Professor Lyra's 3 V. 3 VG Class!!! (2.11) [How to Play VainGlory, Improved Meta Builds, Gameplay and Hero Tips, and Learning Win Objectives] by Falcuneer

Professor Lyra's 3 V. 3 VG Class!!! (2.11) [How to Play VainGlory, Improved Meta Builds, Gameplay and Hero Tips, and Learning Win Objectives]

By: Falcuneer
Last Updated: Jan 19, 2018
27 Votes
Build 1 of 55

Ardan

Build: Captain Build

Ability Path

Julia's Gift
Heroic Perk
Vanguard
1
2
3
4
5
6
7
8
9
10
11
12
Blood for Blood
1
2
3
4
5
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8
9
10
11
12
Gauntlet
1
2
3
4
5
6
7
8
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11
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Adagio

Build: WP Lane

Ability Path

Arcane Renewal
Heroic Perk
Gift of Fire
1
2
3
4
5
6
7
8
9
10
11
12
Agent of Wrath
1
2
3
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5
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11
12
Verse of Judgement
1
2
3
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Ardan

Build: WP Jungle

Ability Path

Julia's Gift
Heroic Perk
Vanguard
1
2
3
4
5
6
7
8
9
10
11
12
Blood for Blood
1
2
3
4
5
6
7
8
9
10
11
12
Gauntlet
1
2
3
4
5
6
7
8
9
10
11
12

Baptiste

Build: CP Jungle or Lane

Ability Path

Reap
Heroic Perk
Bad Mojo
1
2
3
4
5
6
7
8
9
10
11
12
Ordained
1
2
3
4
5
6
7
8
9
10
11
12
Fearsome Shade
1
2
3
4
5
6
7
8
9
10
11
12

Baptiste

Build: WP Jungle or Lane

Ability Path

Reap
Heroic Perk
Bad Mojo
1
2
3
4
5
6
7
8
9
10
11
12
Ordained
1
2
3
4
5
6
7
8
9
10
11
12
Fearsome Shade
1
2
3
4
5
6
7
8
9
10
11
12

Baron

Build: CP Lane

Ability Path

Rocket Launcher
Heroic Perk
Porcupine Mortar
1
2
3
4
5
6
7
8
9
10
11
12
Jump Jets
1
2
3
4
5
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7
8
9
10
11
12
Ion Cannon
1
2
3
4
5
6
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10
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Baron

Build: WP Lane

Ability Path

Rocket Launcher
Heroic Perk
Porcupine Mortar
1
2
3
4
5
6
7
8
9
10
11
12
Jump Jets
1
2
3
4
5
6
7
8
9
10
11
12
Ion Cannon
1
2
3
4
5
6
7
8
9
10
11
12

Blackfeather

Build: CP Jungle or Lane

Ability Path

Heartthrob
Heroic Perk
Feint of Heart
1
2
3
4
5
6
7
8
9
10
11
12
On Point
1
2
3
4
5
6
7
8
9
10
11
12
Rose Offensive
1
2
3
4
5
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8
9
10
11
12

Blackfeather

Build: WP Jungle or Lane

Ability Path

Heartthrob
Heroic Perk
Feint of Heart
1
2
3
4
5
6
7
8
9
10
11
12
On Point
1
2
3
4
5
6
7
8
9
10
11
12
Rose Offensive
1
2
3
4
5
6
7
8
9
10
11
12

Catherine

Build: CP Jungle

Ability Path

Captain of the Guard
Heroic Perk
Merciless Pursuit
1
2
3
4
5
6
7
8
9
10
11
12
Stormguard
1
2
3
4
5
6
7
8
9
10
11
12
Blast Tremor
1
2
3
4
5
6
7
8
9
10
11
12

Fortress

Build: CP Jungle

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
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Glaive

Build: WP Jungle or Lane

Ability Path

Hunt the Weak
Heroic Perk
Afterburn
1
2
3
4
5
6
7
8
9
10
11
12
Twisted Stroke
1
2
3
4
5
6
7
8
9
10
11
12
Bloodsong
1
2
3
4
5
6
7
8
9
10
11
12

Grumpjaw

Build: CP Jungle

Ability Path

Living Armor
Heroic Perk
Grumpy
1
2
3
4
5
6
7
8
9
10
11
12
Hangry
1
2
3
4
5
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7
8
9
10
11
12
Stuffed
1
2
3
4
5
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10
11
12

Grumpjaw

Build: WP Jungle

Ability Path

Living Armor
Heroic Perk
Grumpy
1
2
3
4
5
6
7
8
9
10
11
12
Hangry
1
2
3
4
5
6
7
8
9
10
11
12
Stuffed
1
2
3
4
5
6
7
8
9
10
11
12

Gwen

Build: WP Lane

Ability Path

Boomstick
Heroic Perk
Buckshot Bonanza
1
2
3
4
5
6
7
8
9
10
11
12
Skedaddle
1
2
3
4
5
6
7
8
9
10
11
12
Aces High
1
2
3
4
5
6
7
8
9
10
11
12

Idris

Build: CP Jungle or Lane

Ability Path

Divergent Paths
Heroic Perk
Shroudstep
1
2
3
4
5
6
7
8
9
10
11
12
Chakram
1
2
3
4
5
6
7
8
9
10
11
12
Shimmer Strike
1
2
3
4
5
6
7
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12

Idris

Build: WP Jungle or Lane

Ability Path

Divergent Paths
Heroic Perk
Shroudstep
1
2
3
4
5
6
7
8
9
10
11
12
Chakram
1
2
3
4
5
6
7
8
9
10
11
12
Shimmer Strike
1
2
3
4
5
6
7
8
9
10
11
12

