[CP/JG Fortress] OM NOM NOM NOM! (INCOMPLETE) by theguywhodidit

[CP/JG Fortress] OM NOM NOM NOM! (INCOMPLETE)

By: theguywhodidit
Last Updated: Nov 19, 2015
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Build 1 of 1

Fortress

Build: The Big Bad Crystal Wolf

Ability Path

Packmates
Heroic Perk
Truth of the Tooth
1
2
3
4
5
6
7
8
9
10
11
12
Law of the Claw
1
2
3
4
5
6
7
8
9
10
11
12
Attack of the Pack
1
2
3
4
5
6
7
8
9
10
11
12

Threat Meter

Threat
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High
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Threat Hero Notes
1
Petal You'll kill her so much Fortress will become a vegetarian. She's really squishy so she will be dying incredibly quickly if you focus her. Your bleed will already take out most of her health, especially early, and your pounce can close the gap if she leaps away. Her munions aren't a threat during most of the game, and she can't deal enough damage quick enough to last in a fight. Her ult is really your only worry but the munions are easily avoidable with your leap. Just gank her a bunch early on. If she's in the jungle, then invade a bunch and she'll become an all-you-can-eat vegetarian buffet.
2
  No Threat
3
  No Threat
4
Taka Taka is a slippery little bastard, but nothing you can't handle. Your damage can take care of him easy, and your leap can catch up if he tries to run. Your ult will also reveal him while he's in his Kaku. Overall, as slippery as he is, he's nothing you can't handle. After all, wolves hunt foxes.
4
Fortress You don't typically see Fortress Jungle, so expect him to be roaming. His damage will be equal to you early on but he falls off later into the game. Watch for his ult, because it will expose you and can ruin your ganks or escapes. However, if he is playing CP JG, and his build is similar to yours in terms of damage items, put this threat into the red because he will melt you just as fast as you will melt him. Beware Truth of the Tooth.
4
Adagio Adagio is pretty squishy all through the game. Just leap on him and hit him with a bleed and a few autos should do it. However, don't count him out. He can heal the enemy you leap on, including himself, putting a DoT mark on you, then buff the enemy, including himself, to deal bonus damage because of the mark, then ult and stun you because of your mark. He may taste like chicken, but he certainly isn't one.
4
Ardan On his own, Ardan isn't much of a threat. He does have lots of health, and his passive heals him, so fighting him alone won't typically result in a kill. However, with teammates Ardan becomes a threat. His Vanguard is a great escape or chase, and his ult is what really gives you hell. The only way out is a well timed Aegis or leaping out, and leaping puts you at risk. If Fortress is in a cage, it can only mean bad things for you.
5
Koshka She's basically Taka but with more CC and can't go invisible. Early on she's about as strong as you, so be careful. Her first escape (her leap), like yours, requires an enemy, so catching her out in her own territory leaves her high and dry. However, if she uses Twirly Death, she gains a large burst of movement speed, and if she has a twirling pink cat over her head, her basic attack will deal bonus damage. She gains this buff every time she hits someone with Twirly Death, so be wary. If her ult is giving you trouble, then you can use your reflex block to absorb the stun.
6
Rona Rona is a bit of trouble. She attacks really fast and can stay on you with Foesplitter. You can escape her easily with your leap (if you're willing to risk aggro'ing a minion or monster) so long as her leap is down, and she can get fairly tanky, so she is a worthy fight if you come across her.
7
Glaive His ax might as well be a stun, but better because he can reposition you, which is almost certain death if done right. He deals good damage all through the game and if he has a tornado trigger his bloodsong will almost always be fully stacked. Avoid the dash, reflex block if need be. Beware the cat with the ax.
8
Joule If there is one thing that hurts Fortress, it's stuns, because your only escape requires a nearby enemy and puts you in jeopardy. And her stun is good. Really good. Not only that, but thunder strike does lots of damage on its own. Jungle/damage Joule is squishy enough for you to handle, and if she's in lane just gank often to snowball yourself or your laner. However, tanky roam joule is your problem. She can stun you out and she's too tanky to melt. Plus, she still has crazy damage. Big Red Button, her ult, scales with 500% of her CP, (WHY?!) so even if her last item is an aftershock, her ult hurts a lot.
9
Catherine Remember how I said stuns give Fortress hell? Well she has one on a 5 second cooldown. That gives her movement speed. And a stack of protections every time she lands it. When Catherine comes running, you start fleeing. Her passive makes her super tanky by as soon as 10 minutes if she keeps landing her stun and silence, and they're both always up. Her shield is a damage return, so fighting her only ends up killing you. And her giant silencing ult can take away your ability to even attempt escape. Catherine is your worst nightmare, so if you see her, run.
10
Krul Rule one of Vainglory: Always ping "?" when a teammate does something stupid. Rule two: Always ping beer before a game. Rule three: DON'T FIGHT KRUL ALONE. He can heal all his health in the middle of a fight, then give himself a massive shield on top of it, all the while dealing boatloads of damage. And his ult is a crazy, damage dealing, long range stun. Super Mega Evil Corp, which one of you thought this was a good idea? Because I hate you.
10
Phinn This guy has everything you get destroyed by. His smash does crazy damage all through the game, and if he overdrives it, it stuns. His stomp not only shields allies, but it pulls enemies to him. And his ult, oh his ult. He throws his giant anchor forward and pulls everyone it hits in a line to him. This guys is your worst nightmare. Not even stuns stop him, because his passive makes him immune to movement-impairing CC, taking a slow in its place, also and making him tanky as all hell. Phinn will stomp on you and turn your ribcage into a cage for his bird. If you see him post-six get your Aegis ready, because Phinn is coming for you.

