WP Ringo Build by Qazwsxrfv25291

WP Ringo Build

By: Qazwsxrfv25291
Last Updated: Feb 11, 2017
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Build 1 of 1

Ringo

Build: WP Ringo Build

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

Threat Meter

Threat
Low
High
Show all
Threat Hero Notes
1
Adagio Being a healer, Adagio shouldn't be too much of a threat. Try to avoid his arcane fire and you'll be fine.
2
Lyra Same with Adagio, Lyra is typically built to be a healer and a captain, so low damage output. Her snare can be tricky though, and when combined with the burst move speed from Imperial Sigil, she can quickly escape.
3
Ardan If you can deal enough damage, Ardan won't be a problem. But try to not get caught in his gauntlet, the only way you could escape alive is with a reflex block or no enemies nearby
3
Baron CP Baron won't be much of a threat, if you have high enough tier boots and Twirling Silver active you can dodge his mortars. You should be able to out damage WP Baron with Twirling Silver active from the bonus speed. If he starts to just, use Hellfire Brew to finish him.
3
Fortress Fortress shouldn't be too difficult, his situation is similar to Flicker's. Alone, he shouldn't be a problem. But his Truth of the Tooth can make for easy ganks, so be careful in enemy bushes.
3
Reim Reim is only a problem if you fight him within melee range. You can easily out pace him and chip him down. With no fortified health, he won't survive long. Use Achilles Shot as needed to keep him away.
4
Gwen Gwen's perk makes her annoying in ganks and short fights, but if you can keep her in range you can quickly out damage her and kill her. If she is able to stay out of range and keep activating her perk, she can cause problems. Try to ambush or slow.
4
Skaarf Skaarf's Spitfire will hurt, but the cooldown will always be long enough to allow you to kill him first. Avoid his Goop though, if he has build an Eve of Harvest, the constant heal to him and damage to you can change the fight.
5
Alpha Alpha can be a problem, since Achilles Shot will have almost no effect, with her abilities. Try to just out pace her or just out damage her.
5
Ringo Another Ringo won't be a problem, as long as you have more farm/more items.
5
Samuel Samuel will only be a threat inside Drifting Dark, and even then, if you move out the spot of his Malice & Verdict, he won't deal enough damage to kill you before you kill him.
5
Vox CP Vox will be easy enough to beat, again, as long as you have more farm/more items. If Vox is WP, use caution. If Sonic Zoom has a fast enough cooldown, he can burst you down before you can kill him.
6
Catherine Catherine can be dangerous, if you don't fight her correctly. Don't attack her when Stormgaurd is active, you'll hurt yourself much more. Her stuns and silence can be very annoying, so if you see her using Blast Tremor, try to get Twirling Silver active first.
6
Flicker Flicker alone is not very dangerous, but incredibly annoying. His stealth will allow him to get close to you, slow and root you(Frostburn makes this especially bad), and if enemies are near, you don't have a chance. If it is just Flicker though, you can easily deal enough damage to kill him.
6
Idris If Idris is built CP, his Chakram can be a problem. Try to dodge it's return. If WP, try to keep your distance and weaken him before he gets too close.
6
Lance Lance's Impale is his most threatening ability. If you have enough move speed, you can dodge it, but if he does hit you and his team is nearby, there isn't a ton you can do.
6
Ozo Ozo's ultimate is the only thing that will cause a major problem. The stun and flip backwards will make you a vulnerable target. If you can slow him with Achilles Shot and run away with either boots or Twirling Silver, you can escape it.
6
Skye If Skye is built WP, you can win in a direct fight. Watch for the stun on her ultimate though. If built CP, avoid Forward Barrage, the slow and constant damage will really hurt.
7
Kestrel In a direct WP fight, you can win if you have bought defense. If fighting a CP Kestrel, be very careful to avoid the mist from Active Camo.
7
Phinn Phinn's Quibble and Forced Accord are what make him dangerous. If he grabs you, your best chance is to run behind teammates and shoot from there. The stun from Quibble can also pause any damage you are doing, as well as prevent escape and blocking. Stay out of range if possible.
7
Taka Taka is only a problem when you allow him to be and stay hidden, either in bushes or in stealth. Use Scout Traps or Flares to stop him from escaping or ambushing you.
8
Celeste Celeste can put out very high damage, even with a shield defense item. Try to avoid her stuns, that's when she can really hurt you. If she has an Eve of Harvest, you might want to bring a teammate to the fight.
8
Koshka Koshka is very dangerous in the early game. Be careful about pushing the lane, as she can easily gank and cannot be out paced. If you can get the first hit (Or two), you can win, otherwise avoid a 1 on 1.
8
Krul Never fight Krul alone, unless you can keep him at a very far distance, which isn't likely. He will win in a 1v1, but he is easy to escape if he has already used Dead Man's Rush.
8
Petal Petal's Munions are what cause the major issue. With all 3, they deal slightly more damage than petal does, since their attackes are pure CP, and Petal would typically have an Alternating Current. If possible, get out of Petal's range and kill off the munions first. Without the munions, Petal cannot do enough damage to win a fight.
9
Blackfeather Blackfeather's health barrier and Feint of Heart can make him very annoying to kill and difficult to escape. His Rose Offensive can also be used to chase or escape, making him very dangerous. Try to fight with allies nearby or near a turret.
9
Rona Into the Fray can be a huge problem, especially at later levels. Two of Rona's abilities can be used to close gaps, so try to have allies nearby when fighting.
9
SAW If Saw is spun up, do not fight him. With max stacks, he can shred nearly any enemy. The best option is to try and kill him while he is still building stacks or has Suppressing Fire active, since he can't deal basic attack damage. If the Saw is built CP, you can win a basic attack fight, but slow him when he is low health, because he will try to use Roadie Run.
10
Glaive Glaive is a nightmare to see. His Afterburn prevents you from escaping, so save your boots until after he uses it. His burst damage really hurts, and you aren't likely to win a direct fight against him. Make sure to have teammates nearby if you can.
10
Joule Joule's Rocket Leap can be fatal if you are stunned near the enemy team. Her Thunder Strike also deals considerable damage, and her perk makes it difficult to put out a lot of damage.

