Phinn: Initial Thoughts by Sontaran Gaming

Phinn: Initial Thoughts

By: Sontaran Gaming
Last Updated: Oct 4, 2015
1 Votes
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Build 1 of 1

Phinn

Build: Support Phinn

Ability Path

Unstoppable
Heroic Perk
Quibble
1
2
3
4
5
6
7
8
9
10
11
12
Polite Company
1
2
3
4
5
6
7
8
9
10
11
12
Forced Accord
1
2
3
4
5
6
7
8
9
10
11
12

Threat Meter

Threat
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High
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Threat Hero Notes
0
SAW When facing a Saw, counter build Pauldron. After he burns his roadie run and rolls away, try and drag him in for damage from an ally.
1
  No Threat
2
Catherine You're immune to her stuns, but her silences are something to be wary of.
2
Ardan He won't be able to trap you with gauntlet. If he throws it down, drag him out with forced accord.
3
Krul As a support character, you should be able to do well if you have an ally. Krul 1v1s. He cannot fight against multiple people, especially if one is a support. Try and block teammates from his ult.
4
  No Threat
5
Petal Use your forced accord to get rid of her range. Close up, Petal is really bad. But beware of her if your ult isn't charged, as snipers can hurt you.
5
Adagio His support is annoying, so be careful. But be Be most wary of his ult, you may not be able to escape it. If you find yourself in that situation, stun him first. Try to avoid using quibble while near adagio if he has his ult up.
5
Fortress Rules out surprise initiations, and can offer annoying support.
6
Celeste Her core collapse does nothing to you, but you can't do much to her. Be wary of her stars, and keep in mind it will be difficult to maintain vision, and difficult to remain hidden, so a surprise initiation is out of the question. Treat her stars like mines, avoid them like the plague.
6
Ringo Watch his achilles shot, you're vulnerable to an extreme slow. His attack speed can be pretty tough to fight through as well, one of the times you may want to build pauldron.
7
Joule Accumulations of her Thunder Strike can get annoying, so try to avoid that. Stun her and get as far as possible when they start to build up.
7
Glaive Beware his afterburn, you want to retain control of the field. The knockback can interfere with that. Depending on his build, be careful he doesn't burst you.
7
Koshka Her stun is annoying, but unless she carries Broken Myth, you should be able to survive her and get an ally. If they are far away, though, you won't win.
7
Vox Crystal Vox is the most dangerous, as he can kill both you and your carry at the same time with the right build. Stun him, stun him, stun him.
8
Phinn Watch it. Don't let him drag you around. Don't bother with him, you can't do anything so just try and get the thing he supports away from him and focus on that.
8
Taka You can take a Weapon Taka after his nerf, but fear Crystal. Crystal can burst you down before you can react.
9
Rona BEWARE her burst. And her tornado is dangerous as well. Basically, beware everything about Rona. Your best option is to stun her while she tornadoes, if you survive Foesplitter.
9
Skaarf Watch his sniping. If he moves in to snipe you, try and time your forced accord to nab him. Get away from goop. Outside of that, Skaarf is a dangerous little dragon.
9
Skye Watch her Forward barrage is she locks on. You also may not be able to dodge her death from above, so be careful
10
  No Threat

Intro For My Guide Top

Hello, VGF. This is my first guide, and I am by no means a competitive player, and don't even have a rank yet. This is merely my observations from trying out a solo match so bear with me. Any comments and recommendations you have will be taken into account afterwards. Anyway, Phinn is our 5th major support, this time specializing in enemy control. However, he has hints of others that he can combo with. All aspects of my guide are subject to change, and I will change what I have on here as time goes on.

How to Use Abilities Top

The abilities Phinn has combo remarkable well into each other. Remember a few things for those who play Phinn and those who have one on their squad.
Don't ever move in for a team fight. Use Forced Accord to bring them in.
When you use Forced Accord, immediately follow up with Quibble.
Remember, Quibble has a slightly misleading selection radius. It affects from Phinn himself to the outer part in a circle, with the middle of the circle in the line of where you tapped. You cannot place the stun just anywhere, make sure to be aware of this.
After drawing in enemies for the fight, remember to use Polite Company. The defensive buff will save your team in initiation situations.

So,now an analysis on each ability.
Quibble is amazing. A short range, AoE stun is awesome. It deals damage too but it's not much so don't expect much of that, and has a cooldown of only 6 seconds if you take the OD. With Clockwork, you can stun every 3 seconds. It also has great synergy with his ult when initiating a team fight. Always, always, ALWAYS take the OD on this, this will be one of your greatest supports in a fight.
Polite Company is something to take note of, but only activate it when near allies. 5 second cooldown with clockwork, 10 without. Nice to use. However, damage, again is negligible because damage is not something you prioritize. The movement of the enemies is again, negligible and the only situations I can think of for when you'd ever want to use it is when they're trying to dodge someones AoE special, but that's about it. In most situations, you want to take the 3rd rank of Forced Accord for the decreased cooldown.
Finally, Forced Accord. This move is your initiator. Never go to them, bring the fight to you. There are a few other uses, too. If you see them focusing on someone low on health or someone squishy like Koshka, you can draw them in to you so your ally can escape. I'd generally recommend taking the 3rd rank on this, because the significantly reduced cooldown will let you be able to use it much more frequently. Take the OD on Polite Company over the third rank of this only when you have no squishy allies and you don't engage often. If you don't use it to engage, it can be used in a fight to draw fire to you from an ally that is getting focused or is weak.

Items Top

Take Crucible when your opponents have a lot of stun (taking it just cause they have a Krul isn't really worth it either), otherwise take fountain. Having both isn't as helpful. Always take traps with you. Vision is uber important, with his ult. That way, you can drag enemies through walls to engage. Metal Jacket is important, as he both gets increased defenses from items and he has a way of sharing the defenses with his allies, making Metal Jacket or Aegis more important. You can take both, but taking one means you can have both Crucible and Aegis. It depends on what you need in the match. Make sure you know where and when to place traps, vision will be key and not letting them get tripped can be important too for maintaining vision dominance. Clockwork is key. Boots will help you stay in an average speed tier, since Phinn is slower than SAW. Warhorn can be nice if your opponents are faster, and they can be taken if your opponent is building faster or armor/shield pierce. If you don't go Warhorn, sell your ironguard by midgame.

Other Observations Top

Phinn is a protector/support, but he works surprisingly well with other supports. Try out double support sometime, it just might work.
NEVER run or chase without boots better than what they have. This dude is HELLA slow. You will get kited, you will get outrun. DON'T DO IT.
Never tried it, but he might do good with Krul due to barrier, defenses, and extending the time and range of From Hell's Heart by drawing in the opponent with Polite Company. Just a thought running through my head, no idea if it would work.

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