This build is a WP build and its centered around damage. More and more 	
					 Krul
			Krul players are heaping on attack speed and honestly, that isnt as viable as building on damage too. 	
					 Krul
			Krul is a beastly late game monster who can turn fights just by hitting people and being around dishing out damage. His skill set allows him to close gaps, heal himself, burst down heros, gain health barrier, stun and slow. This includes his passive, 
	 
 shadows empower me, too. Against a melee comp, krul becomes king but gets kited so easily its funny.
						
							About 	
					 Krul
			Krul
	
					 Krul
			Krul has alot of late game potential. He can gank really well and is king of long teamfights. Pair him with high sustain protectors who can tank up really well.
Skills
	 
 Shadows Empower Me (Passive)
One of the best passives in this game. Try as much as possible to wait in a bush for 1.5 seconds for this passive before ganking or initiating fights. This passive gives you a speed boost and a slow on hit. Usually, after you get this passive off on the enemy laner, use your other skills for gap closing or finishing him off.
	 
 Dead Man's Rush (Skill A)
This ability is one hell of a skill. Although it has recently been nerfed, it is still a great skill. It gives you a health barrier upon use and is a good gap closer. It deals 160% weapon damage on hit too so it synchronises well with damage items. It also applies on hit effects so it can proc crits or slows. This means 
	 
 Dead Man's Rush can proc 
	 
 Shiversteel and 
	 
 Frostburn slows as well as crits. I max this skill first to take advantage of the 160% weapon damage boost but if you want to play safe, max out 
	 
 Spectral Smite first.
	 
 Spectral Smite (Skill B)
This is the bread and butter skill of 	
					 Krul
			Krul. Every basic attack you land on the same enemy grants you a stack of 
	 
 Spectral Smite. Every stack of 
	 
 Spectral Smite grants you lifesteal on hit based on a percentage of your damage. You can detonate the stacks whenever you feel like it to deal huge burst damage that increases with every stack of 
	 
 Spectral Smite. Detonating the stacks also grants you health based on the number of stacks built up. Make sure to always use this skill in fights, not just to secure kills but to heal yourself and also lengthen teamfights. This skill can allow you to solo kraken and gold mines after building sufficient tank/attack speed/damage items. Make sure to constantly stutterstep to build up stacks fast!
	 
 From Hell's Heart (Ultimate Skill)
This skill can be used as an initiation in teamfights or for catching up and finishing off fleeing enemies. The stun duration scales with distance so bonus style points if you manage to land it after screwing up the first time. Try to time it such that you can stun the carry for 2 seconds or disrupt channeled ult. If you manage to catch someone with the sword when its returning to you, then good for you because it means a long *** stun lockdown.
Skill upgrading
When starting out the game, i normally get a skill point in 	
					 Spectral Smite
			Spectral Smite for the lifesteal. In 1.19 roamers do not get as much healing from ironguard contract as usual, meaning they tend to die faster. if i play 	
					 Krul
			Krul i try to help out my laner by taking the first hit on the back camps, allowing them to stay relatively at full health. 	
					 Spectral Smite
			Spectral Smite one backcamp minion for health and the healing minions will do the rest of the job. Once i hit level 5, i tend to skill-skip. Meaning you don't upgrade any of your skills at level 5 and wait until level 6, allowing you to upgrade 	
					 Spectral Smite
			Spectral Smite to level 4 and 	
					 From Hell's Heart
			From Hell's Heart at the same time.
The Build-Items
Early Game
Now, let's talk about the items. Because we are going more damage in this build, 
	 
 Sorrowblade is a must for the huge amounts of damage 	
					 Krul
			Krul can dish out. 	
					 Krul
			Krul is somewhat attack speed reliant so rush that 
	 
 Blazing Salvo early. This really helps when you're stutterstepping and focusing down their carry.
Mid Game
Next come the defences. This is situational but i prefer getting an early 
	 
 Reflex Block to block ultimates and stuns. Work for it at about 3 to 5 minutes into the game and preferably at about lv 5. Then comes the 
	 
 Minion Foot. Don't look down on this item. Crits can seriously buff your damage, allowing you to dish out crazy damage in a few hits. This synchronises well with your 
	 
