Super Fun CP Joule [Updated For 1.23] by ArthurBea

Super Fun CP Joule [Updated For 1.23]

By: ArthurBea
Last Updated: Oct 25, 2016
3 Votes
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Build 1 of 1

Joule

Build: CP SMASH & MELT BUILD

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

Threat Meter

Threat
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High
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Threat Hero Notes
1
  No Threat
2
  No Threat
3
Rona She relies on health regeneration, so is very susceptible to stuns.
3
SAW SAW IS SLOW AND SQUISHY BENEATH HELMET. HIS STACKS DONT MATTER WHEN YOU TAKE AWAY HALF HIS HEALTH WITH A ROCKET LEAP. SHOOT HIM IN FACE WITH BRB WHILE HE LAYS SUPPRESSING FIRE.
3
Celeste Meh. She's always squishy and easy to land on top of. Just steer clear of her heliogenesis.
3
Phinn He's not usually a threat, and is a toss up. You won't kill him unless you get an aftershock. He's impervoious to stuns. Usually it's easy to just walk away from him.
3
Ringo Just watch out for him. He has good range but will melt if you can get the drop on him. Stay out of his sights and you'll be fine.
4
Skaarf Squishy as heck and generally slow. A rocket leap and some thunder strikes and skaarf is toast.
4
Fortress By himself he's not bad. He's squishy. But he's never alone. Watch out for CP Fortress, he will bite your bare behind.
4
Ozo Poor Ozo. I don't see him enough. Since he relies on health regen, rocket leap hurts him good.
4
Taka Taka can suffer from Joule's skillshit abilities. He's mean, but she will knock him out of his box. Nothing is more satisfying than landing on a boxed Taka.
5
Adagio Adagio is very annoying. If he's WP watch out. But if he's roam, he's more of a stalemate. It's not hard to avoid his ult.
5
Ardan He doesn't really hurt unless he does that WP thing. His gauntlet will be hard when he's part of a coordinated team, but is avoidable. He's a stalemate 1v1.
5
Blackfeather Relies on health regen so is sceptible to stuns. A good BF can survive a long time though. Not a good duel.
5
Joule This is a test of skill. Against a WP Joule, you just have to keep your distance.
5
Petal Joule is one of the best Petal counters. Joule can close gaps and take care of all minions with her AOE abilities.
5
Samuel
6
Alpha Alpha is a toss up. She has great burst and her A actually places her behind to your vulnerable back. But she's relatively squishy. The problem is you usually have to kill her twice.
6
Gwen Played well, she's a good threat. More slippery than Ringo, but not as slippery as Vox. Her perk makes her fast. Plus, her Buckshot slow makes escapes hard.
6
Koshka Super mobile and beats Joule at the gap-closing game. She usually builds good defense so isn't as squishy, making her a difficult target.
6
Krul Kruls underestimate Joules. She has the tough front armor, and her stun will disrupt his stacks. The BRB melts krul. She's one of the few heroes that can duel krul successfully.
6
Lance He is really good at poking Joule's susceptible back. When he's rolling, he can avoid her jump.
6
Lyra CP Lyra is actually a terror. Roam Lyra isn't so bad. Her bulwark counters Joule jumps, so she's a good counter.
6
Vox Vox's resonance is a stealthy killer. He's very mobile so he's hard to catch.
7
Skye Very mobile. If you can land on her she's pretty close to dead. Watch out for her A while you escape.
7
Reim If you can land on him it's good, but he's a melee master and will usually kill you 1v1. For some reason, even a direct BRB won't hurt him and his fortified health.
8
Catherine Joule has a bad escape, but needs to sometimes. Catherine makes it easy to focus Joule to death. Do not BRB her bubble!
9
Baron He's mobile as heck and the blast radius on his mortar shell is hell on Joule.
9
Kestrel That glimmershot will melt Joule. She's slippery as heck and can keep out of Joules jump radius.
10
Glaive Glaive is Joules best counter. His stun, natural durability and insane WP damage rock Joule pretty hard. You'll need a buddy to take him down.

Fun With CP Joule. Top

You play CP Joule because she's fun. There's nothing more satisfying than jumping on an enemy, or melting a team with your awesome fat laser. The Shatterglass, Clockwork and Broken Myth combo buff all of Joule's abilities, and make the abilities practically spammable.

