Offensive Support Joule by quicklite

Offensive Support Joule

By: quicklite
Last Updated: Mar 24, 2015
1 Votes
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Build 1 of 1

Joule

Build: Offensive Support Joule

Ability Path

Heavy Plating
Heroic Perk
Rocket Leap
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Thunder Strike
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Big Red Button
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Threat Meter

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Threat Hero Notes
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Krul 1.7 second stun along with the rocket leap/AS shattering health barriers makes krul hugging damn near impossible. A core joule build will shut him down completely, and make krul's approaches more suicide charges.
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SAW The slowest character in the game is also the easiest to hit. If a saw is foolish enough to take any sort of frontline stance, a clean stun and AS will not only shunt his spin-up, but take a sizeable chunk of his health away, allowing your team to clean up.
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Taka Taka's disappearing act is shunted a little by Joule's AoE capabilities, and all of taka's offensive moves set him up for a clean stun. A good joule should be able to shut him down completely, making even an x-retsu involve risking death.
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Catherine Cath's stun can put joule in a tight spot, but cath's emphasis on hugging the enemy gets shunted heavily by joule's own stun.
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Celeste Admitedly, the stun can screw you over a little, but celeste's total lack of bulk and escape options allow you to take her apart as long as you can get behind her and set up your team.
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Joule Joule doesn't really counter herself. Joule's beam can easily be avoided by rocket leap, and thunderstrike doesn't really do much. However, joule's rocket leap can actually shut down another joule's rocket leap if done right, so watch out for that.
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Petal Petal's seeds and munions don't fare well against joule's AoE arsenal, but that's not to say that she's useless. She has good bulk and regen, and WP versions will happily kite you if you can't close the gap fast enough.
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Glaive A well-timed afterburn can seal a joule's fate, but the character himself is quite easily checkable. Joule can generally keep him at bay, and her armor plating gives a natural resistance to his frontline attacks. Add a atlas pauldron, and glaive doesn't like attacking a joule.
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Ringo Be careful around him. His slow can leave joule unable to make a getaway in crucial situations, and his twirling silver makes him harder to hit, though once you close the gap, there's little ringo can do to stop you or your team.
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Adagio Adagio's natural bulk and slow can make it harder for joule to get in and out. Admitedly, adagio has little tools to prevent joule's stun, but will still massively cripple joule if left to his own devices.
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Skaarf ANNOYING. This little guy can kite joule easily with his massive-range fireballs, and joule struggles to get away from his rampant slows and DoT. Still, joule can shut down his ult and generally kill him if you close the gap, but closing the gap isn't easy without taking a LOT of damage.
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Ardan Although ardan can't do much directly to joule, his vanguard slow can screw with her a little, and his cage completely shuts her down. Carrying a reflex block early is recommended against him, as it gives you one free pass through the barrier.
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Koshka The one hero that rocket leap struggles to scare off. The speed she gains from bloodrush allows her to weave in and out of rocket leap's kill range, and if ignored can rip joule to pieces, as joule has no real ways to get away from her. Consider building an aegis when facing her to help deal with her damage, though with enough team co-ordination, you should be able to shrug her off.

How to build Joule Top

Start off with a Book of Eulogies and 2 Halcyon potions. You'll want to keep the Book of Eulogies for as long as possible; a support joule will end up taking a lot of hits, but lacks healing. A book of Eulogies will allow a joule to heal while clearing jungle camps (or lane creeps), allowing her to heal between skirmishes without having to run back to base, making it a necessity in the early-game. From then on, by your next three items in this order: Ironguard Contract, Sprint Boots, Energy Battery. This will serve as joule's bread and butter. Not much, but joule's natural bulk will carry her in the early game, as well as thunderstrike serving as one of the best early-game pokes (it falls of HARD in the late-game, but more on that later). From there, you'll want to try and rush a clockwork, and then build another chronograph, giving you a nice 75% cooldown reduction. From here, you want to focus on maxing out your Rocket Leap as quickly as possible. The earliest level you can max it out at is level 8. Don't hog jungle camps (you are the support, not the carry, after all. You can wait), but make sure to keep yourself constantly heading to level 8. Level 8 is when joule really hits her peak. When rocket leap is maxed, its cooldown is almost halved, and its stun is increased to 1.7. With your 75% cooldown reduction, this allows you to get off a rocket leap every 5.7ish seconds. This may not seem like much, but in practice you'll find that you can generally get off 2-5 stuns in every teamfight, allowing you to become a hell of a lot less approachable. Once you do this (or complete your clockwork before level 8), pick up some Travel Boots and then proceed to counterbuild an item. Take the one enemy that's been screwing with you most, and build around him, such as building an Aegis for Skaarf or Koshka, or an Atlas for heroes like Glaive or WP taka. From there, get an Aftershock. This will boost your cooldown reduction to 80%, give you further energy regen, and gives your Thunderstrike some late-game utility; it isn't gonna be hitting very hard in the endgame, but with a 1 second cooldown you'll be constantly triggering AS. From here, you should have a build somewhat resembling Travel Boots, Clockwork, Aftershock, defensive item, Ironguard Contract, Book of Eulogies. Best call from here would be to sell your ironguard, and buy a fountain. This will give you some much needed health recovery and team utility for late-game fights, and also let you finally sell that Book of Eulogies. Finish off with another defensive item (or a Frostburn, if you really feel like you want to hit harder), and you should be good to go!

Tips for using this build Top

This build entirely revolves around team co-ordination, most notably setting up your carry/offensive jungler. This joule revolves around rocket leap, a 1.7 second stun with a 5.7-5.5 second cooldown that can also knock enemies backwards. Its short cooldown means that you will pretty much be able to use it constantly throughout the fight. Use rocket leap to heavily punish overextending players, knocking them back into the rest of your team, or to protect your carry, as the stun and burst damage from 450 damage and aftershock will pretty much stop any charging assassin or tank in their tracks. Joule is best paired either a dps hero or another crippler. For example, ringo and saw are both ideal teammates: Once an enemy is stunned or knocked into killrange, ringo and saw can tear them apart in seconds, and in turn you can prevent enemy koskha, krul, and taka heroes from rushing them for an early kill. Joule also synergises great with Catherine, Glaive, and Celeste. Once of you stuns, the other can follow up with your own stun move, allowing you to keep heroes in stun for surprisingly long periods of time, pretty much sealing the fate of a squishy or a wounded tank. Your ultimate acts as the coup-de-grace. It'll be reduced to a cooldown of just over a minute, allowing you to get it off once in any major teamfight, and a well-placed joule beam can rip a team to shreds, especially once following a stun.

However, remember that you aren't invincible. A defensively built joule is bulky, but it's no ardan. If you miss or misuse a rocket leap, you'll be dismantled very, very quickly, especially since joule has very little actualy escape options. Also remember that although you carry a lot of natural damage, you aren't a carry either. You dominate with a partner, but are frankly quite **** on your own. You can venture off by yourself, but try to keep your teammates in some radius around you, since you'll need them if things get rough. This doesn't mean you can't be aggressive, though. In fact, thunderstrike is one of the best tools for both clearing and stealing jungle camps in the early game. Just remember not to overextend, as you'll have problems shaking a cath, ardan, or koshka if you go too deep. Also, your build peaks at level 8, so try not to fall too far behind in the grinding game, though Joule's natural power still allows you to pull your weight around before this level. Make sure to balance assisting teammates with farming. Doing just one or the other will simply make you a liability.

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