Overview Top
Meow!!
Koshka is an aggressive hero that specializes in massive amounts of damage doled out to opponents in the briefest period of time possible, then escaping before the enemy knows what hit them. This build is not for those players who feel that their lives are worth more than the life of the enemy carry. Your job as a Jungler is to assassinate the Carry, and if you die in the process, that's a risk that should be taken, albeit reluctantly. Koshka rarely loses one-on-one fights to Carries or Junglers, especially with the element of surprise. Even when at low health and running away, you can pause in the jungle and oft defeat the enemy before your reflex block disappears using your Twirly Death. Do NOT play Koshka if you blindly run in the direction of the enemy team and hope for the best. Koshka is best utilized by an individual who can predict the movements of the enemy carry and compensate for them. Remember that the enemy Carry's life is worth more than yours, and you already have the right mindset to be an effective Jungler.
Play Strategy Top
My Koshka build revolves mainly around assassinating the enemy carry then running away. While the carry is dead, you can harrass the enemy Jungler or Captain without having to fear massive damage from the Carry. The easiest way to do this is by hiding in patches of grass that are not commonly used. There are four patches of grass that you can almost always find an enemy in: Between each team's turrets and the two large patches close to the Miner/Kraken. Avoid running blindly into areas if you suspect an enemy is waiting there. Koshka is squishy enough to have issue with surprise attacks. For this reason, you should instead be the one surprise attacking. If you can close the gap without using Pouncy Fun, a Twirly Death use into two basic attacks usually nearly kills the enemy, then Pouncy Fun can be used to either flee or finish off the enemy. In this build, I generally use Yummy Catnip Frenzy to initiate combat from the jungle, then use Twirly Death followed by Pouncy Fun to finish off the carry. Avoid one-on-one confrontations with enemy Captains and even tanky Junglers such as Glaive, as you don't deal enough sustained damage to deal with them. Instead, either target squishy units or damaged units from surrounding areas. Sneak up behind enemies, assassinate the Carry, then run away using Koshka's passive ability and your boots. This build revolves around cautious aggression. I will emphasize this point again.
Do not go into the long grass if you even suspect an enemy might be there. Instead, wait for enemies to come to you. When the enemy Captain inevitably buys Flares to deal with you, the strategy changes. Instead of going to uncommonly populated Grass to wait for enemies, go exactly where they expect you to go, and hide out in the long grass at the bottom of the Lane between it and the Jungle. After they use their Flare to see you, fall back and run around the miner, using your Sprint if you see fit. After this, the enemy usually doesn't suspect that you plan to sneak behind them. Doing so often results in prompt assassination of the Carry. One other interesting strategy is waiting in the enemy side of the jungle. From a hiding spot in the long grass on the ENEMY side of the Miner/Kraken, enemies are forced to walk into your grass to get to the Miner/Kraken or to flank your team. Upon the enemy entry into your grass, hit them fast and hit them hard with Twirly Death and your Ult if possible. If you do NOT kill the enemy and you don't feel confident that you can survive until your specials recharge, run away after the use of your Bonus Crystal Damage attacks. While you are in the jungle, Pouncy fun can be used on Jungle Creatures to waken them to attack the enemy chasing you, gain some ground,
and get bonus move speed for a brief time. Playing like this will effectively allow you to harass the Carry and to prevent the enemy flanking your own team.
Recommended Item Build Top
At minimum level, open with two Crystal Bit unless the opposing Jungler is Ranged. If that is the case, instead open with Sprint Boots and a Crystal Bit. The next time you get to the shop, buy as many remaining Crystal Bit as you can, hopefully filling your inventory. As you level, prioritize Crystal Damage, upgrading your Bits into Heavy Prism and Eclipse Prism and from there into Shatterglass. If you are having issues getting away from enemies, prioritize the purchase of Boots. I recommend Halcyon Chargers for the quick ability recharge as well as the extended sprint duration. If you are beginning to be killed in 1 on 1 fights, prioritize cooldown items, Clockwork being the top choice but Halcyon Chargers having a rather useful duel purpose. Always save two inventory slots for defensive purposes. Recommended items include Metal Jacket, Atlas Pauldron, and Aegis. If your opponents are using primarily Crystal items, purchase Aegis and potentially a Crucible. If your opponents are using Weapon builds for damage, purchase instead either two Metal Jackets or a Metal Jacket and an Atlas Pauldron. Pauldron is especially effective against certain carries, such as Ringo and Vox, who are highly dependent on their firing speed. It becomes simple to run in with Pouncy Fun, use the Pauldron, then rip apart the enemy with Twirly Death. However, if an enemy has many Sorrowblade, this strategy is far less effective than simply buying Metal Jackets.
Important!If the opposing team's Carry and Jungler are using different builds (One crystal and one weapon,) buy items that target the enemy Carry.
Recommended Ability Path Top
At level 1, Use Twirly Death to farm jungle until level 2. Once level 2, unlock Pouncy Fun. At level three, upgrade Twirly Death. At level 4, upgrade Twirly Death. At level 5,
don't upgrade anything. Once level 6, you can now upgrade Twirly Death and Yummy Catnip Frenzy. At level 7, you can upgrade Pouncy Fun. At level 8, your Twirly Death should already be max leveled. At level 9, you can have Yummy Catnip Frenzy at level 2. For the remaining three levels, upgrade Pouncy Fun to maximum.
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