 Sorrowblade so this is definitely a must. Now, alot of people tell me, why not go for the 
	 
 Tornado Trigger instead of 
	 
 Tyrant Monocle? Well i prefer to heap on the damage and make the most out of the 
	 
 Sorrowblade. You already have enough attack speed from the 
	 
 Blazing Salvo which you will build into a 
	 
 Breaking Point.
Late Game
Now of course, you start to consider your next defence item. Are they stacking on CP or WP? If they aren't stacking on CP consider getting 	
					 Aegis
			Aegis as well as 	
					 Fountain of Renewal
			Fountain of Renewal. If they are stacking WP, consider getting 	
					 Metal Jacket
			Metal Jacket and 	
					 Atlas Pauldron
			Atlas Pauldron. The late game is when you shine like a pair of freshly shaved ball sacks so finish up those items and go ham on the other team!
Situational Items
Some items can be bought depending on your opposition. If there is a 	
					 Joule
			Joule or the enemy are stacking armour, get a 	
					 Bonesaw
			Bonesaw to shred their high armour. 	
					 Tension Bow
			Tension Bow is good against low health enemies and can burst them down efficiently. Defences are always situational depending on your enemy but I wanna talk about the 	
					 Shiversteel
			Shiversteel. This bad boy slows enemies on hit and can be proc-ed by your 	
					 Dead Man's Rush
			Dead Man's Rush skills. This item has huge synergy with 	
					 Krul
			Krul but i only get it when the enemy does not have much escape skills like 	
					 Petal
			Petal's jumps or 	
					 Glaive
			Glaive's 	
					 Afterburn
			Afterburn. 1.19 brought about some really new fashion: new shoes! 	
					 Halcyon Chargers
			Halcyon Chargers help keep your energy up in teamfights and can be a good item if u find yourself using up energy too fast. Of course i still prefer the traditional journey boots for the extra speed it offers but the other boots offer alot of utility too.
CP Build
1.19 sees the massive boost of CP ratios. Increased healing and damage give us a reason to use CP 	
					 Krul
			Krul. Since 	
					 Krul
			Krul's CP ratio has been buffed recently, CP is a viable track for him. 	
					 Aftershock
			Aftershock decreases cooldowns and provides lifesteal after using a skill. This synchronises very well with 	
					 Krul
			Krul. 	
					 Alternating Current
			Alternating Current gives 	
					 Krul
			Krul attack speed and allows him to deal constant damage. 	
					 Broken Myth
			Broken Myth boosts his damage considering that 	
					 Krul
			Krul can survive very well in fights. 	
					 Frostburn
			Frostburn gives 	
					 Krul
			Krul extra stickiness and paired with 	
					 Alternating Current
			Alternating Current, 	
					 Krul
			Krul becomes a walking 	
					 Shiversteel
			Shiversteel. 	
					 Eve of Harvest
			Eve of Harvest gives 	
					 Krul
			Krul extremely disgusting lifesteal and can keep him alive in fights. Items are all up to your imagination so build them according to how you want to play CP 	
					 Krul
			Krul. However, the AC and AS are core on CP 	
					 Krul
			Krul.
Roam Krul
I personally DO NOT ABSOLUTELY FOR THE LOVE OF GOD SWEET JESUS recommend you to play roam (ew) 	
					 Krul
			Krul because he is so much more effective else where. However if your teammates were ****s then roam it is. warhorn is a great item on 	
					 Krul
			Krul given the gap closing mechanism it provides. 	
					 Fountain of Renewal
			Fountain of Renewal, 	
					 Crucible
			Crucible, 	
					 Shiversteel
			Shiversteel are standard roam items on 	
					 Krul
			Krul. Get one attack speed item like 	
					 Bonesaw
			Bonesaw or 	
					 Breaking Point
			Breaking Point to keep yourself alive in fights and still dish out damage. But please, never go roam 	
					 Krul
			Krul if you can help it. (Post 1.19 update): 	
					 Stormcrown
			Stormcrown can be an alternate source of damage since the change of warhorn into a boot allows for an extra slot. 	
					 Breaking Point
			Breaking Point is also viable if you find your fights being extended for a long time.
						 