Top

Thie guide is still being built, sorry for missing information. If you like or dislike this build, please leave a comment as to why so I can work to improve it. (Mainly for dislikes, but all comments welcome) Also please comment if you feel there is something that should be added/changed, or any thoughts on the build.

Table of Contents Top

Threat Meter Top

Most of the characters in the middle of the threat meter are only dangerous if paired with other enemies. There is more of an explanation on each icon above.

Basic Information Top

Abilites
Double Down
Slot: Heroic Perk

Ringo's next basic attack after killing anything will be a critical strike.

In the early game, you can use Double Down to ensure you are last hitting minions. This perk is very useful early on, but starts to fall away as you build critical chance items.
Achilles Shot
Slot: A

Ringo fires a trick shot at his target's heel (or whatever lower extremity exists), slowing the target & dealing damage.

Use to slow fleeing enemies, or to keep melee enemies at a safe distance.
Twirling Silver
Slot: B

Ringo slings bullets at his target in a mad flurry, dramatically increasing his attack speed & move speed for a duration.
  • Activating this ability resets Ringo's basic-attack cooldown.

Halcyon Chargers will give you enough cooldown and energy to have this active almost always.
Hellfire Brew
Slot: C

Ringo takes a long swig from his gourd, then spits out a scorching fireball at his target. The explosion deals splash damage on impact and sets the target on fire, burning it & nearby enemies for 4s.
  • The fire pierces all shield on impact.

Doesn't deal a ton of damage when you are built WP, so try to only use Hellfire Brew when very low health enemies are escaping.


How to Play Ringo

Early Game Top

Having a Minion's Foot and Weapon Blade will help to ensure reasonable success in the lane. The Weapon Blade is more for making sure you can last hit, however it is also helpful in early lane fights. The Minion's Foot will deal bonus (Significant early on) damage when you get in a fight with the enemy carry, and should allow to either win a fight or force a retreat. The Halcyon Potion can be used mid-fight to make sure you aren't killed. It could also be replaced with a Flare if fighting a character with a stealth ability, or if the enemy jungler has stealth. If you prefer to stay closer to your turret and not go far into the lane, an Energy Battery can replace the Minion's Foot to keep your energy topped off.

Mid Game Top

By mid game, you should have enough gold for at least one tier 3 item, which should be a Tornado Trigger. The next item you want to build will be a Sorrowblade. Try to also have some form of defense against the enemy carry, and boots to escape if the enemy jungler and captain come to the lane. Tornado Trigger will also pair very well with boots, and make it much easier for you to kite your enemies.

Abilities Top

All abilities should be unlocked by now. Ringo's ultimate, Hellfire Brew should only be used to finish off fleeing enemies that your team cannot catch. If you use it to start a fight, you might either be stunned, or killed due to the long activation time. Twirling Silver can be used in many ways. If you have the energy, it is moderately effective at increasing your move speed. It also significantly increases your attack speed, making it a necessity for fight. Always activate it right before a team fight or even a 1v1. Achilles Shot should primarily be used to slow enemies who are trying to run, but it can also be used to avoid being targeted. If you are running from a fight, you can try to quickly shoot an enemy with it to make sure you escape. Or, it could be used to slow enemies who would target you in a team fight with a dash ability, such as Krul. Using it to start a fight would help you to get more shots before you are attacked, possibly changing the entire outcome.

