Jungle Scurg Fortress by SpookyOtaku

Jungle Scurg Fortress

By: SpookyOtaku
Last Updated: Nov 27, 2015
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Build 1 of 1

Fortress

Build: Jungle Scurg Fortress

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
Low
High
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Threat Hero Notes
1
  No Threat
2
Fortress
3
  No Threat
4
  No Threat
5
Catherine
6
Adagio
7
Koshka
7
Petal
8
  No Threat
9
Taka
9
Krul
9
Phinn
10
Ardan

Pack / temates Top

Generally when I run fortress I'm paired up with my teammate Temptem who runs a mean Arden and I find that 8out of 10 times he saves my tail from certain death Arden is a character who essentially makes up for all of fortresses weaknesses Cathrin can essentially do the same anyone who can give you an over sheld is an asset, as far as assassins go any one will do just make sure your team is the first one to hit and target them one by one unless you can guaranteed manage a full on team fight much easier later on as stated prior fortresses bigges weaknes is how slow he is when alone having teammates nearby can and often will determine weather you live or die good cowardination is key when running fortress notated who you team is comprised of

Threats Top

Most of it is based of weather or not your alone and whether if you are you can out run them there will be instances where the bigest threats are running from you this is a build that relys heavily on teamwork and making sure timing is right on point (not dropping you final unless the enamel team is on the outs of a losing fight or when it's for strategic purposes such as getting that speed boost to take down kraken and stall the newly revived snaky team ) Ex2 your secondary ability causes a bleed if you time it right that bleed can realy mess up someone's day and you will be gaining a substantial amount of life that is increased by after shock and skull whine timed properly it can and generally will be the finishing blow assuming the enemy doesn't have somthing to gain life quickly.aditionaly as far as your meager threats go they are strictly there because those are characters that seam to have an easier time getting you alone and more or less moping the floor with you the tables can be turned against all of them just play it safe plan your stacks and don't make reckless moves like going after mine when you have no clue where your enemy's are.

Ironically I have found that the bigest threats to fortress are often the bigest assets to him as well

5th/6th items realy depend on what's going on at the time and what you need Top

Generally a safe bet to grab an armor unless your desemamting the field then it would be a good idea to go with skull and alternating current I tend to focus more on life gain than dps armor is a quick fix mostly

Jungle Scurge Fortress Top

Built around life gain and speed for faster cool downs and quick kills while still fulfilling the roll of initiator and defender, the optional 5th and 6th section is entirely up to you discretion more for situational tactics than anything hope this is helpful I've been running different variations and it seamed to work rediculosly well. Glhf

Sill built around life gain but this revised version plays at the would be healer in fortress whal fully exploiting his often forgotten crestless based effects snitch essentially make him a support initiator and protected while still allowing him to fufil his natural state of hunting down those weak stragglers and leading the pack right to them for the kill.

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