Hello everyone, this is my second guide, this time it's about WP 	
					 Glaive
			Glaive. Glaive is a hero that can deal large AoE damage with his cleaves and 	
					 Bloodsong
			Bloodsong. The WP build is focused around Glaive's heroic perk 	
					 Hunt the Weak
			Hunt the Weak and B skill 	
					 Twisted Stroke
			Twisted Stroke. With a high crit chance, 	
					 Glaive
			Glaive will be able to cleave frequently, and with good positioning, use that to hit multiple enemies at a time.
						 
												
							
Timing the use of 	
					 Afterburn
			Afterburn is important. 	
					 Afterburn
			Afterburn has many uses. It can be used to initiate, disengage, or to peel for your ally. It also helps you increase jungle clear speed. In a fight, I would recommend walking up to enemies and just auto attack them. Time your 	
					 Twisted Stroke
			Twisted Stroke active to hit between 2 basic attacks. If enemies attempt to run, 	
					 Afterburn
			Afterburn them into a wall or back to an ally so that your team can finish him off. If you are escaping, 	
					 Afterburn
			Afterburn across walls or just towards your base. Remember to try and juke enemies so they don't chase you. If they do catch up with you during 	
					 Afterburn
			Afterburn, knock them back and keep running. If you are peeling for an ally, 	
					 Afterburn
			Afterburn towards that ally, and if a dangerous enemy approaches, knock them away. However, players with good mechanics will try to block that knockback. In this situation, wait a while before knocking them back, as players tend to pop 	
					 Reflex Block
			Reflex Block the moment they see Glaive 	
					 Afterburn
			Afterburn towards them. After your 	
					 Afterburn
			Afterburn dash, you have a couple of seconds where you are holding the axe with the rocket activated. Once the enemies' 	
					 Reflex Block
			Reflex Block is down, knock them back while your axe still has that activated rocket animation. As a WP Glaive, stutter stepping is important. It allows you to keep up with enemies, especially since you are quite slow.
	
					 Twisted Stroke
			Twisted Stroke resets your basic attack cooldown. So it is possible to do 3 quick attacks at once, using the combo basic attack > 	
					 Twisted Stroke
			Twisted Stroke > basic attack.
As for 	
					 Bloodsong
			Bloodsong, use it at the start of the teamfight to inflict some AoE damage on the enemies, while regaining the stacks over the course of this teamfight.
						 
												
							
Starting Items:
Start off with 2 	
					 Halcyon Potion
			Halcyon Potion and a 	
					 Swift Shooter
			Swift Shooter.
Early Game:
Get those tier 1 items shown above, as they are cost-efficient and they build up into core items. 	
					 Sprint Boots
			Sprint Boots and some light defense will help in early jungle skirmishes, whether in chasing or sustaining.
Mid Game:
You should have finished a 	
					 Sorrowblade
			Sorrowblade, and upgraded your defense. 	
					 Reflex Block
			Reflex Block is important in blocking some strong enemy ultimates that they would have gotten at this point in the game.
Late Game:
You should have completed a 	
					 Bonesaw
			Bonesaw as well, upgraded boots are recommended to allow you to respond to objectives faster. 	
					 Bonesaw
			Bonesaw is recommended most of the time as it gives the attack speed to help with stutter stepping, while being able to counter enemies building armour against you.
Situational (Offensive):
	
		
			|  |   | This would improve your damage in a long fight, especially useful when enemies are not targeting you, allowing you to slowly build up the stacks with cleave and high damage auto attacks. | 
	
	
		
			|  |   | Crit chance and crit damage would go well with WP carries. This is especially so on Glaive. This should be built if enemies are not fulfilling the conditions to build  Bonesaw or  Breaking Point. | 
	
	
		
			|  |   | This gives the most crit chance. I normally build this after  Bonesaw to maximise damage burst. If fights are sustaining longer, I go for  Breaking Point instead. | 
	
Situational (Defensive):
	
		
			|  |   | This is the item that gives the most armor. Build this against enemies with high weapon damage. | 
	
	
		
			|  |   | Build this to counter enemies building attack speed. After  Afterburn, you can activate  Atlas Pauldron and slow the attack speed of all the enemies around you. | 
	
	
		
			|  |   | Build this to counter mages. The  Reflex Block is useful in many circumstances. It can be used to block stuns, silences, pulls, knockbacks etc. It can also give you a health barrier for 1 second, which could help you stay alive long enough to possibly turn a teamfight in your favor. | 
	
	
		
			|  |   | Build this if you find your laner always low on health, so that your team does not need to constantly rely on that 1  Fountain of Renewal built by the Roam. | 
	
	
		
			|  |   | Build this if the enemy team has a composition with multiple Area-of-Effect debuffs/Crowd Controls. For example, if the enemy team has both a  Catherine and  Adagio, 2 Crucibles would be needed to block those 2 pesky ultimates. | 
	
	
		
			|  |   | This is a good pickup on WP Glaive if he and his allies are finding trouble sticking to enemies. | 
	
Situational Boots (Tier 3)
Halcyon Chargers
	
		
			|  |   | Halcyon Chargers are an effective pickup on mages such as  Celeste and  Skaarf, who have low mobility. The long sprint duration plus energy and cooldown related stats will give mages more damage throughout the course of a fight and allow for quicker repositioning. It is also a decent pickup on WP carries such as  Glaive and  Kestrel, since they use their abilities to deal damage as well, and they have a huge energy cost for abilities, which makes this a better item. I highly recommend this on  Glaive, it gives him everything he needs to complement his kit. More frequent  Afterburn, more  Twisted Stroke will help in his disruption and burst capabilities. | 
	
Journey Boots
	
		
			|  |   | Mainly recommended for WP carries. When on melee heroes, it will give them huge mobility in long fights. Sprinting twice in a teamfight can help you dodge certain deadly ultimates that are used to finish off enemies, such as  One Shot One Kill. It can also help you escape or chase down an enemy after that teamfight. I recommend this if you find yourself not facing too much of an energy problem and would prefer increased sustained mobility. | 
	
War Treads
	
		
			|  |   | This is the item that replaces warhorn. It gives a sprint to all nearby allies. Commonly used for engaging, disengaging, pushing, this is a very versatile item that has great utility in teamfights. For example, if you can see a  Celeste winding up for  Solar Storm and you have run out of  Crucible or  Fountain of Renewal, you can use this item to boost your allied heroes, allowing them to easily dodge the  Solar Storm. However, this is a item more commonly built on supports. Hence, I recommend getting one of the other 2 Tier 3 boots instead. The only situation where I would possibly see more than 1 War Tread in a team would be if  SAW was in the team. Imagine the pure destruction that a mobile and fully spun up SAW would do when the sprints are well timed, enabling him to keep within range of enemies while dodging skillshots. | 
	
						 
												
											
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