She may have problems in higher tiers. She definitely viable, but she has some problems. She might be a good counterpick to a lot of ranged heroes, particularly Petal, but she has some hard counters. Glaive and Catherine are particularly harmful to Joule and her escape problem. Their stuns are usually Joule squashers.

She is easy to focus kill because her escape is so shoddy. You really have to think ahead if you want to live. That said, her Rocket Leap can provide a great escape when close to a wall.

You have to play CP Joule because you love playing Joule. You get satisfaction from predicting where enemies will be, then dropping a big red target there. You love that moment where your Big Red Button melts a cocky carry.

CP Joule is a beast. An often fragile beast, but a terrifying beast nonetheless. Enjoy.

Item Explanation Top

CP Joule is a disrupter and heavy distanced damage dealer. She shouldn't be trading her Thunder Strike as her primary method of damage. If you want that, go with a WP build. Her Thunder Strike is a utility that can whittle down HP and reveal Taka, but this CP build really relies on her landing her Rocket Leap for damage.

Shatterglass: The best CP bang for your buck. Many people opt for Frostbite, which I respect. Maybe it's a good third CP item. A slow makes up for bad aim on your BRB, but sacrifices a lot of damage.

Clockwork: What makes CP Joule so viable is that she can use her abilities often. The 25% boost is a nice addition. Getting a Chronograph fast will help Joule bully bad guys before she hits level 6.

Broken Myth: I used to get this item first, but it hits harder with a Shatterglass. It is a key component to making her Big Red Button so insane.

Contraption + Halcyon Chargers: If for some reason you need to get a contraption for vision purposes, which is common in low and mid tiers, you'll have to forgo Clockwork and get Halcyon Chargers to make up for the lack of energy.

Alternating Current: There will be times where you will just have to trade shots with enemies. You may find yourself relying on your Thunder Strike more than you expected. Maybe you're fighting an Ardan, a Krul or an Alpha, and you need that extra umph to finish them off. AC not only gives your auto attacks extra juice, but increases the frequency of your Thunder Strike.

Aftershock: This is generally a really good item on Joule. She spams her abilities, making the Aftershock glow come up often. Get this if you have to face a pesky Ardan, Catherine, Phinn or any other high-health enemies that just won't die.

Crystal Infusion: Infusions work great on Joule. Use them often, especially of you know a teamfight is on the horizon.

JOULE SMASH Top

Joule is a disrupter, and you have to play her like one. Landing her Rocket Leap is key to CP Joule. Rocket Leap onto SAW, Krul, anybody building stacks or using Serpent Mask, then combo them with Thunder Strikes or your Big Red Button.

She can stun a whole team. She can push away pursuers.

Practice landing on fleeing enemies. You can jump on them over walls. There is no escape, even for invisible enemies.

Keep in mind that Joule has an effective back door to take down a defenseless crystal. She can leap over the wall directly to the crystal.

JOULE MELT Top

The Big Red Button is Joule's bread & butter. Since they changed her cooldown to 40 seconds at Level 3, she can fire a laser about every 30 seconds with a Clockwork.

It has 3 ticks of damage. Broken Myth stacks on each tick. The first tick tickles, and many heroes think they can withstand the blast. The second tick burns, and heroes start to realize what they're in for. The third tick melts.

Positioning is key. Look for bottlenecks: pasagaways between lane and jungle; the chokepoint by the third turret.

Her BRB can snipe a single fleeing low-health enemy. It's worth.

Her BRB can steal a Kraken or Gold Miner. In fact, I often save the BRB when my team is taking a Kraken or Gold Miner so I can finish off the objective, avoiding steals.

Keep practicing. There is little more satisfying then a triple kill with the BRB.

JOULE RUN AWAY Top

Now then, Joule has to be creative with her escapes. She has a vulnerable butt. She's like the Ford Pinto of heroes. She has this buff front and sides with her Heavy Plating, but like any hero, she will find herself at a disadvantage and have to flee.

When you are in a vulnerable spot and killing minions or taking miners, save your Rocket Leap for escapes. Always be aware of your escape route. It's usually over a wall. Joule can jump over walls and into bushes that pursuing enemies have to take the long way around. This is why Clockwork is necessary -- Joule needs to use her Rocker Leap as a damage dealer and an escape. It does double-duty.

Boots are key. Sometimes a Rocket Leap isn't enough. Sometimes you have to hit the ground running, activating your boots to get to safety.

A living Joule is a happy Joule.

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