Build and Guide Krixi: the tricky pixie
Cheat Sheet
Skill Build
Moonfall > Mischief > Nature’s Wrath
Recommended Talents
Flicker, Endure
Items
Orb of the Magi, Enchanted Kicks, Hecate's Diadem, Frosty's Revenge, Staff of Nuul, Holy of Holies
Arcana
Violate, Devour, Hex
Introduction
This guide will instruct you on the basics of getting up and running with our favorite pixie Krixi. Krixi is a long range harass caster with the ability to greatly punish those under tower when in a group. Its best to play Krixi with some skill in the control of skill shots as that is her primary function. She has one area of effect knock up that has a mildly fast cast time. Which can be helpful in team fights as well as some control in lane.
Skill Build
Moonfall > Mischief > Nature’s Wrath
Moonfall is Krixi's ultimate ability. Upon casting enemies within range of Krixi are hit at max 4 times in the next 5 seconds by falling meteors. This ability moves with Kriix and thus is a great ability to use when engaging or running away to help ward off some squishier targets from attacking you, or getting close.
Mischief is an ability where Krixi summons a clone in a line-based skill shot from her current position, dealing 320 ability power to any enemy it touches. Damage decreases by 20% for each enemy hit, down to 40% of its original damage. This ability has great range, and it returns to you after reaching full range. At max level it has a 5 second cooldown, which means that when you take the amount of time the clone is out doing damage into account, it almost feels like it has no cooldown at all.
Nature’s Wrath creates an area of effect within a medium range that after a second knocks up all enemies still in the area of effect.
Krixi's passive gives her 30% movement speed for 2 seconds when hitting an enemy with an ability. This includes her ult and the return on Mischief.
Recommended Talents
Flicker, Endure
Flicker - 120-second cooldown: Teleports your hero a short distance.
Flicker is going to be a good ability regardless of who you are playing. Any ability that causes you to get out of a bad situation instantly for free is good. Just be sure you are good enough at controlling the direction you blink towards and learn its range. It can get you over most walls, but not all of them.
Endure - 120 second cooldown: Immobilizes your hero to become invulnerable for 1.5 seconds.
Endure immobilizes your hero to become invulnerable for 1.5 seconds. This is a bit of a double edged sword, and should really only be played with a team member or two who is able to communicate with you over voice chat. You will need someone to react and protect you quick upon use however, as enemies will freely walk up to you during that 1.5 seconds of immune time. Though it can be the ultimate tool in saving your life upon an assassin jumping onto you. This is mainly to be used in safe spots. Inside your team, under a tower, etc.
Items
Orb of the Magi, Enchanted Kicks, Hecate's Diadem, Frosty's Revenge, Staff of Nuul, Holy of Holies
Start with Spell Tome. We want to rush into Phoenix Tear for the unique passive: "When the hero gains a level, 20% of Health and Mana are restored over 3 seconds". Your constant ability to poke will drain your mana. This helps us sustain in lane and keep up the harass on our lane opponent.
Rush Orb of the Magi before boots. The value of the item takes 5 minutes to stack, and the faster you gain it the better.
Rush Hecate's for the additional ability power. Frosty's will be the next as it will add a slow to your ultimate, effectively adding an area of effect slow to your team fights. After that, the enemy will start to try and build defense against you, leading to Staff of Null. Holy of Holies for more damage and a bit more health to help survive assassins.
Arcana
Violate, Devour, Hex
A bit different from the recommended set.
I prefer dropping the 1 additional ability power per Arcana for 2.4 magic pierce per. More ways for us to get closer to doing true damage with our abilities.
Devour gives us a good amount of ability power and magic lifesteal, always good for characters with shorter cooldowns or high damage.
Hex Gives +2.4 ability power and 0.7% cooldown reduction. We're dropping .3% cooldown per for 2.4 ability power. Just seems like a better pick over the recommended again.
Early Game
Krixi is good at any point of the game due to her kit. However, before we get Magi's built, you will want to pay attention to your mana costs. It is easy to run out spamming Mischeif at the enemy hero. Also avoid using your abilities early to clear minions unless the enemy is pushing them into your tower.
Middle Game
At this point of the game you should be stacking Orb or near done with it. Maybe you have boots, if the lane went well. You aren't the best at roaming to other lanes, but you should be able to spam your abilities a bit harder and continue poking your lane opponent down. You are really just looking to push your minions into their tower, allowing them to slowly take the tower down. After that your allies should be making their way mid to get ready for team fights.
Late Game
Here is where you change up your game play a bit. You no longer get to hide under a tower and poke. At this point, you are going to want to dance slightly behind your team and poke the enemy-- moving up with them when they do, retreating when they do. During team fights you will want to poke a bit first and then use your ultimate. Make sure to move a bit in that you manage to hit everyone or most of the enemies with your ultimate ability. Just don't over-extend too much if the enemy can quickly kill you.
FAQ/Tips
Krixi's Mischief returns to her allowing you to hit enemies multiple times. This can be used to extend your speed buff passive as well. If you need to run you can cast it on the enemy or even jungle camps to escape back to a safe location.
Krixi's ultimate can be used to gain movement speed as well. When running from the enemy team, using your ultimate will hit the jungle creeps giving you the 30% movement speed buff basically the entire trip through the jungle.
Mischief reduces damage for each enemy hit. Try not to hit the minions if you are looking to do damage or kill the enemy hero.
Matchups
Chaugnar, Easy
While Chaugnar is more than likely not going to be your lane opponent, nor is he the easiest hero for you to kill. He receives a special mention here as he normally counters casters. However, you have no real form of crowd control for him to counter. He can't hit you, since you move too fast. After all that, you basically give him no reason to exist in a matchup with you involved.
Diao Chan, Easy
Diao Chan revolves around the idea of hitting you with skill shots and slows. Some of them have a slower cast time as well. Krixi's great mobility will make it easy for you to leave her ult, and make it basically impossible to be hit by her stun. Just poke Diao Chan from a range and she should have no real way of doing a thing about it.
Yorn, Easy
Yorn has long range, longer than most. He uses that to stay safe and bully other carries. though in this case you out range him. Use your mobility to dodge his skill shots, and out harass him.
Taara, Hard
Taara has multiple abilities that give her a great boost to her mobility. Making her one of the only heroes without some kind of stealth, the ability to catch up to you quickly and consistently. She also gains damage based on health lost. Since you don't deal great burst damage, you will spend a good amount of time fighting her with buffed damage. It's best to stay near someone to help put a stop to her chase.
Batman, Hard
Batman gains movement speed from being near you, can stun you, and will approach stealthed. He's just made to kill you and every escapeless carry. This is the kind of character you take flicker against 100% of the time. Your stun will give your allies some time to react, but realistically he will probably stun you before you even know he's there.
Aleister, Hard
Aleister has the ability to deal more damage than Krixi. However, the real reason he is a hard matchup is his ability to turn off Krixi's mobility. His ultimate will trap you for 2.5 seconds. Even if you were to knock him up with Natures Wrath, its plenty of time for his team to react and jump onto you.
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