Krul - Tank your way to victory by Sat on your cat

Krul - Tank your way to victory

By: Sat on your cat
Last Updated: Jul 9, 2015
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Krul

Build: Jungle Krul

Ability Path

Shadows Empower Me
Heroic Perk
Dead Man's Rush
1
2
3
4
5
6
7
8
9
10
11
12
Spectral Smite
1
2
3
4
5
6
7
8
9
10
11
12
From Hell's Heart
1
2
3
4
5
6
7
8
9
10
11
12

Threat Meter

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Threat Hero Notes
1
Ardan You shouldn't be focusing Ardan because he is very tanky, but if you ignore him then he won't cause you many problems anyway. Krul likes to stay close to his target's so being locked inside his gauntlet is of no consequence. On the other hand, Ardan's gauntlet is excellent at setting up a Krul-powered ace if he is your ally.
2
  No Threat
3
Skaarf Skaarf is squishy, and deals percentage health damage, which to a Krul with 200 shield and not that much HP is but going to tickle. As a ranged hero though, do bare in mind that you can get kited, especially when you are not building a shiversteel or frostburn.
3
Ringo Besides the fact that he can kite you, there's not much to fear from Ringo. If you see him using hellfire brew and you're low, get yourself onto a jungle minion quickly. You can soak up that damage with your barrier and heal up out of the danger zone with spectral smite.
3
Taka If you want to have some fun with Taka, try to guess which way he ran in his box and throw your sword that way. Not really a threat, but you may have trouble actually killing him. Be aware that his X-retsu will halve the effectiveness of your barrier.
4
Celeste She's about as much of a threat as ringo, but also has the ability to stun you. Not a huge threat alone, but be careful of stun lock comps.
5
  No Threat
6
Glaive Not a problem 1 on 1, but for his ability to stun you he gets a 6. His stun alone isn't that dangerous (since you're not laning), but be careful of team comps that can stun lock you.
6
Koshka Many a time has my Krul met his untimely death at the hands of Koshka's ultimate, not because Koshka was dealing too much damage, but because the rest of her team took me down before the stun wore off.
7
Joule Similarly to Glaive, Joule gets get her 7 because she can stun you, but also because her big red button is one of the few things you'll have trouble tanking.
7
Rona I'm not quite sure where to place her yet, but what I do know is that her ultimate is deadly! Like Joule's BRB, this is one that you will struggle to tank so just get away.
8
Catherine Stuns stuns stuns and that agonizingly long silence. You can't stay alive if you can't use your skills and build stacks. Welcome to your worst nightmare.
9
SAW A good weapon SAW is extremely dangerous. Stay away from him if he's spun up fully. Krul is a bit like SAW in that he takes some time to power up in a fight, so if you start off against a SAW who's fully powered up then you will lose. Be careful of him in teamfights. If you focus someone else, he will quickly tear you apart from the edge of the fight. Top tip: stunning him deletes all his stacks.
10
Krul It may seem odd to have Krul as a 10 rather than say, a 5 or 6 somewhere in the middle, but Krul is excellent at countering himself. Everyone else you can 1vs1 easily, except for another Krul. A Krul vs Krul fight is all about timing. Wait for his barrier to drop before dealing burst damage, and check their build. You can try to burst down an early breaking point Krul, but if the fight goes on too long, just get away.

Introduction - Why you never need HP on Krul Top

Unless you need to build an Aegis, buying HP on Krul is huge, huge waste. It's a waste because his abilities grant him a lot of it already, and when you have so much HP, what's the best way to make use of it? Build a ton of armour and shield on top it. Although when I say "a ton" all I really mean is get yourself and Aegis and a Metal Jacket

Let's take a quick look at where Krul gets his extra HP from.

Dead Man's Rush


At level 8, Krul gains a considerable spike in power from maxing this skill. A maxed Dead Man's Rush grants a 600hp barrier for 2.5 seconds, and by level 8 you should at least have a Clockwork and Chronograph to let you spam this every 4.6 seconds. Why buy a crucible which also grants 600HP when you get one for free so easily?

Spectral Smite


136% lifesteal against a target with all 8 stacks at level 5. You won't get too much use out of this until lategame when you build a Breaking Point and become a truly unstoppable force, but it's a very neat perk nonetheless.