Joule

Build: CP Jungle

Ability Path

Heavy Plating
Heroic Perk
Rocket Leap
1
2
3
4
5
6
7
8
9
10
11
12
Thunder Strike
1
2
3
4
5
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7
8
9
10
11
12
Big Red Button
1
2
3
4
5
6
7
8
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12

Joule

Build: WP Jungle or Lane

Ability Path

Heavy Plating
Heroic Perk
Rocket Leap
1
2
3
4
5
6
7
8
9
10
11
12
Thunder Strike
1
2
3
4
5
6
7
8
9
10
11
12
Big Red Button
1
2
3
4
5
6
7
8
9
10
11
12

Kestrel

Build: CP Jungle or Lane

Ability Path

Adrenaline
Heroic Perk
Glimmershot
1
2
3
4
5
6
7
8
9
10
11
12
Active Camo
1
2
3
4
5
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8
9
10
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12
One Shot One Kill
1
2
3
4
5
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9
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11
12

Kestrel

Build: WP Jungle or Lane

Ability Path

Adrenaline
Heroic Perk
Glimmershot
1
2
3
4
5
6
7
8
9
10
11
12
Active Camo
1
2
3
4
5
6
7
8
9
10
11
12
One Shot One Kill
1
2
3
4
5
6
7
8
9
10
11
12

Koshka

Build: CP Jungle

Ability Path

Bloodrush
Heroic Perk
Pouncy Fun
1
2
3
4
5
6
7
8
9
10
11
12
Twirly Death
1
2
3
4
5
6
7
8
9
10
11
12
Yummy Catnip Frenzy
1
2
3
4
5
6
7
8
9
10
11
12

Krul

Build: WP Jungle

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

Lance

Build: WP Jungle or Lane

Ability Path

Partisan's Technique
Heroic Perk
Impale
1
2
3
4
5
6
7
8
9
10
11
12
Gythian Wall
1
2
3
4
5
6
7
8
9
10
11
12
Combat Roll
1
2
3
4
5
6
7
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9
10
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Lorelai

Build: CP Jungle or Lane

Ability Path

That's Swell
Heroic Perk
Fish Food
1
2
3
4
5
6
7
8
9
10
11
12
Splashdown
1
2
3
4
5
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9
10
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12
Waterwall
1
2
3
4
5
6
7
8
9
10
11
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Ozo

Build: WP Jungle

Ability Path

Carnie Luck
Heroic Perk
Three-Ring Circus
1
2
3
4
5
6
7
8
9
10
11
12
Acrobounce
1
2
3
4
5
6
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8
9
10
11
12
Bangarang
1
2
3
4
5
6
7
8
9
10
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Petal

Build: CP Jungle

Ability Path

Munions
Heroic Perk
Brambleboom Seeds
1
2
3
4
5
6
7
8
9
10
11
12
Trampoline!
1
2
3
4
5
6
7
8
9
10
11
12
Spontaneous Combustion
1
2
3
4
5
6
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10
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Petal

Build: WP Lane

Ability Path

Munions
Heroic Perk
Brambleboom Seeds
1
2
3
4
5
6
7
8
9
10
11
12
Trampoline!
1
2
3
4
5
6
7
8
9
10
11
12
Spontaneous Combustion
1
2
3
4
5
6
7
8
9
10
11
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Reim

Build: CP Jungle

Ability Path

Frostguard
Heroic Perk
Winter Spire
1
2
3
4
5
6
7
8
9
10
11
12
Chill Winds
1
2
3
4
5
6
7
8
9
10
11
12
Valkyrie
1
2
3
4
5
6
7
8
9
10
11
12

Reza

Build: CP Jungle

Ability Path

Firestarter
Heroic Perk
Scorcher
1
2
3
4
5
6
7
8
9
10
11
12
Troublemaker
1
2
3
4
5
6
7
8
9
10
11
12
Netherform Detonator
1
2
3
4
5
6
7
8
9
10
11
12

Ringo

Build: CP Lane

Ability Path

Double Down
Heroic Perk
Achilles Shot
1
2
3
4
5
6
7
8
9
10
11
12
Twirling Silver
1
2
3
4
5
6
7
8
9
10
11
12
Hellfire Brew
1
2
3
4
5
6
7
8
9
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Ringo

Build: WP Lane

Ability Path

Double Down
Heroic Perk
Achilles Shot
1
2
3
4
5
6
7
8
9
10
11
12
Twirling Silver
1
2
3
4
5
6
7
8
9
10
11
12
Hellfire Brew
1
2
3
4
5
6
7
8
9
10
11
12

Samuel

Build: CP Jungle or Lane

Ability Path

Corrupted Genius
Heroic Perk
Malice & Verdict
1
2
3
4
5
6
7
8
9
10
11
12
Drifting Dark
1
2
3
4
5
6
7
8
9
10
11
12
Oblivion
1
2
3
4
5
6
7
8
9
10
11
12

SAW

Build: WP Lane

Ability Path

Spin Up
Heroic Perk
Roadie Run
1
2
3
4
5
6
7
8
9
10
11
12
Suppressing Fire
1
2
3
4
5
6
7
8
9
10
11
12
Mad Cannon
1
2
3
4
5
6
7
8
9
10
11
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Skye

Build: CP Jungle or Lane

Ability Path

Target Lock
Heroic Perk
Forward Barrage
1
2
3
4
5
6
7
8
9
10
11
12
Suri Strike
1
2
3
4
5
6
7
8
9
10
11
12
Death From Above
1
2
3
4
5
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8
9
10
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Skye

Build: WP Lane

Ability Path

Target Lock
Heroic Perk
Forward Barrage
1
2
3
4
5
6
7
8
9
10
11
12
Suri Strike
1
2
3
4
5
6
7
8
9
10
11
12
Death From Above
1
2
3
4
5
6
7
8
9
10
11
12

