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Vainglory Koshka Crystal Build Guide

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We are so pumped up with the newest MOBA game in tablet named Vainglory that we've decided to be addicted to it and post some guides Vainglory guided in our blog.

First stop is the recommended build for the melee assassin Koshka.

Skills

Blood Rush

Passive Hero Skill

Blood rush grants bonus stats (speed, armor, sheild) based when you attack enemy heros. It is kind of useless when you are initially farming creeps in the Jungle, but as the match progresses it becomes more and more valuable.

Bonus stats are:
Movement Speed
Armor
Shield

Pouncy Fun

Initiator/Catch Up Finisher

PF allows Koshka to jump at an enemy and deal a decent chunk of damage.

PF is a great early game initiator, but once you've hit level 6 and gotten YCF it is recommended holding off on this ability and using it exclusively for catching up to fleeing enemies to finish them off.
(On a side note, for tanky enemies you must often times use this after YCF in late game matchups because its cd will be reduced enough to be able to use it again when the enemy begins to flee)

Note: This ability's cooldown is reduced by 2 seconds for every basic attack you use.

Twirly Death

Spam this

TD spins Koshka around slicing up everything close to her. This is her main source of ability damage and best used in groups. It is recommended using it on solo hero targets as well though to get the Blood Rush bonus stats.

Note: This ability's cooldown is reduced by 2 seconds for every basic attack you use.

Yummy Catnip Frenzy

Ultimate

Yummy Catnip Frenzy becomes your initiator once you've picked it up and what an initiator it is. You jump at your target dealing massive damage and stunning the target for the entire 2.2 seconds you are scratching their face off.

This can be used in a variety of ways. Many times a YCF into an immediate TD will bring down any enemy hero at around 50% health

Note: This ability's cooldown is reduced by 1 second for every basic attack you use.

Recommended Skill Distribution per Level
Level 1- Twirly Death
Level 2- Pouncy Fun
Level 3- Twirly Death
Level 4- Twirly Death
Level 5- Pouncy Fun
Level 6- Yummy Catnip Frenzy
Level 7- Twirly Death
Level 8- Twirly Death
Level 9- Yummy Catnip Frenzy
Level 10- Pouncy Fun
Level 11- Pouncy Fun
Level 12- Yummy Catnip Frenzy

Recommended Skill Rotation
YCF --> TD --> (auto attacks until TD is back up) --> repeat last two

Recommended Item Build

In matches when you are behind from the start build Warhorn over Clockwork .Warhorn provides more survivability thanClockwork , but still adds to your cd acceleration. The rest of your build will be mainly crystal based so the more you use your abilities the more damage you do.

On the flipside of the coin, in matches when you are ahead from the start, build Aftershock over Crucible . WhileCrucible adds some much needed tankiness to Koshka the additional damage from Aftershock allows me to better initiate and burst down enemy players trying to even the playing field by going for gold mine.

Tips on Jungling

Be aware of the map is my biggest recommendation here. You can always use a normal initiating rotation replacing YCF with PF, but if enemies are near it is recommended running up with TD and removing the pounce component. The reasoning for this is while YCF is avaiable for a hero initiation you'll want PF up in case they try to juke you or retreat for protection. TD has a fairly short CD so don't worry about using it often during normal jungling phases.

So to clean it up:

When enemies aren't near you

PF --> TD --> (auto attacks until TD is back up) --> repeat last two

When enemies are near you

TD --> (auto attacks until TD is back up) --> initiate on enemy hero with YCF

Play Style TOP
Koshka has a bursty kit built around catching up to enemies and catching them off guard so your playstyle should favor this. Initiating on an enemy that is running straight for you may not be Koshka's best move. Head on matchups are tough. In this situation you must retreat temporarily and catch them off guard later when you are the one controlling the initiation.

Early Game Strategy

When matches start, pick up a battery and some [Halcyon Potion] for sustain while farming in the jungle. Having the battery to start really helps because you will be able to jungle for longer without running low on energy too quickly. AKA more moves = faster jungle skills = faster leveling. On the first stop into the Jungle Shop choose between [Ironguard Contract] or a [Crystal Bit]/{Heavy Prism] depending on who is your jungling against. Koshka already has insane jungle wave clear, but the extra gold and waveclear speed from [Ironguard Contract] and eventually [Stormguard Banner] can really help you maintain control over your jungle camps and quickly take your opponents camps, depriving them of gold, without being noticed.

Avoid enemy confrontation for about the first 4-5 levels. Keep to the jungle because with Koshka's base attack and speed she can already clear Jungle creeps faster than most other heros. Pick up PF at level 2 to help speed up the farming process (pounce to enemies to avoid having to waste the run time).

Mid Game Strategy

By level 6 I'll be ready for my first back to shop. This will not only allow you to pick up the offensive items you are going to be needing, but also heal you up to make you ready for initiating.

When  you make it back to the action continue farming, but pay much closer attention to where enemies are in lane. If they are close to mid or by your first turret, head up and initiate and typically score a kill.

At this point in the match you should be 1-2 levels ahead of some apponents, making them easy targets. In team fights initiate on the lower level targets first and get out of the thick of it to prevent a death. Even though you're leaving the fray its better to not feed than get those extra 2 atatcks in on an emeny thats in all likelihood going down either way.

Heroes that are considered to be a threat of Koshka

Low Threat

Saw
Saw is super easy to deal with especially if you are good at juking opponents. Once he misses his main line of fire attack he's toast.

Petal
Petal is another one that isn't much of an issue. Petal needs to stay far away fro you to survive well, and koshka has a kit based around getting in close quickly making this a no brainer.

Adagio
You will never be killed by an Adagio, but they have that goes the same way for you. If you can't burst him down in your initial attack its likely he will immediately flee and survive due to his healing.

Medium Threat

Ringo
Ringo is squishy which is why i put him on the easier side of things, but his speed and high damage makes him harder to deal with than other heros. If Ringo takes Atlas Pauldron early in the game it becomes much much harder to take out Ringo.

Koshka
Koshka vs Koshka is a toss up and really dependant on the differences in build. With this build you'll have a lot of immediate damage for a bursty initiate which can work very well vs another koshka. What will ultimately decide who wins though is who initiates with VCF first.

Joule
Another one recommended staying away from unless you have a second team mate to initiate with. Her ultimate is possibly the strongest in the game and can take koshka down from full health, but it is fairly easy to juke.

Catherine
Her tanky nature makes her harder to burst down, which is a direct counter to koshka's build. Catherine will go tanky and out sustain koshka to just steamroll a kill.

The Real Threat

Glaive
If a Glaive knows what they are doing they typically have enough burst and survivability to beat koshka in a 1v1,

Krul
High lifesteal and strong melee attacks make Krul hard to deal with. If you don't get the jump on him by a significant amount it's going to be very hard to come back and win a 1v1 or even make a clean escape.

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