a War treads decently early and use your push to disengage of his ult and leap+burst. Cooldown is the better choice other than utility.
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Kestrel WP? build MJ and Atlas. CP? Rush contraption and get Aegis. Get your ass in front of her and soak all the damage up and she will largely by nullified. War Treads, CP/WP and tank.
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Lyra A even matchup which is harder for Lyra to play. Her sigil requires her team to clump which can lead to awesome mvp triple root>stun combos worth 4seconds of crippling on the entire team. You will need to burst her down before her ridiculous heal comes into play and wait for her wall to expire before rolling in or impaling. Abilities executed before she walls will pass so don't worry about that. Get CP for her.
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Blackfeather Whether he gets shut down hard or shits on your ally depends on your timing and mechanical skills against his. Being mobile and able to dodge your abilities and its CC makes whether hitting your abilities incredibly important. Try to impale him out of position to whittle his relatively low hp as he is not attacking and try to bait his Rose offensive out before saving your precious push as it can cripple him HARD. Build CP, cooldown and try to rush Atlas as far as possible.
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Catherine Eh? Both of you have no relation to each other, minding each others business and just protecting each carries or going after each others but not caring directly about each other. Just aim the carries and ignore her, stun her out of the ult if possible but meh. Build to counter according to what her carries need.
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Joule Has pretty large AoE damage which you cannot block. Focus on bursting the harder carry of the enemy team and stun a CP joule out of her ult. Atlas is dependent on joules build if she goes WP and is not always neccessary. War Treads and cooldown.
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Lance Casual.
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Ringo Easier to deal with compared to a particular other meta wp carry. Has slight mobility but still pretty easy to impale. Impale + Stun > Damage and melt by your carries. Don't let him get out of control by rolling into him, atlasing him and ccing him. Rush Atlas, get a WP/CP item and war treads.
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Gwen WP: Roll, atlas. Impale her for damage, root will get cleared. wait for skedaddle to stun her and just dive her afterwards. CP: Flank her. Don't stand clumped up but spread perpendicular to where she faces. When she wastes skedaddle or shes too close, war treads in and melt her. For WP, rush Atlas. For both, get War Treads and get CP if confident of landing skillsshots and need a longer cripple. Usually, cooldown> Cp and focus on utility and tank.
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Reim Easily can be a threat. You might be able to impale and wall but if you don't have a dualkiter team, he will get very tanky with pretty decent range and become a huge pain in the ass. War treads and cooldown. Consider Aegis for tankiness.
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Celeste Oo. My two mains meet. She has higher range but you have excellent engage. Whether you get a successful engage or she pokes you out determines the fight. Roll towards her as she pokes you and dodge her stun if you can. Impale her will deal 30% of her damage late game which is ridiculous but if you miss... Don't bother with CP and go for Wp if you desire and cooldown while getting tankier.
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Ardan Roamer being so high up? Ardans kit almost directly counters yours. He is mobile, can stop your burst of damage, can help in kiting, can block your carry from kiting is just really really annoying in general. All you can do is to hit your abilities and help your ally as much as possible. Build according to text on his corresponding carries.
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Idris Idris can easily dive your carries and can blink or roll out of your skills. This makes it decently hard for you to control him. When trying to impale, do not overcommit and only try shots where getting rooted yourself is of little consequences. Wait to unleash your cc after he uses his A. Rush atlas, war treads and buy cooldown.
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Samuel His A grants him a pretty good speed boost to dodge your impales. Impale him if he tries to poke with his cloud before stunning him out. Consider an aegis to be tankier and to bodyblock more. War treads is great and cp or cooldown would help. Hitting an impale does seal his fate, though.
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Skye The Wp variation is more mobile to dodge you but does less damage to you. roll towards her and atlas and push her. Do not impale until she doesn't have speed boost from her perk or she suri striked. For CP, impale when shes in middle of FB or after she suri striked. Consider Aegis to block her but just get out of the way of the pain barrage. Cooldown, War treads, atlas for wp and cp if reliably hitting shots.
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Vox Worst for last eh? A dash every 2 seconds with you being stacks fodder is no fun. Wait for him to dash before impaling at best or just roll to him, wall and atlas and pray for the best. Cooldown, Atlas, War treads. MJ if he builds too many stacks on you.

Introductory Top

I am Xavier130, a T10 Bronze Roam/Lane main from SEA. Lance is the hero i am most comfortable in, whether in soloq or in a team. Lance can deal absurd amounts of damage, with little to no damage items, while still providing immense amounts of crowd control for his team. These factors easily pushes him up to the top 2 roams in every patch even since he was released, in my opinion of the SEA meta at least. This does not even include the amount of fun and versatility you can mess around with him. He takes quite some skill to be used effectively, requiring great skillshots and timing which if not executed well, can lead to some dire consequences. How do we utilise him well and unleash his full, devastating potential? I will highlight many of his key points as well as personal tips and experiences with him.