Taka

Build: CP Jungle

Ability Path

House Kamuha
Heroic Perk
Kaiten
1
2
3
4
5
6
7
8
9
10
11
12
Kaku
1
2
3
4
5
6
7
8
9
10
11
12
X-Retsu
1
2
3
4
5
6
7
8
9
10
11
12

Taka

Build: WP Jungle

Ability Path

House Kamuha
Heroic Perk
Kaiten
1
2
3
4
5
6
7
8
9
10
11
12
Kaku
1
2
3
4
5
6
7
8
9
10
11
12
X-Retsu
1
2
3
4
5
6
7
8
9
10
11
12

Varya

Build: CP Lane

Ability Path

Chain Lightning
Heroic Perk
Stormforged Spear
1
2
3
4
5
6
7
8
9
10
11
12
Arc Recursion
1
2
3
4
5
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Anvil's Hammer
1
2
3
4
5
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Varya

Build: WP Lane

Ability Path

Chain Lightning
Heroic Perk
Stormforged Spear
1
2
3
4
5
6
7
8
9
10
11
12
Arc Recursion
1
2
3
4
5
6
7
8
9
10
11
12
Anvil's Hammer
1
2
3
4
5
6
7
8
9
10
11
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Vox

Build: WP Lane

Ability Path

Julia's Song
Heroic Perk
Sonic Zoom
1
2
3
4
5
6
7
8
9
10
11
12
Pulse
1
2
3
4
5
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Wait for It
1
2
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New Hero Spotlight-Varya Top

Note:Every patch when a new hero comes out, I will edit this segment and tell you guys my personal thoughts of the new hero and all that she’ll/he’ll bring to Vain Glory.


Finally! We get a mage! Holy cow. We haven't gotten a mage since Baptiste and that was a couple patches ago (four, to be exact). I'm excited for how Varya will fit into the meta and our everyday play style.

First off, even though she has her Arc Recursion, Varya is a very, very immobile hero. In order for her full kit to take effect, she needs to stand ground for at least second or two. Her perk, if she wants a chain attack, demands her standing still; her A, Stormforged Spear, stops her movement; her Arc Recursion takes some time to charge up; and her ultimate takes time too. Her playstyle will have to look similar to that off Ringo when he uses Hellfire Brew. It's imprudent to stand in the middle of the fight to charge up that ult so you have to keep a safe distance away. Varya, too, will have to watch her distance.

Other than her immobility, I can see how her abilities will chain (haha, get it?) together. Once she activates her ult, it takes a second for the lightning to strike so in that time period, she could divert the attention away from her bolts by charging in with her abilities. If the enemy decides to focus on Varya, they'll be zapped with insane damage. If they try to maneuver out of the way, they'll be vulnerable to mis-position and huge damage from the enemy team because they're distracted. She definitely has potential.

As for builds, I can see her definitely rocking Alternating Current with a Dragon's Eye or Broken Myth. While building her, one can either diverge his/her attention to a basic attack kit with the Alternating Current or a bursty build with Shatterglass.

As for role, I don't know where Varya will land. I would like to think she'll be a Laner because she has decent farm clear and can put some decent pressure with her Stormforged Spear. Also, because of her immobility it's best for her to stay in lane, I think. Who knows?

What do you think about Varya? Do you like her or not? What's your favorite part about her? What's your build for her? Comment in the comment section!

Table of Contents Top

Introduction Top

Are you struggling with VainGlory? Are you new to the game and don't have a clue as to what's going on? Do you not even know what an Atlas Pauldron does? Or are you experienced and just can't wait to hit that new tier? Can't wait to get out of the old gold and into the new bronze? Well, this is the class for you!

Learn to to play VainGlory better, smarter and more skillfully and soon, you'll leave those tiers in the dust.

First Day of School-The Basics Top

Good morning my wonderful students!

My name is Lyra and I'm the best teacher in the world, literally. Just look at my picture!



Wow, I look really nice.

Just kidding. I'm just showing how serious of a teacher I am. I play no games and allow no backtalk. If you want to learn you have to listen what I say; don't listen to anyone else. Just check out my awesome glasses. They mean business.

Explanation of the Builds Top

Note: Disregard the ability progression of the Captain build.

For this section, class, let's get started with discussing the builds. The builds are in alphabetical order and are are based on the current "meta" or what's popular in VG right now. Some of them I spiced up, and others I blandly left. So, if you're having trouble, look at these builds that I SLAVED over.

Light armor? Light shield? Why do I need that? As a carry, it is good to mitigate the damage of the enemy carry to start off. That way, your cute little health ball will stay more full and you'll be ready to build defense later. It's better safe than sorry, right students?

For the Contracts, choose one based on how the match will go. If you, as a captain, are expecting early enemy aggerssion, buy the Protector Contract. If you want to keep your Laner's cute little health bar full, Ironguard Contract is the better choice. Finally, if you want to agress the early game, then choose the Dragonblood Contract.

Atlas Pauldron or Metal Jacket? Top

or


Atlas Pauldrons are used for enemies that are building weapon speed. For some examples, Ringo with a Breaking Point, Krul with a Breaking Point, or CP Blackfeather with an Alternating Current. Atlas Pauldrons are better built on junglers because junglers can land its effect on the target. In fact, ALL junglers should build Atlas Pauldrons if the enemy team is building any form of weapon speed or if the junglers really want to get dirty.

For Metal Jacket, only build it if you're a carry or if the enemy team has no weapon speed. Carries generally tend to build this because they can't land the effect of the Atlas Pauldron on their enemies and because they stay on the edge of a fight. Also, it helps keeps their clothes clean :)

Always Build a Reflex Block! :) Top



Just build one, seriously. I'm the teacher.

