Vox Rocks (straight up ADC guide) by ErikbRED

Vox Rocks (straight up ADC guide)

By: ErikbRED
Last Updated: Apr 2, 2015
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Build 1 of 1

Vox

Build: ADC

Ability Path

Julia's Song
Heroic Perk
Sonic Zoom
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Pulse
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Wait for It
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Basic Concept Top

This build works Is serving me well in "pretty good" and now "the hotness" ranks...


As his first item, a Weapon Blade will allow him to be quite a threat to the enemy lamer, especially once he has level 2, and both of his spells ready to go. I know many weapon builds will probably rush Tension Bow, but with Vox's ability to spam very rapid auto attacks, I feel that just a Heavy Steel will actually output more burst damage than a Tension Bow, and of course, building into a Sorrowblade will scale better into late game, where it will have greatly increased sustained damage for team fights. Upgrading his damage and attack speed in a very basic fashion should provide some serious single target damage.

The early Reflex Block has become standard for lots of builds and understandably so. There are so many situations where that shield can save your butt from an incoming ultimate that would otherwise kill you, and it allows you be much more aggressive, going for kills near enemy tower in the mid game.

Crucible is my go to defensive tier 3, but if the enemy team comp. Is heavy on the crystal, I'd go Aegis instead. Obviously if the enemy team is almost entirely weapon items, I may prioritize an Atlas Pauldron or Metal Jacket over the Crucible, purchasing Coat of Plates in place of the initial Reflex Block.

After completing the core items, pick one or two of the final options based on team comps and what items all players have (counter build).

Obviously if the enemy team has acquired lots of armor and you need to get extra damage through, the Bonesaw is a fine choice. In fact it may just be the heaviest hitting item in the game, even if the enemy team doesn't have a lot of armor... Those stacks just hurt, and that item allows your entire team to go heavier on red items into late game, without as much worry about the enemy team countering with defensive items.

A Serpent Mask is always a solid final damage item, as it allows for some serious healing, and if you are having lots of sustained / longer team fights, it really helps an ADC stay in the game.

The second Sorrowblade is pretty self explanatory. Max damage item = always helpful. If you don't feel the need for more raw damage, or are getting eaten alive, choose defensive items instead.

Obviously if there is more than one Tornado Trigger on the enemy team, an Atlas Pauldron is very useful. With Vox's dash ability, he should be able to run in, pop Atlas Pauldron on at least two members of the enemy team, and dash out to safety, while getting a few hits off on the nearest hero. The Reflex Block will help him pull this move off without dying.

If you are getting targeted first, and dying to heavy weapon damage builds, obviously a Metal Jacket will have the most impact on your survivability.

On the flip side, if the enemy team has lots of blue items (and you didn't go Aegis as your first defensive tier 3 item) it is a solid late game choice.

Last but not least, a Clockwork is always so convenient. Since they changed it's stats / build to energy, regen and cooldown (no more crystal damage) it is really useful to everyone, not just blue build heroes. This item will allow Vox to spam his spells much more frequently and really capitalize on resonance, as well as be able ton sustain longer without the need to go back to base to recharge his energy. It may not have become a standard choice for anything but utility builds, but I am a firm believer that every hero in the game is more fun to play, after purchasing a Clockwork. More spells = mo fun in my book.

As far as consumable items are concerned, it's pretty straightforward. More characters need Halcyon Potion for early game sustain, as it's always a risk to be low on HP and/or Energy at basically any point. A Scout Trap or two can be placed in the jungle below lane and provide much needed visibility of incoming enemy jungles looking to gank you in lane. Since it's too risky for a squishy ADC to face check bushes, a Flare Gun will allow you to safely push in lane, safely make trips to the jungle shop, as well as just help your team make critical decisions, when you aren't sure where the enemy team is located. The last notable item is of course a Weapon Infusion. This is useful late game, but also extremely strong mid game. If you know your team is about to make some aggressive moves, or you need to defend against a really strong push (maybe the enemy just realeased the Kraken, an infusin can really turn the tides of battle, for a mere 500 gold, it basically gives you the stats of 2 tier one defense items, a blazing salvo and (depending on level) damage increase that's somewhere in between a Six Sins and a Heavy Steel. So it is as strong as having a 2-4 item advantage over your opponents.

Good luck to everyone, trying to figure out how to a use our newest ADC. I have a feeling he is going to be seen in a LOT of team comps in th very near future...

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