Table of Contents Top

Introduction Top

A Little About Me: My IGN is theguywhodidit, and I'm a roam main. My favorite heroes to roam as are Catherine and Fortress, Fortress being my better hero. I'm currently in a team and I'm in Gold Getting There because I lost one game in Silver Not Bad, dropped to Bronze Not Bad, won three games, didn't climb, lost one game, dropped. I haven't been able to raise since because of the instalocks and trolls of yoloQ. But trust me when it comes to Fortress, because I speak from experience when I say this build melts faster than a flamethrower through snow.

The Origins of the Big Bad Wolf: One day I was playing some casual games and found myself in a lobby with roam Glaive and Celeste lane. It was up to me to jungle. I only own Koshka for a jungler, but I'm not exactly the best at her, and I didn't want to play her. Taka was free, but I have no idea how to play Taka. Then my eyes fell to Fortress. I hadn't played him yet, and knew eventually I would have to. So I played Fortress jungle, and winged the build the whole time. I went 10-3. I tried it again, reformatting my build. 15-9. Again, with this final build; 8-1. I have since played him in roam and jungle and he's become one of my best heroes.

Character Top

Chapter Overview : In this chapter, I'll cover most about what you need to know about the character itself, from pros and cons to a rundown of his abilities so you can understand everything you need to know about Fortress. Please note that this overview is based on the character with this build, and this build only.

PROS AND CONS
PROS
CONS
  • High Damage
  • Good Mobility
  • Global Vision with Ult
  • Little Escapes
  • Squishy Early On
  • Destroyed by Hard CC
As you can see, the pros and cons are pretty much even. You're trading Fortress's typical tankiness for lots of damage. While this may not seem like the best decision, it is incredibly effective.

ABILITY RUNDOWN
Packmates
Slot: Heroic Perk

When Fortress is near an allied hero, he will move faster after 1s. He will maintain this move-speed bonus so long as he's alongside any allied hero.

Truth of the Tooth
Slot: A

Fortress lunges at the target enemy and marks them as prey.
  • Fortress and his allies move faster toward prey and have lifesteal when attacking them.

Law of the Claw
Slot: B

Fortress claws his target, causing it to bleed for several seconds.
  • Attacks from Fortress and his allies increase bleeding by one stack.
  • Upon reaching 7 stacks, the target is dealt a burst of damage based on its max health and receives mortal wound (reduced healing).
  • Overdrive: At max rank, the target is also slowed by 40% upon reaching 7 stacks.
  • Bleeding damage per second: 10 (+15% of crystal power)

Attack of the Pack
Slot: C

Fortress summons a pack of wolves. Each pack wolf seeks out a different enemy hero.
  • It takes three separate attacks to kill a pack wolf.
  • Wolves apply bleeding with their basic attacks.
  • Wolves take normal damage from abilities and are granted 20% of Fortress' bonus defensive stats.
  • Fortress gains fortified health and attack speed when the wolves are summoned.