Just kidding! Oh, I am too funny.

If you can't build an Aegis, you can always just have a Reflex Block and then get an Aegis. Reflex Blocks/ Aegises are sooooooooo important because they can help you survive a bit longer in a fight. Also, they prevent all the ugly stuff happening to you that can mess up your clothes and style like stunning, slowing, and ugh, rooting; I hate roots.

Nullwave Gauntlet and its Usage Top



Next, I will be teaching you about Nullwave Gauntlet and its proper usage.

Nullwave Gauntlet is an item (hover over icon above) that can stop an enemy from using any and all items in their kit. This includes a Captain's Fountain of Renewal, a Jungler's Atlas Pauldron, or a Carry's preemptive Reflex Block. Nullwave Gauntlets are mostly used by Captains on Captains and are superrrr important in a team fight. Like sooooo important. It's sooooo important that it can turn the tide of a team fight in an instant; and all it takes is a two clicks on the screen.

To activate a Nullwave Gauntlet, all one needs to do is tap on the item icon in the left corner and select the enemy who they want to item silence. It's that easy! Then, that enemy won't be able to use their items for four seconds! Four seconds--the bulk of a team fight can last that long.

Along with the silence, Nullwave Gauntlet offers substantial health and cooldown speeds.

The only downside of this item is its ugly appearance. Like, honestly, it looks terrible on your hand. It matches NOTHING and clashes with EVERYTHING. I can't take it.

Adaptability Top



Let's get serious...........

Adaptabity is one of the things in VainGlory that players need to learn. Let's say, for instance, that you wear the same outfit every single day. Like every day (look at me I can't even be serious for one sentence. Ugh.). Not only will it go out of style, it will get dirty, and it will get smelly and useless. Similar to VainGlory, if you use the same build, same tactics, and don't adapt to the match, then you'll start to lose. It's that simple.

Forgive me for being stern but it's very true. As you learn VainGlory, it is not a place where you can carry the whole game or do lah-dee-dah-dah. The upper ranks simply don't allow that. In the upper ranks, one has to adapt to learn how to play with a team and learn to make different builds according to a composition.

Also, one has to adapt to similar play styles from certain heroes. If you're pitted against a Flicker, you need to be extra careful in lane and jungle; allow no slip-ups. If you see that an enemy is using the same tactic to kill you and it works, adapt to it. If a Glaive is Afterburning you from behind a wall, get a Reflex Block.

All in alll, please learn to be adaptable. Keep an open mind because it's not you in your own little world. It's you plus the two others on your team.

Yay! We're done being stern! Wooooooooh! Enjoy the rest of school!

Ciao!

The Next Day Top

.................. :)

Second Day of School-Gameplay Flow Top

OMG, I am soooooooooooo excited for today, class!

Wow, I need to compose myself.

Today, we are talking about game strategies. Yay! Now who can tell me what a game strategy is? Just kidding! You guys are smart!

I will be going over the game play that you should model yours after. You don't have to do this, but I do HIGHLY recommend it. I'll start with the Carries.

Early Game 0:00-4:00 Top


Carry-I am the queen of laneing but for humility's sake, I'll teach you some of my tips. You want to focus on farming and farming ONLY. Rotate often to help those pesky junglers when they get into 1 v. 1 fights or team fights. Map awareness is key throughout the whole game, so make sure you pay attention. Also, when you have cleared a minion wave (meaning all of the enemy minions are dead and the enemy carry is not there) port (portal) back home to shop and regenerate health. There, buy Sprint Boots and prerequisites for your first tier three item. Also also, at the start of the game, rotate to the nasty treent with no style in the middle of the map unless your teammates say otherwise. Also, also, also experiment being agressive as a jungler. If you can steal some of the enemey's farm, that is stupendous. It will slowly help you achieve the edge over the enemy team. Eye of the tiger, students.

*Rawr*

Jungle-Ugh, jungling. Junglers are always dirty and have NO style, like no style. The only jungler who COULD have style is maybe Koshka, but that's it.

Go to the central treent with your captain (and Carry if he/she comes) and start attacking the two cute, little minions. If you see that the enemy won't contest for the ugly treent, KILL IT AS FAST AS YOU CAN! Then, take the other minions as you travel through the jungle, and decide if you want to gank (or ambush) the enemy carry. If so, get a kill but make sure to not get dirty. If not, start the farm cycle over again with frequent ports back to base. Similar to Carry, buy Sprint Boots, light defense for the enemy jungler, and your prerequisite items.

Captain-Did I also mention that I am the queen of captaining as well? I'm sure you already knew that because I'm so famous! Anyways...go with your team or jungler to the central, ugly treent, put the Scout Trap at the top of the tri-bush (so you can can web wheb enemies go ip to lane or come into your jungle), and start the cute, little minions there. Stay with the jungler as he farms, then go and say "hello" to your laner and stay in lane with them. If you can, gank the enemy laner. If your danger senses are tingling, flare the left (or right depending on what side you spawn on) part of the mustache bush.

(The mustache bush is the at the bottom of the picture)

After that, stay with the laner for the rest of the match unless rotating as a team. Your job is to protect your laner at all costs.

You are the shot caller but you are also your team’s older sibling. If you see the Gold Mine can be snuck in, do it. If a team fight has died down and you know you're team isn't ready, back out. If you see your Jungler going places he shouldn't, just tap that little yellow triangle on the map :). Look out for your team but also lead them.