												
							Now, lets proceed to talk about 	
					 Krul
			Krul's allies. 	
					 Krul
			Krul synchronises well with quite alot of heroes, especially those with stuns, slows, health boosts or speed boosts. Be it roamers or laners, 	
					 Krul
			Krul can pair well with alot of heroes to pull of amazing kills and aces. First, I'll be listing the best roam buddies of 	
					 Krul
			Krul, then laners who can pair up really well with 	
					 Krul
			Krul.
	
		
			|  |   | This dude is the best support to pair with  Krul in my opinion. He can give  Krul a health barrier, deal damage and the best part of this guy is his  Gauntlet. What an ult! It synchronises so well with  Krul, allowing krul to go ham on anyone caught in the  Gauntlet. Better yet if they get stunned! More pre-death damage means a quicker death. Try to pick an  Ardan,  Krul combo because these guys are virtually unstoppable if played well. | 
	
	
		
			|  |   |  Fortress is such a good support paired with  Krul. His skills allow him to boost  Krul's speed as well as slow enemies for  Krul to finish off.  Truth of the Tooth gives  Krul and  Fortress a speed boost that acts as the perfect chasing mechanism. It also provides lifesteal, making  Krul all the more unstoppable. When used properly with  Shadows Empower Me and  Dead Man's Rush,  Krul can have 3 speed boosts to chase up to the enemy hero.  Law of the Claw is also a huge benefit to  Krul, as it slows the target upon hitting it 6 times when overdrived. This is certainly a huge benefit to  Krul since  Krul loves speed boosts and slow enemies. I recommend picking him to pair up with  Krul or banning him if you decide to go for another roam, seeing as  Fortress' mortal wound from  Law of the Claw decreases  Krul's lifesteal. | 
	
	
		
			|  |   | Another roam with the perfect skill set that works super well with  Krul, is definitely  Phinn.  Phinn's skill set allows him to punish ballsy play by the enemy team as well as provide a way of bringing enemies into  Krul's range. A great counter to range heroes,  Phinn can make use of  Quibble to slow enemies and deal huge damage in the early game, as well as stun them when overdrove.  Polite Company is a skill that makes  Krul tankier and brings enemies towards  Krul. A gap closer and a buff, what more can  Krul want? Of course  Krul wants another gap closer as always and thats exactly what  Phinn brings to the table.  Forced Accord drags heroes who would otherwise kite  Krul to death right into  Krul's lap. This skill annihilates rarnged heroes who are extremely squishy or need good positioning. It throws them right off and when combined with  Quibble and a farmed  Krul, your ace is gonna come by real quick. | 
	
	
		
			|  |   | Another great hero to go with  Krul. While  Adagio is more viable in lane, he can still be played as a great roamer whose skill set greatly benefits  Krul.  Gift of Fire can heal  Krul as well as provide a slow which benefits  Krul. The heal plus  Krul's lifesteal is gonna be a huge help in tearing apart the other team.  Agent of Wrath buffs  Krul's damage and when  Adagio buys a couple of cp items,  Krul's damage output is gonna be insane. And, last but not least, comes  Adagio's ult,  Verse of Judgement, which when used right allows for a long *** 2.2 second stun lockdown, allowing  Krul to go ham on the opponent's faces.  Adagio roamers whould try to get one cp item amongst all the defence items and i recommend  Frostburn, since it synchronises well with  Adagio's skills. | 
	
	
		
			|  |   | Last and the least, comes  Catherine. While her crowd control abilities are unparalled, her skill set does not synchronise as well with  Krul compared to other roamers. However, because her crowd control is so damn good, she can set up amazing plays for  Krul.  Blast Tremor can be timed well to prevent enemy supports using  Atlas Pauldron on  Krul, saving you from the shame of watching your attack speed drop to that of a potato.  Catherines who support a  Krul should aim to get warhorn instead of  Contraption. Also keep in mind that  Catherine is one of the squishiest supports without her bubble. | 
	
