Guide to WP Glaive (1.23) by VGguidebuilder

Guide to WP Glaive (1.23)

By: VGguidebuilder
Last Updated: Nov 8, 2016
8 Votes
Build 1 of 1

Glaive

Build: WP Glaive

Ability Path

Hunt the Weak
Heroic Perk
Afterburn
1
2
3
4
5
6
7
8
9
10
11
12
Twisted Stroke
1
2
3
4
5
6
7
8
9
10
11
12
Bloodsong
1
2
3
4
5
6
7
8
9
10
11
12

Threat Meter

Threat
Low
High
Show all
Threat Hero Notes
1
Ardan
1
SAW
2
Petal Get on top of her and burst her down before she can even kite.
2
Baron
2
Fortress
2
Samuel
3
Celeste
4
Taka Glaive is tanky, can withstand Taka's burst with some defense.
4
Adagio
4
Ozo
5
Glaive
6
Rona Rona is able to out sustain you with her Red Mist. So do not attack her in Red Mist, wait till her bloodrage is gone, then try to burst her down as fast as possible
7
Catherine
7
Koshka
7
Lance
8
Blackfeather A good Blackfeather would be able to use those health barriers from On point to block your burst, possibly executing you without you knowing it.
8
Gwen
8
Joule
8
Phinn
8
Ringo
8
Skaarf
9
Alpha
9
Kestrel
9
Lyra
10
Reim Reim is extremely good against glaive. His fortified health and immense sustain makes him outlast glaive, while his winter spire deals large amounts of burst damage.
10
Krul
10
Skye
10
Vox

Table of Contents Top

Introduction Top


Hello everyone, this is my second guide, this time it's about WP Glaive. Glaive is a hero that can deal large AoE damage with his cleaves and Bloodsong. The WP build is focused around Glaive's heroic perk Hunt the Weak and B skill Twisted Stroke. With a high crit chance, Glaive will be able to cleave frequently, and with good positioning, use that to hit multiple enemies at a time.

Abilities and explanations Top


Hunt the Weak
Slot: Heroic Perk
Glaive's critical strikes cleave in a cone in front of him.

This is what makes a crit Glaive so scary. When built up with enough crit chance, you'll be hitting multiple enemies in 1 basic attack.

Afterburn
Slot: A
Glaive rockets in the target direction, damaging all enemies along the way. His next basic attack is replaced by a frightening blast that knocks his target back 5.5 meters.

This is a really scary ability. It can easily put an enemy out of position by smacking them into a wall or knocking them back into your teammates. It is also useful for peeling enemies off your allies.

Twisted Stroke
Slot: B
Passive: Increase critical strike chance and AOE cleave damage of basic attacks.
Activate: Instantly execute a critical strike. This deals weapon damage and is treated like a basic attack, but can deal bonus crystal damage if you have any crystal power. Cleave deals half damage to minions.


If times correctly, the active can be used to quickly execute a 3-hit combo. Basically, it's a basic attack -> Twisted Stroke -> basic attack. This combo gives you good burst damage.

Bloodsong
Slot: C
Passive: Glaive will generate Bloodsong stacks from basic attacking or from receiving basic attacks. Each stack grants him bonus lifesteal. Max 20 stacks.
Activate: Swings Glaive's axe in a 5.4-meter circle, dealing massive area damage based on number of Bloodsong stacks used. This removes all stacks. Glaive keeps current stacks of Bloodsong whenever he dies.

It's very situational when to use it. The lifesteal is not very significant, but it's still useful. I would use it more for the damage, when you find an opportunity to at least hit 2 enemies, use it.

Ability Usage Top


Timing the use of Afterburn is important. 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 active to hit between 2 basic attacks. If enemies attempt to run, Afterburn them into a wall or back to an ally so that your team can finish him off. If you are escaping, 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, knock them back and keep running. If you are peeling for an ally, 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 the moment they see Glaive Afterburn towards them. After your Afterburn dash, you have a couple of seconds where you are holding the axe with the rocket activated. Once the enemies' 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 resets your basic attack cooldown. So it is possible to do 3 quick attacks at once, using the combo basic attack > Twisted Stroke > basic attack.

As for 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.

Items Top


Starting Items:
Start off with 2 Halcyon Potion and a 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 and some light defense will help in early jungle skirmishes, whether in chasing or sustaining.

Mid Game:
You should have finished a Sorrowblade, and upgraded your defense. 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 as well, upgraded boots are recommended to allow you to respond to objectives faster. 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.

Roam Hero Synergies Top


Fortress
Fortress and Glaive are known to be an aggressive duo in the jungle. They deal huge bursts of damage in the early game. All of Fortress abilities synergizes well with Glaive. Truth of the Tooth is like a warhorn for Glaive to keep up with enemies, Law of the Claw applies bleeding which can deal burst damage if a certain number of basic attacks is done on that target. Attack of the Pack does something similar, but the bleeding is applied by the 3 wolves that Fortress summons. When overdriven, the slow from the bleed burst helps Glaive stick to enemies. If enemies group up together with bleed stacks applied, Glaive can burst them down with his cleave and the multiple bleed burst.

Ardan
Vanguard helps in slowing enemies around Glaive, gives him extra move speed, both of which are important to Glaive. Gauntlet forces enemies into a small space, allowing Glaive to easily find the opportunity to cleave enemies.

Phinn
Phinn, like Glaive, is able to reposition enemies, messing up enemy positioning, putting them into tactically fatal positions where Glaive's team can either set up for some massive AoE damage or isolate a hero to kill.

Lyra
Lyra is a great back line support for squishy heroes that are normally dived upon (e.g. Celeste, Skaarf etc.) Glaive would be the frontline of the team, soaking up damage and peeling enemies away from his ranged carries/supports. Since Glaive is not as sticky to some heroes such as vox, the speed boost from Imperial Sigil helps him catch up and not get kited to death. Bright Bulwark stops dashes, useful for protecting ranged carries with low mobility. You can knock your enemies back into the Bright Bulwark, causing them to be snared again. If it's a CP Lyra, the bulwark damage will hurt. Lyra's portals are still confusing for me, but if used correctly, can help Glaive save up his Afterburn for channeled abilities instead of initiating/disengaging.

Conclusion Top


Thanks for taking the time to read this guide. Hope it helps! Leave any comments below, tell me if there's anything I can improve on :)

Links to my other guides:
Rona guide at http://www.vaingloryfire.com/vainglory/guide/rona-guide-1-18-15152
WP Skye guide at http://www.vaingloryfire.com/vainglory/guide/wp-skye-crit-devil-15331
CP Skye guide at http://www.vaingloryfire.com/vainglory/guide/cp-skye-death-from-everywhere-15260

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