Mid Game 4:00-15:00 Top

Carry-By this time, you should have a tier three item (actually you gotta have one because I said so), if not close to one, and a sprinkle of other items. Upgrade your defense a tier for the nasty, enemy carry or primarily who you'll have the most trouble with. Still focus on farm but rotate into jungle more often to start team fights, but be careful not to get your clothes dirty. Priority is still farming and go up to lane if you need to push a minion wave. Finally, if you get an Ace, destroy the turret(s) and then help your team with the Gold Mine.

Jungle-Junglers...start to be aggressive in the jungle and rotate up to lane more to gank. In team fights, start to target the enemy carry and lock them down. Get their clothes SUPER dirty and make sure they can't do anything! For defense, upgrade your defense for the enemy jungler or for the enemy carry to SHUT THEM DOWN. Other than that :), you don't have to worry about defense for the enemy carry unless they're killing you and disgracing you in every team fight.

Captain-Protect your carry and jungler as best as you can and be the leader. If you get an Ace, start the big, fat Gold Mine with your jungler. Be aggressive with your jungler in the jungle. Steal some farm, but don't overstay your welcome :). Once you have a Fountain of Renewal, you can look to start a team fight. Try to avoid three v. threes until you have a Fountain. Just remember: protect your teammates. Use your boots if you have to.

Wow. I sound like a mom...

Late Game 15:00-End of Match Top

Carry-Kracken has spawned and now is where sticking with your teammates is most critical. Always be on edge--like always, like a ninja. Never walk into a bush unless you know who's in there. Don't be by yourself for long. Since late game is the period for team fights, make sure to stay active on laneing and farming. Adapt your build if something's not working. Try to get your captain in lane with you so you can farm safely. Push a minion wave then go into the jungle (or stay in lane) and be prepared for a team fight! Get your clothes ready and make sure you don't have any dirt on your clothes and GET IN THERE! YAAAAH!

Sorry, I got CARRIED away. (Hehehehehe, get it? I'm so funny)

Infuse as well!

Jungle-With turrets down and enemies lurking around every corner, be careful not to be by yourself for too long. Always be on edge and don't go waltzing into a bush without knowing who's in there. Target the enemy carry in team fights but don't overextend yourself. If you win a team fight take the enemy jungler's farm. Infuse and dominate.

Captain-Even in late game your goal is to protect your teammates. Be the leader and initiate teamfights, start Kracken, and invade the enemy jungle. Flare every bush--EVERY BUSH--and put down Scout Trapss in critical places.

Most importantly, as the tank, don't be too away from your teammates because if you are, you could provoke an early fight that you and your team weren't ready for. Stay on your toes and yes, even infuse.

Third Day of School-Hero Tips Top

Good morning, class. ARE YOU READY TO LEARN TODAY?

I hope you are. How'd you like yesterday's lesson? I hope you learned a lot from it. If you're tired of reading we only have a couple more days left and then you're free!

Today, we're going to be talking about Pro Tips for each hero. These are simple and general tips that can be applied to improve your game play.

P.S. :)-Don't overuse these tips. Use them occasionally, but experiment yourself.

Hero Tips A Top

-To catch a team off guard, activate War Treads or your boots, rush into the enemy team, Gift of Fire yourself, and use your ult.
-Use your ult in combination with your A and B abilities. Don't just walk around with your body about to explode. It's bad for your clothes and your style.
-In a team fight, take a bird's eye view to see who needs the Vanguard--be patient with it.
-Overdrive your Jumpy Jets so you can get a free Reflex Block}}. Yay! Free [[Reflex Blocks
-Since enemies HAVE to run away when you cast your Fearsome Shades, use it as a time buffer to race to the back line and finish off the carry or jungler.
-Use your ult to get out of CC abilities like Ardan's Gauntlet and Baptiste's Ordained.
-Don't push anything until you're level eight. That is when you can ramp up.
-Use your ult to help a teammate in a 1 v. 1 fight or to steal Kracken.
-Though Churnwalker is relatively tanky, he is very slow. Slow like a snail or a titanback. Be careful not to be far from your teammates when engaging.
-Be sure to get the early game lead with the first kill against the enemy team.
-Don't use your ult as a Flare Gun, silly.
-Make sure to not touch any other enemies or cute minions when you use your Afterburn.
It's very easy to Afterburn the wrong target ;p.
-Make sure your team is ready to attack the enemy who you belch down. Also, get their clothes dirty :).
-Combo an Echo and a Shatterglass to make your Divine Intervention really,
REALLY annoying.
-In team fights, target the enemy closest to you (not the enemy captain), unless your whole team goes in.
-Combine your Chakrams with your other abilities to utilize their maximum time usage.
-When using your stun, try to stun as many targets at once, especially the enemy carry.
-While preparing for a fight, set up two Active Camo traps like a Venn diagram.

Hero Tips B Top

-Throw your little sword thing like a boomerang. Is there blood on it? Ew.
-Don't overuse your Impale. Be patient with it.
- Lorelai isn't as tanky as most heroes so command the battlefield from the back. Don't get ahead of yourself now. You have good style.
-Hey, there's me! I look really good. Don't activate Bright Bulwark before someone uses a movement ability unless you're running away. Use it when they're on you so they can't use any MORE movement abilities.
-Your ultimate Bangarang is very easy to Reflex Block. Sometimes, use it as a gap closer.
-Plant your cute little seeds in advance, so if you're onion pets die, you can have more!
-Overdrive Polite Company instead of your Forced Accord. Overdriving Forced Accord increases the pull range and adds more fortified health while maxing your ultimate only reduces some cooldown. It also gets the enemy really dirty.
-Don't use you B as a way to run away. It doesn't help, silly.
-Don't use your Achilles Shot to last hit or to farm. It uses a significant amount of energy.
-Hit as many enemies as you can with your ult.
-NEVER cast Drifting Dark forward unless you're chasing someone. Cast it at a hypotenuse, triangle thing.
- SAW is a very hard laner to counter because of his AMAZING lane clear. Use that to your advantage and pressure the lane hard. Be a bully! YEAH!
-Just because you have fortified health with Dragon's Breath does not mean you're invincible. Don't get carried away (hehehe).
-Use your B to go through walls and obstacles.
-Save your Kaiten to dodge abilities or oncoming damage. HIYAH
-While you're ult is coming down, distract your enemies and chase them with your Arc Recursion.
-Use your ult to Kracken steal :).

