Sniper Skaarf by Ezrai

Sniper Skaarf

By: Ezrai
Last Updated: Apr 25, 2019
7 Votes
Build 1 of 1

Skaarf

Build: Long Range

Ability Path

Fan the Flames
Heroic Perk
Spitfire
1
2
3
4
5
6
7
8
9
10
11
12
Goop
1
2
3
4
5
6
7
8
9
10
11
12
Dragon Breath
1
2
3
4
5
6
7
8
9
10
11
12

Threat Meter

Threat
Low
High
Show all
Threat Hero Notes
1
  No Threat
2
  No Threat
3
  No Threat
4
  No Threat
5
  No Threat
6
  No Threat
7
  No Threat
8
Phinn Phinn's anchor grab and stun will easily misplace you and allow the rest of the team to finish you off
9
  No Threat
10
Taka A perfect counter to this Skaarf. All of Taka's moves allow him to get in and away without getting hit.

Hero Breakdown Top

Skaarf can deal out a ton of damage, but is extremely squishy and not too fast. Skaarf can easily hold a lane itself as it's damage output is very good. Predicting enemy movement is key for this type of build as it rely's on accurately hitting the opponent for life steal later on though. I personally find Dragon Breath useless until endgame due to its extremely long windup time and the fact it allows enemies to get closer to Skaarf easier.

Early Game Top

Strategy:
This build is meant to be used as a carry and does not do well in the jungle alone. Spacing is the most important factor to this build. Staying just out of enemy range while still being able to hit them with Spitfire is really important. To keep in control of the lane, constantly attack minions with your main attack, and attack the enemy heroes with Spitfire. Normally an enemy hero will be hiding right behind the minions, so if you line up the shot correctly, Spitfire can hit multiple minions before it hits the enemy hero allowing for more damage and quicker dispatch of the minions due to Fan the Flames. If they are not directly behind them, it should be relatively easy to move a bit to place the minions between you and the enemy hero. During this, it is essential to stay out of enemy range especially if there are any heroes that have stun attacks. A side objective is to try and keep vision by nearby jungles so that there is a reduced chance of being ambushed. If done right, minimal damage should be done to the player, and the lane can be held early game purely by Skaarf alone.
Abilities:
Due to heavy use of Fan the Flames, this ability should be upgraded as much as possible, as soon as possible. Once Goop is obtained though, Fan the Flames can really start dealing damage. The burst damage when lit on fire is destructive to enemy and are really effective to scare off enemies. Just be careful as it has a higher energy cost then Spitfire
Items:
To start out with, buying a Crystal Bit and Energy Battery allows for more damage and stretches out the energy a bit more. When not taking damage, one of the limiting factors of this hero becomes its energy pool. Eve of Harvest is really important to increasing survivability as it enables a few hits to be taken, and with some more passive playing to slowly regain that health without having to leave the lane. The Travel Boots are essential to allow Skaarf to have enough movement speed to avoid possible attacks and escape dangerous situations.

Mid Game Top

Strategy:
The strategy of this hero does not change much in the mid game. Your damage should be pretty high, and playing a bit more aggressively is alright, but maintaining spacing is still important.
Abilities:
As mentioned before, Spitfire is the useful attack here for attacking opponents. Keep on upgrading it when available. Goop is great for crowd control, but has a slightly higher energy draw so just be mindful of how much energy is remaining.
Items:
At this point, the Travel Boots should be upgraded to Halcyon Chargers and Spellfire should also be bought. Halcyon Chargers allow for fast escape, but passively increases cooldowns and energy. The Spellfire synergizes very well with Fan the Flames as it continues to cause damage over time to the opponent forcing them to disengage early or die while running away. This is where the situational items become really important. Depending on the opponents, there are 3 ways to go. If you are being targeted, it is a good idea to build Pulseweave or Slumbering Husk early so that you are can avoid being instantly eliminated. If you are not being targeted, it is fine to build up more attack items first though. If the opponents are ignoring you and running away when you start dealing damage, Frostburn is very useful for preventing them from escaping. On the flip side, if they have built defenses to tank through you, Broken Myth is great for dealing with that. If you are still running out of energy, clockworks is great for maintaining more energy, and as an added bonus reduces cooldown for your attacks. [[dragon
s eye]] is a very strong item that synergizes extremely well with Fan the Flames that allows you to ramp up crystal damage very easily if constant pressure is applied against you by the enemy team, but if they are using hit and run tactics, may not be viable.

End Game Top

Strategy:
In the end game you should be a power house. Your lifesteal allows you to maintain the lane for extremely long periods of time, and energy problems should be close to none. The only difference now is that Dragon Breath can really be shown off now. I prefer not to use it as an engager as a quickly placed stun can result to a timely death if not careful. Instead, after a team battle starts, continue with Goop and Spitfire for a few seconds, and then unleash it. What this allows is for the stun to be already wasted, heath to be dwindling, and sudden burst damage possibly with the increase crystal power from Dragon's Eye.

Note Top

I am still working on hero threat levels. I just want to make sure those are accurate so I'll be updating those more in the near future. Also this is my first guide so tell me what you guys think, if I should add anything or change something.

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