Poor Man's Krul by ddelruss

Poor Man's Krul

By: ddelruss
Last Updated: Mar 4, 2015
3 Votes
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Build 1 of 1

Krul

Build: Dead Broke

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

Threat
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High
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Threat Hero Notes
1
  No Threat
2
SAW Attack when he's not spun up, or stun with sword toss.
2
Skaarf If you reach him he dies.
3
Celeste If she overextends in the lane, slow, rush, smite, RIP. Try not to let her chase you.
3
Glaive I'm usually happy to see Glaive, unless he's with a Krul. Don't chase him.
3
Joule She'll generally run and won't kill you, though there are a couple sick Joule players out there.
3
Petal Super easy if she focuses on others.
4
Adagio Avoid his stun, and generally don't target him first.
5
  No Threat
6
Krul Avoid and finish him off once your team engages him.
6
Taka Level 6 he becomes a major pain - bring friends and flares.
7
  No Threat
8
Ringo Surprise and kill a weakened Ringo; avoid a fully-charged one like a Paladin bathing in Holy Water.
9
Koshka Buffed Koshka is suddenly a big problem. She can ruin you early game, and you'll probably need to scrape together money for an Aegis at some point if she's targeting you. If your teammate can stun her, feast on her soul.
9
Petal Super annoying if she focuses you - buy boots early.
10
Catherine If coordinated with carries you need to hide and avoid stun. Timing reflex block is hard so it is not in the build. 1v1, build stacks when shield is up and Spectal Smite when it comes down.

Failed Aspirations Top

I really wanted to follow reaverfreed's guide, The Right Way to Krul [ADVANCED]. I created a new account, and so far have played about 55 matches...and got a full build once. With a record around 44-12 (Pretty Good), I found that games simply always end before I can buy all those luxurious items.

So this guide reflects what has actually happened in terms of builds. If you are dominating the game and getting gold for all those items, with aggressive play the game will end before you buy everything. In a close match, you simply don't get fed enough to buy 10k in items. And so, the dead broke approach.

Dashed Expectations Top

When you see the team composition match-up it should influence your initial purchase. The main consideration is how fast you can kill jungle creeps, so Swift Shooter is preferred. Alas, Ironguard Contract is the ticket if you expect any action, as it provides constant healing and allows for a well-placed Scout Trap.

You need to balance your desire to avoid a team fight with the greed of stealing the opposite mine creeps and getting back to your side to farm more.

In almost all cases you'll want to buy a mess of level 1 items, but if you're having an easy time of it go ahead and rush Stormguard Banner.

Sometimes to mess with people you can immediately head to the jungle shop and watch what people buy while you plan your purchase. See how slow they are - sometimes you know they're way behind and you can steal their creeps without using a mine. If you see Skaarf or Koshka with boots, though, turn around and don't be too cute.

Good Heroes Crush Krul, Krul Crush Non-Heroes Top

Low level players are fun - they fight you 1v1 with Glaive or Koshka and you eat their face. But that only lasts until Decent-ish/Pretty Good. By then, they know to avoid you 1v1 and they know how to melt you in team fights. In order to survive team fights and contribute you'll need to be sneaky and support your teammates. Shiversteel and especially Warhorn help a lot, as well the occasional flare and scout traps.

Warhorn also helps with demolishing turrets, Kracken, creeps, miners, and the Vain crystal. Combine with overdrive on your A and B skills and the health from Shiversteel and you can easily take down a turret. This means that you don't necessarily need to kill the enemy - if you can survive while a couple enemies die, you can then steamroll multiple turrets and the base, even without Kracken. Your A skill gives 2 seconds of damage protection, you quickly get 8 stacks, and then smite the tower. Repeat, and it's gone.

Pop an infusion or two and you can really slice through all the turrets.

I try to save the sword throw to save teammates from enemies or to finish off an enemy if the smite didn't kill them.

Like a Bat Out of Hell Top

I like to focus on speed, especially differential speed. Be sure to use your heroic perk, even when hunting for the enemy. If you find then unexpectedly, BAM, slowed. Your A skill covers ground quickly. Proc your boots and Warhorn for double speed burst. And when you're about to hit, be sure to proc your Shiversteel to slow down the enemy.

I have been meaning to try Krul with double Sprint Boots for the extra chase, but ain't nobody got money for that.

Even the Dead Can Dream Top

I expect some buffs for Krul - he's a bit underpowered now. I expect a slightly shorter proc for the heroic perk, or perhaps not initiating until you leave the bush (it resets on even a small move within a bush). Also, lower energy use for A and B skills, akin to Koshka's latest buff.

Sometimes you get a bunch of money but the game doesn't end - how to spend it?

Clockwork is always handy - imagine using skills more than once each per battle!

Tornado Trigger is a nice upgrade to Blazing Salvo, as is Alternating Current. Generally, though, I think using 3-4 infusions should have already ended the game. But if you have it, spend it!

Journey Boots is a decent upgrade that doesn't use a slot - shorter cooldown is useful. I would only do this if already on Infusions.

You're Dead to Me Top

Aftershock is nice but a bit tricky - it won't proc off your heroic perk. So, use it as so:

Perk (Slow)
Rush
Auto-Attack (Aftershock!)
Auto-Attack for 4th/5th stack
Smite
Auto-Attack (Aftershock!)

But is that really better than building 8 stacks, which debilitates the enemy and then gives more lifesteal? So I'm no longer dreaming of Aftershock (much better on Adagio or Celeste). If you could repeat the Rush and Smite it would be worthwhile, but battles don't last that long and you'd be burning through energy.

Fountain of Renewal is a real luxury, but typically it won't help if you get ganked. Mostly you use it to support your teammates if they're low health. I'd much rather be popping infusions and flares and wrecking people than relying on the fountain. It's great for many builds but for Krul, I'd say it's the 6th item.

Double Smite Top

In the beginning, you'll want the A skill as your first upgrade if you're getting into fights. But if you're just farming, the double smite is probably better.

I always rush the smite overdrive because the boosts are huge.

Unforgiven Top

Meta is so anti-Krul right now that I see some crazy behavior after choosing him - other players try to "fix" the team composition, playing heroes they clearly don't main. If you pick last expect some people to "not show up" and cancel the match after team selection. If you hover expect others to keep moving you off Krul.

Krul is unforgiven, which is why I like him. On the plus side, nobody will ever insta-lock Krul - you can play him anytime you want!

By the way, look for me playing on NA as "TheKrulness" (mostly Krul games) or "ddelruss" (many heroes).

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