Fourth Day of School-Gameplay Tips Top

The week is almost over everybody. The fun learning and good laughs are almost gone. I might cry...

Today, class, I will be sharing simple gameplay tips that, of course, will improve your gameplay!

The tips are general, but they are very pivotal in playing a good game, keeping your clothes from getting dirty, and winning the game.

Enjoy!

General Tips Top

  • Never, ever, ever, ever steal your teammates farm. That is a big NO-NO.
  • If you like laneing, learn how to kite and stutter step. If you don't know how, look it up or watch a video on it--it's very simple.
  • Be patient with your ultimates.
  • Don't one v. one a turret. (People do it and they get REALLY dirty)
  • Communicate with your team. Use pings or get an app with voice chat--just do something!
  • When your team is taking the Gold Mine or Kracken, always Flare in the tri-bush and above the tri-bush and in the shop bush. Don't want any Kracken stealers ruining your perfect day :).
  • Put down Scout Traps in your side of the jungle so your jungler does not farm blind.
  • Body block for your teammates whether you're a captain, carry, or a jungler.
  • When in lane, try not to hit the minion closest to you. Whittle down the other ones to improve your farming potential and speed.
  • When playing as a carry, be sure to be in the back line of your team--be the farthest member away from the enemy team.
  • Never walk into a bush without knowing who's in there.
  • Subscribe to VG channels on Youtube, Twitch, and Mobcrush. Take notes while you watch these videos and focus on team fights and how they pan out.
  • If you’re a new player, watch all of the hero spotlights and pick your favorites. Try them out and have fun learning them!
  • Also as a new player, play Battle Royale to increase your hero knowledge.
  • If you want to get to Vainglorious, learn how to play as a teammate and not an individual.

Fifth Day of School-Learning Win Objectives Top

Now that you've learned about some items, gameplay mechanics, and tips, it's time for the application. Today is application day students!

Our application today focuses on Win Objectives. What are Win Objectives, Ms. Lyra?

Well, I'm glad you asked. Win Objectives are what they sound to be--objectives you and your team need to complete to win the game. Objectives are very crucial. If you don't complete them, then you'll probably lose the game. If you do complete them, you'll most likely win the game. They're simple, right students?

Yeah!

If you need any more explanation, check out this video by Vainglory Left...

Win Objectives Top

If you want to skip my AWESOME spiel click here.

Win Objectives vary from match to match depending on your team composition and the enemy team's composition. Win Objectives also vary from role to role. A captain will not have the same Win Objective as a jungler--that's just how it is.

Win Objectives are also 100% dependent on you or your team. If you're in solo q, it's up to you to identify your Win Objective, complete it, and hope you're team completes theirs. There's no guarantee that your teammates will complete their Win Objectives. You're only hope is that your teammates are decently good and can keep up with you or that you can carry the whole game.

One other thing, Win Objectives come with a solid knowledge of all the heroes. This comes with experience and practice, so you'll eventually get it :)

Alright students. That was a lot of talking! Let's go over some common win objectives.

Carry-Carry your team: Get a lot of gold, kills, clean clothes and avoid being ganked.

Jungle-Target the enemy Carry and take them out; be the initiator and agressor in the team fight.

Captain-Protect your teammates and lead your team in taking objectives; submit to the play style of your teammates not yours.

Composition Specific Win Objectives Top

Now let's take a look at some common compositions seen on the Halycon Fold and what the Win Objectives are for them. We'll look at some ones I made, of course, and some ones from TSM and other pro teams.

Note: Your team comp. is on the left. The enemy's is on the right.

VS

-Woah! I look amazing...
Enemy Win Objective: To get the early game lead and finish in under fifteen minutes: This enemy team comp has a super (super) aggressive early game and all of it rides on Koshka. If Koshka can start to snowball, then the game is over--you lose :(. If Koshka doesn't snowball, then you have a chance of winning. At the start of the match, the goal of the enemy team is to look for a team fight, win it, and start to feed Koshka like a little baby. As SOON as this agressive-jungler comp. gets ahead, you will start to lose the game.

Your Win Objective: To stop Kosha from getting the early game lead: In order to do that, your very first step is to not let the other team get the first kill, but don't play too passive. Don't start at your back camps (the minions closest your base) because a smart Koshka player will take your fronts. Don't start the central treent either--just take your farm and get the Bulwark out.

After the first encounter, the next one will be in lane where the Koshka WILL look to gank your laner (or you if you are the laner). If the Koshka gets the first kill, or the another enemy, then you'll start to lose. If not, then you have a chance. Captains, rotate often to lane if you're playing against a Koshka and keep vision on the mustache bush. Carries, don't facecheck a bush and don't go far from your turret. Junglers, slowly contest the Koshka.

Remember, if you shut down Koshka early game, you will most likely win the game. Progress the little things like slowly taking away her farm, denying her kills, and killing the other team first before they kill you.

VS

Enemy Win Objecive: Protect the Carry: The enemy comp has a "protect the carry" comp. This consists of a WP laner, a CP crowd control (CC) jungler, and another CC Captain. The Glaive will work in tandem with the Lance to use the frequent Afterburn to single out an enemy target and kill them. It's like they're best friends. Primarily, they will let the Ringo get the kill so he can get more gold and climb the ladder faster. Lance would then follow up with a root or stun and Ringo with his slow and it would be an easy 2 v. 3 fight. As the late game progresses, the Glaive will hand over his farm to the Ringo so the Ringo can become super strong.