211-540 HP on detonation. At level 5 it will instantly heal you 211 HP with only one stack. If you have 200 armour and shield (and you will), that's over 600 EHP minimum.

Aftershock


Early game this is very strong, but becomes a bit less useful as your opponents start to build shield. Nevertheless, you can expect this to grant you about an extra 100 HP with every activiation of Dead Man's Rush or Spectral Smite.

Summary


All of these things have very short cooldowns, made even shorter by your 75% cooldown acceleration. The best thing about Krul is that all this extra HP that he can summon in an instant makes him deceptively strong, because his HP bar never truly reflects how much longer he can stay alive. To your opponents it may look like you are almost dead, but when your Dead Man's Rush is 1 second off cooldown you know you're just 1 second away from gaining a 600 HP barrier, 100 lifesteal from aftershock, and another 400 or so HP from spectral smite and yet another aftershock proc.

Skills Top

Let's quickly go through Krul's skills before explaining the build strategy.

Shadows Empower Me


After hiding in a bush for 1.5 seconds without moving, Krul gains a significant speed boost for 2 seconds, and his next basic attack will slow the enem by 40% for 3 seconds.

This is the perk that you use to initiate a gank. Note that once you have this buff, you can run around freely within the bush without losing it. For this reason I stop the moment I reach our lane bush, then use the speed boost to travel through the rest of the bush faster. Once it's ready (and the enemy laner is in a good position) rush out of the bush and use Dead Man's Rush to close the rest of the gap.

Dead Man's Rush


This is the ability that makes Krul so tanky. Every time you activate this, Krul rushes towards his target, dealing crystal damage and gaining a health barrier that lasts 2.5 seconds. It also applies basic-attack effects, which means that you'll also proc aftershock instantly, apply a stack of spectral smite and slow your opponent if you've been hiding in the bushes long enough to gain the Shadows Empower Me buff.

When you're in combat, you should be using this ability every single time it is off cooldown. Once maxed this ability grants a 600 HP barrier and deals 530 crystal damage. If you have enough armour and shield, the enemy probably won't get through that 600 HP before it naturally disappears, and in that time you will have actually regained some HP from your spectral smite ability.

Spectral Smite


This ability makes Krul the king of 1vs1 fights. This ability does not discriminate against CP or WP, reducing both crystal power and attack speed by 10% for every stack. Be careful of opponents with high base damage on their abilities, this only reduces the extra CP, so Joule will still destroy you with her laser if you get cocky.

The key to using this ability properly is knowing when to detonate the stacks and when to keep them. If you're against a SAW for example, detonating those stacks without killing him is going to unleash his full power on you. Usually you can get away with alternating between dead man's rush and spectral smite though for regular aftershock procs.

From Hell's Heart


Having a stun on a character like Krul seems a little OP, but as it is his ultimate it's not one that you can spam so use it sparingly. At level 2 it has a cooldown of 37.1 seconds with the standard build. Sometimes I use this from the bush to initiate a gank, but usually it's best saved for interrupting particularly troublesome ultimates like Joule's Big Red Button or really obvious ones with long animations such as Ringo's Hellfire Brew.

You can also use it to catch someone, but only if they're just barely out of range of dead man's rush. I'd only recommend doing this if that one kill is the one kill you need for the ace, otherwise chasing kills is really not worth it, and leaves you without your stun if the rest of their team shows up.

The Strategy Top

Krul is generally known for being pretty weak early game and a real powerhouse lategame. Most Kruls' downfall is not being able to get past the early game and therefore not being able to tap into that lategame power. So here is a strategy that works for me when jungling with a support who understands how to use an Ironguard Contract (it's rarely a problem for me at hotness/SA).

I start off the game with a Swift Shooter and one Halcyon Potion just in case. I do one rotation of our jungle to get the gold for boots and one hourglass. After the second rotation I get a second hourglass and then head to lane for an attempt at a gank. So by around the 2:00 mark I have:

Sprint Boots Swift Shooter Hourglass Hourglass

Sometimes the gank works, and sometime it doesn't. Sometimes it's even a case of just realising that the enemy laner isn't stretching far enough and heading back to jungle because it's pointless. Remember that Krul is weak early game. The golden rule at this point is don't chase kills! It's how most Kruls will fail and fall behind. I'll admit, I sometimes forget myself and make this mistake, forgetting that I don't have a maxed Dead Man's Rush, aftershock, or even any defence yet.