Defense Top

Buying defense is one of the most simple but most important parts of the game. Try to have a tier 2 defense item by the time you have Tornado Trigger. Build either Coat of Plates or Kinetic Shield, depending on which enemy is causing more trouble for you. If they are both equal, you could build a Fountain of Renewal for armor and shield, and a good heal whenever your health is low.

Core Items Top

Sorrowblade, Tornado Trigger, and Tyrant's Monocle are essential for a strong Ringo build. With these three items, you will have a constant output of high damage. The build order doesn't matter greatly, but I strongly recommend you build Tornado Trigger first.

Late Game Top

There isn't much more to the core items, they just provide the basics needed for any fight. Halcyon Chargers are incredibly useful, since they give you enough energy and cooldown to almost always have Twirling Silver active, as well as providing more move speed. The defense item should be changed to fit whoever you are fighting (Armor/Shield). Whoever kills you more often/deals more damage to you is what you want to build against.

Counter Item Top

Choose either a Tension Bow, a Poisoned Shiv, or a Tyrant's Monocle, depending on who you are fighting. For example, Tension Bow would be better for taking down high damage low health targets quickly, making sure they aren't a menace to your team. A Poison Shived can be more useful if the enemy team focuses healing items, or has a healer like Adagio or Lyra. It can prevent a lot of health from being recovered in team fights, making it very effective at stopping captains from protecting their allies. An extra Tyrant's Monocle can give a huge boost to your damage output, making it great at taking down high health enemies like Phinn.

Final Build Top

Max out your defensive item when you get enough gold, and start building towards the specialized item (Paragraph above). This item should usually be build last, since all of the core items will give you enough damage to make a good contribution in team fights. A Weapon Infusion is also very useful in the late game, since it's boost will be maxed out.

Synergies Top

Captain Synergies
Ardan
Ardan's Vanguard and Gauntlet are very useful for Ringo. Vanguard will give him speed and shield to escape, or rush into a fight. Gauntlet can separate Ringo from enemies, allowing you to pick them off from a safe distance.

Catherine
Catherine's stuns work great with Ringo. Almost any enemy stunned can be an easy kill. The silence from Blast Tremor also helps protect Ringo from and abilities such as stuns, or ones to close distances.

Flicker
Flicker's slows and roots work great to protect Ringo and lock down escaping enemies to get the kill. Fairy Dust can slow enemies to the point where attacking Ringo is a waste of time to travel the distance, and if timed right, Binding Light will prevent melee heroes from attacking and others from escaping.

Lance
Lance's Impale works well to keep melee enemies away from Ringo, as well as locking down enemies for an easier kill. His Gythian Wall enemies away mid-ability to protect Ringo and other low health allies.

Phinn
Phinn's Quibble can be used to lock down high damage targets, allowing Ringo to easily kill them. Polite Company can be used to draw enemies away from Ringo, and also give him bonus damage resistance. Forced Accord can be used in 2 ways. One would be to bring fleeing enemies into range of Achilles Shot, the other to pull enemies away from Ringo.


Jungler Synergies
Alpha
Although Alpha isn't the ideal match, some abilities can still work with Ringo. Prime Directive, when combined on a target with Achilles Shot, can create a slow that is close to the effect of rooting. If Alpha has a Frostburn, she can prevent enemies from escaping with any ability and allow Ringo to catch them.

Blackfeather
Blackfeather's Feint of Heart and On Point work very well with Ringo. The speed boost from Feint of Heart will stop enemies from out running your team. On Point can either slow escaping enemies, or it can be used on enemies that rush towards you, slowing them and buying you time to deal damage.

Koshka
Koshka's Bloodrush perk works great with Twirling Silver to give your team a large speed boost. Koshka doesn't offer any direct combos, but the speed boost can rally make a difference in escaping a fight or starting one.

Ozo
Ozoz's ultimate, Bangarang is what makes him very useful to Ringo. Stunning and bringing enemies closer saves travel time, so more time to shoot, and also will protect you from taking damage from that character.

Reim
Reim is similar to lance. His roots will protect Ringo from melee characters and prevent other enemies from escaping.

Skye
Skye's Forward Barrage is what will make her a great teammate for Ringo. With a Frostburn, and combined (Although not required) with Achilles Shot, you can kill at least one enemy before they even reach you. This won't work as well on characters with distance closing abilities, but it can still be effective if used properly.

Conclusion Top

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