This comp. also preys on misplays. If you are walking to a bush by yourself like la dee dah dah or are by yourself for too long, you will get kaboomed.

Your Win Objective: Take out the Ringo!: Similar to the Koshka comp., if you can shut Ringo down, the other team will lose the game. Ringo is their main damage dealer and without him, you can win team fights. It may seem easy but getting to the backline is EXTREMELY hard to do. And, if you or your jungler gets to the backline, you have to worry about the CC against you, the Fountain of Renewal, Crucible, War Treads; the list goes on. The enemy team will stop at nothing to keep their Ringo safe. Dun, dun, dahh!

If your jungler successfully gets to the backline, then your captain and carry need to successfully follow. What happens then is the Glaive tends to jump on your carry and delete them. Now your team is split with your Blackfeather chasing the Ringo, your Vox about to die, and the Lance CCing the Blackfeather. To counter this, War Treads are the best answer.

This comp. can be compared to a brick wall in front of you. At the start, you can't break it, scratch it, or dent it. As much as you try, you can't do anything, not even portal through it. After a while, however, you begin to see a crack. Then, the crack spreads and holes are staring to form and suddenly the wall breaks down! You can cross!

YAAAAAAAAAAAAAAAAAAAAAAAY

That's what needs to happen with this comp. The Glaive and Lance and immortal Ringo are your brick wall. As long as you get closer and closer to killing the Ringo, you eventually will and you start to win the game. Breaking the wall takes a team effort and individual tasks for everyone. The Captain needs to use his War Treads or whatever he has to get in the backline, the jungler needs to focus the carry, and the carry needs clean up and avoid dying.

VS

Enemy Win Objective: Regular--win the game and perform your individual Win Objectives: The only thing that could be a Win Objective would be to exploit the early game Alpha but that's not what we're focused on.

Your Win Objective: Be passive in the early game: Alpha has one of the slowest starts and weakest early games of all heroes. Krul and other heroes that rely on their tankiness and items in late game struggle early game as well. She hits her power spike when she gets to level 6 with an Aftershock (which is the first item you should get), and then your team can be more aggressive. Anything before that is detrimental to Alpha and should be avoided.

For play by play, Alpha should start at the middle treent on your side while the Captain should start on the fronts. The Carry should just go to lane.

In summary, avoid early game fights until the Aftershock!

VS

Enemy Win Objective: Get the early game lead with the triple stealth comp.:The triple stealth comp. is a needle in a haystack these days because of its singular reliability on ganks and stealth. If the enemy team is against a good Captain that supplies good vision, then the comp. won't work and fail miserably. If the Captain isn't that great, than the comp. will work flawlessly. So, what the enemy team needs to do is get the early game lead, so they can keep the advantage of stealth over the other team.

The first fight with a Flicker usually determines how the match will go. Flicker is an interesting Captain in that he has no abilities to directly support his team mates. He can't heal, give health barriers, or protect his team mates on a large scale. Flicker does not like to be engaged on; he likes to engage. So, the triple stealth comp. will look for the early game fight against the carry, so they can win the game. Similar to the Koshka comp., if they don't team fight at the start of the game then they will look for the gank in lane which is very easy to do.

Your Win Objective: Don't let the triple stealth comp. get the lead: This Win Objective relies heavily and almost entirely on your Captain. If he can't provide enough vision on the map, you'll lose.

With Phinn as the Captain, vision will be a difficulty because of his slow speed, especially early game. Phinn offers a great counter to Flicker because of his Quibble and Polite Company, but if the enemy team gets right on top of your carry or jungler, they'll most likely die. The Phinn needs to take extra precautions, therefore, with his team. NO ONE, not even the Captain, can go into a bush alone because nine times out of ten they'll get ganked. Phinn either needs to get Contraption as the second item or the first depending on how his team is doing. Stealth comps. tend to fall off late game, so eventually, unless you shut them down with vision, you'll win.

Control vision and be careful around the map and you should be able to win.

VS

Enemy Win Objective: Let the SAW push to win: I hate SAWs. They're all like, "Bleed!" and "I'm strong", and "I have muscles" and "I have a cool gun." Whatever, SAW.

The enemy comp. will ride the SAW train all the way to the station. If they keep SAW alive as best as they can and take turrets as quick as they can, they will steamroll. They will push, and push, and push, and push until the game's over and it's only been 10:00 minutes. If they set SAW up, he will deliver.

Your Win Objective: Kill the SAW in the early game: Because SAW can become uncontrollable, he needs to be killed quickly. Sometimes, a SAW will hand his head over to you on a silver platter because SAWs love pushing lanes. When this happens, SAWs are usually out of position and easy to gank. Take those chances to DESTROY him. boom.

Another amazing tactic to kill a SAW is using an Atlas Pauldron. If you or your jungler can dive on the enemy SAW do crazy, crazy, crazy damage to him and Atlas him, then he's as good as dead. All you need to do is burst him down, get his clothes dirty, and Atlas him. CC abilities are excellent at locking him down as well. Grace's A and B, Lance's A and B, Lorelai's Fish Food.

In summary, in order to stop SAW from steamrolling, gank him, burst him down with your jungler and Atlas Pauldrons, and CC him.



One other thing. These comps. are adaptable. For instance, instead of a Ringo with the "protect the Carry" comp. there could be a Baron or Vox. With the "slow start jungler" comp. with Alpha, she can be switched with Krul or Rona.