ABILITY ANALYSIS
  • Packmates Analysis: Fortress's passive, Packmates, basically gives Fortress a bunch of movement speed when he's near an ally. To a newer Fortress player, this passive seems awesome. But in actuality, it's a non-factor. The boost itself is nice, but you rarely ever have it. It works on a timer, much like Koshka's passive, where your passive pops and you run faster for a time, then it goes on cooldown until you can activate it again. This wouldn't be so bad if it activated when it should. It won't proc if you're near an ally and anywhere but in front of them. Otherwise, it won't work. So don't really expect much from this ability.
  • Truth of the Tooth Analysis: Fortress's first ability marks an enemy, giving allies lifesteal against them and making them move faster towards them. It also makes your next basic attack a short range lunge. This ability serves as your escape, and your main source of damage. I love this ability. It provides amazing gap clear, chase, initiate, whatever you need. This ability scales with 110% of your crystal power, so by the end of the day this ability is doing crazy damage, and it's your most valuable asset. Level and overdrive this ability first for the damage and increased lifesteal bonus.
  • Law of the Claw Analysis: Fortress's second ability swipes the enemy, dealing damage and applying a DoT. After six attacks, this ability deals percent health and applies mortal wounds. This ability deals crazy damage early on, especially to squishies, and it can be used to secure early kills. At max rank this ability deals 20% in percent health after six attacks, plus 6% of your crystal power, and the damage scales with 70%. It also reduces the enemy's healing by a third. This ability is a very valuable tool to you. Level and overdrive this second because at max rank this ability hurts, and slows by 30% after the damage pops.
  • Attack of the Pack Analysis: Fortress's ult grants him up to 850 health and 70% attack speed, and spawns three wolves with up to 60 attack damage each. The wolves will each seek out one enemy player. The wolves will reveal and follow their target, and their attacks apply a bleed. The wolves live for 15 seconds and die in three hits. If there are less than three enemies alive then the extra wolf/wolves will gang up different wolf's target. If there are no heroes alive the wolves will attack minions and monsters. This ult is great on so many levels. Your wolves can scout while you're taking objectives, chase down and kill an enemy, or expose hidden enemies ready to gank. Also, it will reveal Taka in his Kaku. Level this ability at level 6 and level 9. It isn't worth it to overdrive your ult because at max rank your wolves only get another 20 damage, and while the extra health and attack speed is nice, it just doesn't compare to the damage your other two abilities do when you overdrive them.

Itemization Top

CHAPTER OVERVIEW: In this chapter we'll be covering all the items you need to melt, as well as explaining why you build them, when to build them, and what to and to not build instead.

Item Purchase Order
STARTING ITEMS
FIRST PURCHASE

Head on down to the jungle shop when you have 600 gold. Yes, you should have two Crystal Bits. You should really only get Sprint Boots if you have some extra gold or need them. Otherwise they come later.
EARLY GAME

You should be progressively building Alternating Current throughout the game. Once it's done, you should get your Sprint Boots and Oakheart, then go back to farming. If you can buy anything else with your extra money from camps or ganks then do so, and if you don't have any camp or gank money then what are you doing go get camps and gank.
LATE-EARLY GAME

Now is when you start to build into your Eve of Harvest. Around the end of early game, once you have your Alternating Current and boots, you should get Void Battery and Heavy Prism. If you have extra gold and/or Oakheart then you can finish off Reflex Block but your main focus should be the other two.
MID GAME

At this point you should finish Eve of Harvest. After that get Reflex Block, then you can basically forget about it until late game or if you need to upgrade it into Aegis right away. Travel Boots is lowest priority and if you don't have enough gold for it at this point then it isn't a big deal, it's just nice to have at mid game.
LATE GAME

Get your Aftershock and then the other two items are just bonus upgrades. You should probably wait to upgrade them until you have your final item or you need them now. Any extra gold should be spent on your last item.
FINAL ITEM
FULL BUILD

This is my preferred final build. After full build just get a bunch of Crystal Infusions.

Why So Many AA Items? There are a lot of auto-attack items on this list because Fortress is really an auto-attack hero. Your main source of damage is Truth of the Tooth and that, while most people think it's a leap, it's just a mark. The leap is a modified auto attack. So you've got Alternating Current making it do extra damage, plus Aftershock giving it bonus damage, and then Eve of Harvest causing it to give lifesteal, and then depending on your last item it will either slow or do even more damage. The attack speed from these items will also activate Law of the Claw's bonus damage.

What Last Item Should I Get? That depends. Fortress doesn't have any CC, so if your roam doesn't have a warhorn and they keep getting away get a Frostburn. If your team is teamfighting a lot, get a Broken Myth for the extra damage. If you're unsure of what to get, or you want more damage, then get Shatterglass. You can never go wrong with more damage.

Why Not Crucible? The answer to that is simple. Aegis is just a better item than Crucible. Where Crucible only gives 600 health and Reflex Block's shield to allies on shorter cooldown, Aegis gives 200 health, 135 armor, and 30 shield. This item also gives you Reflex Block's shield on a shorter cooldown, but not for allies. All in all your roam should have Crucible anyway so there's no reason to buy it, and if they don't have it, then your team either doesn't need it to fight the other team (which generally isn't the case), or your roam doesn't know how to build a roamer.

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