	
		
			|  |   | Ok, let's admit,  Lyra is some broke *** hero. I'm scared of her. Her skills offer so much utility and teamfight presence that she is currently one of the top picks and bans. She can heal, slow constantly, silence dash skills, teleport, provide move speed and basically **** on the other team. Paired with warriors, strong laners or low mobility heroes, she is basically unstoppable. She has huge synergy with  Krul, healing him in fights, providing move speed to catch up with his prey and also allow him to instantly get onto the enemy team's laner with her  Arcane Passage. She can create a CC vortex  Bright Bulwark that almost reaches the entire width of the lane and can trap or single out enemies. It is a strong pick to protect turrets and allies. Lyra's Heroic Perk,  Principle Arcanum and  Imperial Sigil gives her fantastic harass potential and once she hits level 6 you can forget about ganking. Her sudden initiation potential constantly places enemies in a fear of sudden initiation and their carries being bursted down instantly. Her  Bright Bulwark counters and shuts down alot of heroes, including  Krul because he becomes unable to use  Dead Man's Rush for a health barrier, gap closer and extra damage. Furthermore, her kit allows her to kite and keep  Krul away from her allies, so i recommend banning her if planning to pick  Krul or pick her to roam for  Krul. Actually, banning her all the time is a good idea, seeing as how she counters about 50% of the heroes to a certain extent with just one skill. This is one scary woman. | 
	
	
		
			|  |   |  Lance is a pretty strong hero in the early game. He has a root ability and and peel or knock enemies into  Krul, which really helps. He has great mobility with his  Combat Roll. He is also pretty tanky with his  Gythian Wall with its damage reduction. His early game damage and harass abilities allows him to keep enemies away from  Krul, allowing  Krul to farm in peace. With his ability to root multiple enemies as well as knock them into  Krul, he is quite a good roamer to pair with  Krul.  Lance synergises with alot of other heroes that need heroes to stay still *ahem joule skye, and can help peel heroes easily. | 
	
Laners
Alright thats our roamers taken care of. Let's proceed with the laners. Choosing you laner is important because different types of laners affect 	
					 Krul
			Krul's playstyle, determining whether he should be playing around the laner, or let the laner play around him. Let me explain by giving you a few examples.
Laners That Are Weak Alone
	
	|   |   |   |   | 
	| These laners have slows, stuns, or are just super strong, but they need the farm. On their own or in the early game, without protection from the team, these guys are gonna get busted real hard. If you play  Krul with these guys as your laners, dont worry that you might lose the game. Get your defence items early and in teamfights, play as a second body shield for them alongside your roamer. They need a safe vantage point to use their skills or unleash their horrendous damage so you being a meatshield for them really helps. These laners scale well into the late game but are paper thin so team coordination is crucial. | 
Laners That Are Independant
	
	|   |   |   |   | 
	| These bad boys can take care of themselves well enough. They deal HUGE damage and can play around  Krul.  Ringo has had a long history of synergy with  Krul and  Adagio has huge teamfight presence.  Adagio and  Krul can make great combos through the healing, slows, and damage buffs.  Kestrel can make use of her long *** stun to setup a great teamfight that will definitely go in  Krul's favour. With these guys as laners,  Krul can play more aggressively. and get his damage items earlier. | 
						
							1.17 update
1.17 update is here and there's not much changes to 	
					 Krul
			Krul directly. Indirect buffs include the slight damage increase for 	
					 Breaking Point
			Breaking Point, 	
					 Fountain of Renewal
			Fountain of Renewal and 	
					 Flare Gun
			Flare Gun speed buffs. Overall nothing to say. Looking good so far!
1.19 update
1.19 update sees the huge buff of 	
					 Krul
			Krul's cp abilities. his smite now deals increased damage and a ton more healing. recommend 	
					 Alternating Current
			Alternating Current, 	
					 Frostburn
			Frostburn, 	
					 Eve of Harvest
			Eve of Harvest for a little fun :) Added threats for 	
					 Lance
			Lance and 	
					 Lyra
			Lyra and added them to roam synergy section
1.20 update
1.20 is out and 	
					 Krul
			Krul has not been changed directly in any way so nothing much to talk about. 	
					 Bonesaw
			Bonesaw has been nerfed pretty bad and the 	
					 Petal
			Petal meta might not be good for 	
					 Krul
			Krul, seeing as she kites him easily. Overall nothing much to say because 	
					 Krul
			Krul isnt actually directly affected much.
						 
											
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