Top

Now let's look at some pro-team comps. and Win Objectives...

This composition comes from the VG Unified Championship that took place not too long ago. The best teams in the US took on the best teams in Europe for a chance to be crowned the best VG team in the west. This matchup comes from the semi-finals where Cloud9 beat TSM in a best of 5.

Note: Cloud9's comp. is on the left and TSM's is on the right.

Cloud9 and TSM are arguably the best teams in NA aside from Gankstars. TSM took second place at the World Tournament last year almost beating Invincible Armada and thus was predicted to win the Unified Championship. Cloud9 suprised TSM, outclassed them in every way, and removed them off their pedestal.


Cloud9:
  • Carry-Oldskool
  • Jungler-iLoveJoseph
  • Captain-gabevizzle

TSM:
  • Carry-BestChuckNa
  • Jungler-VONC
  • Captain-FlashX


VS

At face value, Cloud9 comes out with the win in the draft and when you win the draft, you win the game. TSM has a very risky draft while Cloud9 has a very strong draft. Specifics will be given later.

Cloud9 Win Objective: Counter the Lyra and win the early game: The first part of the Win Objective is fulfilled from the Fortress and Rona because they have Mortal Wounds in their abilities. The Mortal Wounds counter Lyra because they counter her heals and render them less effective. As for the other part, Cloud9 has a super tanky comp. with the Rona and Adagio pairing. Along with that, Fortress combines his early game aggression with a Dragonblood Contract to destroy TSM in the early game.

Because Cloud9 is a tanky comp., they counter the squishy poke comp. from TSM. The Fortress can dive in, while the Rona follows up to burst, and is sustained from the Adagio. TSM can do nothing against Cloud9's tankiness.

TSM lost this match because they lost the draft. The comp. they chose was heavily countered by Cloud9. TSM couldn't do much but turtle under their turret and get stomped.

TSM's Win Objective: Win the game with poking: TSM chose this comp. hoping that they could counter the aggression from Cloud9 by out-ranging them and out-poking them. Gwen offers great poke and burst with her Buckshot Bonanza and Tension Bow build, Lyra offers a little poke and Lane pressure with her Principle Arcanum, and Kestrel unloads mayhem with her Glimmershots.

The only problem with this comp. is that they don't have an engange. They have no melee Jungler or melee Captain to dive in and start a fight. They do have Arcane Passage with the Lyra but if FlashX would go in, he would get Mortal Wounded and quickly get bursted down.

In summary, Cloud9 played this match perfectly because they countered TSM's comp. and executed. The only tip is win the draft and you'll win the game.

To see the Cloud9 VS TSM matchup see below .
To see this comp. in action skip to 50:30.

Top

This next composition comes from the VISPRO Series. This series featured some up and coming Esports teams against the giants in Vain Glory--TSM and Cloud9. This game is between Team SoloMid and Enforcerz.

Note: Enforcerz's comp. is on the left and TSM's is on the right.

Enforcerz:
  • Carry-VGL4NT3
  • Jungler-WuZii
  • Captain-Poke

TSM:
  • Carry-BestChuckNa
  • Jungler-XenoTek (VONC's out washing his dirty clothes)
  • Captain-FlashX

VS

You're probably asking, "what in the world?" Is this a WP Ardan?

No, it's not (unfortunately). It is, in fact, a Protect the Carry comp...

gone wrong...

Enforcerz's Win Objective: Protect the Skaarf: Enforcerz's Win Objective is as easy as it gets: Protect the Skaarf and safely guide him into the late game. If Enforcerz's can get Skaarf to the late game, he will become super strong and may be able to carry the whole game. So, what Enforcerz did was install a Protect the Carry comp. with two Captains. Usually, Protect the Carry comps. call for Carry, a Jungler who can peel (protect the Carry), and another Captain who can peel. For some reason, Enforcerz chose two Captains. Despite that, what Enforcerz tried to do was feed the Skaarf all the farm he could get, jungle farm included. What went wrong was while the Skaarf and his Secret Service were getting the jungle farm, lane farm would be missed out on. It didn't balance out.

At face value, Phinn and Ardan offer great protection to the Skaarf with their abilities. The game could've went well if Enforcerz drafted better. Something like a Ringo with a Poisoned Shiv build and a Taka to apply another mortal wound. Why didn't they just do that?

I have no idea.

Enforcerz lost this one because their comp. was ineffective. Their drafting could've been better but where they fell off was their execution of this Win Objective.

Tip for this comp.: If you do decide to do a off-meta and strange comp., execute it will. Otherwise, don't try it.

TSM's Win Objective: Kill the Skaarf: TSM's Win Objective is the easiest thing in the world to do. All they have to do is get to the backline and burst down the Skaarf. Since there was no jungler to oppose XenoTek, XenoTek had free range in the jungle and had time to kill all the Crystal Sentries, solo a couple Gold Mines, and even start up Kracken. In lane, BestChuckNa's farm was GREATER than VGL4NT3's was, and that was without jungle farm!

In the end, the Krul became powerful and one fight finished the game. Flashx had a beautiful Arcane Passage into the back line while XenoTek and BestChuck soon followed. They killed the Skaarf pretty quickly despite two Fountains, a Crucible, two Atlas Pauldrons, and a Gauntlet.

Last Day of School Top

...I'm going to cry :( It's our last day of school. I hope you learned a lot about clothes, style, and also game play. Apply it to your play and make your favorite teach proud.

And always remember (*sniffle sniffle*) to be cool and flashy. Don't forget me, k?

Good luck, my wonderful students

:)

Dang, now I gotta clean my glasses...

Top

If you want to get better at VG, click here or here

If you want to learn mechanics and watch some good matches, click here

If you want to have a good laugh, click here or here

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