Besides, kills are overrated. In Vainglory, the higher your kill streak is, the *less* gold you get per kill. For this reason it's best to focus on objectives, and it's the reason I don't bother with shiversteel or frostburn for sticking power in this build. If the enemy gets away, let them, then go take some jungle camps/towers etc.

So you have two hourglasses. Notice how that's 30% cooldown acceleration for only 500 gold, when a chronograph would cost you 800 gold and grant only 25%. Tier 1 items are the secret to a strong early game, make the most of them before your 6 slots get full. The next thing that you want to do is upgrade both hourglasses into two Chronograph to give you the following build:

Sprint Boots Swift Shooter Chronograph Chronograph

For another 500 gold I usually follow up with:

Sprint Boots Swift Shooter Chronograph Chronograph Light Shield Light Armor

Then from here, the rough build order for your tier 3 items is:

Clockwork > Aftershock > Aegis > Metal Jacket > Breaking Point

The order of the last 3 is situational, and you'll want to stick a Travel Boots upgrade and Blazing Salvo somewhere in there too. Usually, after finishing Clockwork I go straight for Kinetic Shield or Coat of Plates depending on what the enemy team is building. You can upgrade them both to tier 3 later.

So once you have a tier 2 defensive item and finish aftershock, you now have your core build. Some games will be over by this point, so you really don't even need breaking point to play a good krul. It's very easy to forget that the game is not about your final build, but how you get there, because what's the point in having an awesome end game build that is going to destroy everyone when you can't get that far?

Breaking point is fantastic once you have sustain power, but not much use if you can't stay alive long enough to build stacks. That's why it's always my 5th or 6th item on Krul.

Situational tweaks and stuff Top

Up to a certain point you can get by doing the exact same thing in every game, but by about Pretty Good I'd say you should know how to counter build. So here's a few pointers for how you might adapt this build to suit different needs.

Double Aegis or double Metal Jacket


If you see the enemy is going all WP or all CP, punish them by getting two Aegises or two metal jackets. You'll be so tanky, they'll barely scratch the surface of your 600 HP barrier. A fountain is not a good pick on Krul because he already has enough health regen s I'd always go double Aegis against CP, but you might want to consider Atlas Pauldron as your second armour item if the enemy is all WP. I'd definitely recommend this against SAW, as a good SAW will kill you before you get more than 2 or 3 stacks on him, so DMR in and activate that slow asap!

Double Clockwork


Is the rest of your team going CP so the enemy is building shield? Aftershock damage is reduced by shield, so it's not going to be as good in this game. Your best bet is probably to get a second clockwork. With 100% cooldown acceleration you can now use Dead Man's Rush every 4 seconds, making you even tankier, and even more annoying.

Bonesaw or Tornado Trigger


Sometimes you might find that you don't really need the second defensive item. If you find yourself in such a situation, punish the enemy by ramping up your damage even more. These two items are good because they give you attack speed for building stacks.

Selling your boots!


Only if you finish your build, and usually only if you're up against another Krul is it worth doing this. A Krul vs Krul fight is probably going to be the hardest thing you come up against, and ditching your boots for a Bonesaw is going to give you that edge that you need in a prolonged fight. Remember, it doesn't matter if your enemies get away from you, all you care about if you get this far is pushing those towers.

Summary Top

Abuse Krul's natural abundance of HP by getting high armour and shield to boost its value, most often through Aegis and Metal Jacket unless the situation dictates otherwise. Start off the game with a cooldown focused build to sustain yourself with regular use of Dead Man's Rush and Spectral Smite, and once you've built a tanky Krul, finish off with a Breaking Point.

Top tips:
    Don't chase after kills, focus on objectives.

    Make up for Krul's weak early game by being smart and making full use of tier 1 items.

    Stop when you reach a bush, then rush through the rest of the bush once you have your buff. It doesn't tick down until you actually leave the bush.

    Krul's greatest power spike comes at level 8 when you max DMR. You can start to a get a little more confident from here, especially if you already have a clockwork and aftershock.

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