How to choose his items? Top

Let's start off from the early game. Weapon Blade gives strong early pressure. This should be built if map pressure is required or if the game is preferably ended early. Crystal Bit increases potency of your roots and stuns. This is great for supporting your carries or locking down enemies. This also scales better into the late game while increasing your damage a relatively decent amount. Oakheart is good for more general tankiness and accelerates you towards our lord and xavier Fountain Of Renewel. Light Shield and Light Armor is better than Oakheart when you have particular enemy you want to be more tanky against; Light Armour against SAW and Light Shield against Lane Samuel and Jungle Celeste(<3). Ironguard Contract is great and has taken my liking in the last patch since it grants you so much ability to place lane pressure while giving your laner sustainability. Sprint Boots is something i have seen others buy but is just not for me and i would personally not recommend it. Although the sprint might be useful for escape or chase, the flat stats and convenience from other items is just better than the situational use of boots. Tension Bow comes from Weapon Blade and is the ultimate form of early endings. Taking a relatively hefty amount of gold to build will delay your FOR but will help in finishing the game much quicker and enhances your early game power. This is situational to the point of SAW and Koshka both being your carries as it really weakens your mid to late game.



whew



On to Midgame, you should have gotten your FOR and would be working towards your next essential item. Unless geting Sorrowbuild or Tension bow and trying to end sub 15 minutes, >Tier 2 of an offensive caliber should not be bought. Instead, just focus on your teamwide utility and tankiness; CP does not count for how it can be unreliable sometimes. Having lots of flares and remembering to demine and mine decreases the amount of map awareness you have to use to stay alive.



End game will see less of mines and more of constant flaring. You should have gotten most of your items by now although Lance's build is more expensive than other roamers which delays your progress if no lead was achieved in the early-mid game. Use CP infusions even if you have bought WP items as those have already fallen off HARD and getting a CP infusion is usually better if you reached these types of situations.

General Gameplan Top

Pretty self-explanatory. Lance goes about the typical roam lifestyle, ganking, protecting the laner, pushing for an advantage in jungle and helping to grant vision. However, with Lance, you would want to increase the amount of aggressive maneuvers you make as early game is where Lance is at his peak. Try to achieve a advantage in the early game although you can play aggresive all game as Lance never does fall off. Then, push many turrets or the kraken and you gain another game of elo.

How to aim your skillshots and time them Top

Impale is the highest level of skill in Vainglory right now in my opinion. Being kinda hard to hit with a moderate delay while having a good range which if you can't hit well will root yourself instead is a good amount of complications. Simply? Hit it well and you are good. The easiest way to hit it is to aim it along the path of the enemy you are aiming for. Imagine the enemy is walking in a straight line to the right. From the left, aim 180^o towards the enemy, pointing your finger right smack on the middle of the enemy hitbox will hit him just nice. rotate the way you attack according to the direction your enemy is walking. If he is not walking in a straight line, poke him a few times with your stick and wait till he reaches a walled area which makes hitting him easier.
Say, he is in an open area, how do you aim? There has got to be a certain mindset on where he is going to go. Aim towards the direction of right in front of where he will be if he is moving zigzagish after your channel time and you will have a high chance of hitting. Your timing and estimation of his location will need one thing, practice.


DO NOT EVER USE IMPALE TO FACECHECK! Well, maybe if your enemies are taking the gold mine, you have no flares and you saw animations out of the bush but 99% of the time, do not facecheck with impale. If you missed, and the enemy is around, you have just gotten in a very exposed position and you could easily get counterattacked with a flare revealing your team and could cost you the game.


Gythian Wall is a ability requiring less skill but is to me the most practical and possibly the strongest ability in the game. This ability can be used to decrease damage taken, peel for your team, lock enemies down and cancel abilities, all with a four-five second cooldown. Granted, it requires a wall for most of these but with the amount of places filled with these terrains, its tradeoff is just fantastic. When building CP, always push towards a wall if possible for the stun. Otherwise, pushing simply away from your team or towards might be a better choice. When, facing a strong ability which you cancel ex: Acrobounce and Prime Directive, saving it could be a good idea. Otherwise? Feel free to unleash your hatred and smack your enemies as hard as you want and do all the slapping you know you wanted to do.


Combat Roll is the greatest ult of all time. What does it do? YOU GET TO ROLL. Lance is just hands down the best and most fun hero in the game. I mean, you get a ****ing ROLL for your ult. How gamebreaking is that! Jokes aside, this allows you to chain your abilities and do a teeny more bit of damage with the CP enhancement while procing aftershocks as well. Use this when you want more damage, to escape, to chase or to simply gain a better positioning. If you want to join the cool kids, use this to dodge skillshots which may or may not be a good idea as it might let your one-shottable teammate tank it instead.

Personal playstyle and tips Top

I play very aggresively as Lance. To start of, i go with any of the other item and a light defense of the jungle carry skill path. This gives me 2 potions and a flare which is essential for fighting early. Pinging for my laner to clear the lane, i proceed to the middle of the jungle, and flare their tri-bush. If their laner is not there, take an offensive outpost in their shop bush. Give a looming threat of hitting multiple targets with an impale or stealing their farm. If you manage to hit an impale, this opens the chance of pushing with your jungler and stealing farm. After stealing farm, go back to jungle, clear it, gank and invade again, if no fights broke out, go back to farm, gank and attempt a invasion again.



Mid game, when the gold mine gets full, gather in the lane and push. whittle the laner down while dealing damage to the turret. If a fight breaks out, things go from there. If not, push the turret down or until the laner has to recall before going for gold mine and extending a lead.



Late game, i reduce my aggresiveness and walk in a flank position from my allies if i don't have to bodyblock. In the wings i wait for the enemies to engage and then counter engaging with a hopefully easy terrain to land abilities. If not, look out for a good chance to engage and pick someone off with your impale.



When having CP or in general, wait till the debuff timing is about to run out before alternating to the next form of CC, eg wait for the full 1.5 seconds of root to end before stunning for another 1.8s resulting in a total 3.3 sec of cripple.

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