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META OVERVIEW FOR VAINGLORY 5V5
[2.12] Popular Strats: Text explaining popular rotations and such
[2.12] Popular Comps: Dive comps
(In approximate order)
- [3.4] Top: Grace, Reza, Malene.
- [3.4] Mid: Celeste, Skaarf, Samuel, Varya.
- [3.4] Bot: Kensei, Gwen.
- **[3.4] Jungle:**Fortress, Kensei, Reza, Krul
- [3.4] Captain: Lyra, Catherine, Fortress, Grace, Phinn.
- [3.4] Notable Versality: Adagio, Idris.
The meta has shifted. Now the game won’t belong to hyper late heroes anymore (~30 and after that). Things are more interesting around 17:00 where people engage for objectives because with one lane cleared, visions and objectives might belong to one team only. Moreover, the dual laners in bot is pretty much favored so top laners need to be a hero who can quickly clear creeps and get away since they most likely have to 1v2.
Mid game: Krul, Skaarf, Reza, Malene: everything you need for a bright mid game, getting a snowball and secure the objectives. With the fast gameplay nowasday, you can win the game around 17:00 - 25:00 before the enemies are strong again. With Krul, carries can get a head on by having a kill early (however, it would be hard against Reza). With Skaarf, you will have easy laning early and mid game, go roam and have a kill, Reza and Malene both has nice kits to solo 1v1 in early and mid game as well. They can take a kill for themselves to begin snowball.
Late game (25-32): Celeste, Varya, Fortress, Phinn. What they all share with each other is now their core has been completed and they can deal insane DPS to both enemy heroes and objectives. Moreover, with proper equipments and ultimate, heroes like Fortress and Phinn, Celeste are having insane impact on the map. And no, Vox is not included in here, he is a balanced hero.
[3.2] Notable Items:
After the changes from Zekent which reduces the time needed to deal 100% damage to enemy heroes and applies mortal wound without any price increase, SpellFire is now the core items for most of Nukers building CP path now. With AOE Mortal Wound and DPS, SpellFire can be used to make a team combat, ganking and snowball early while secure the kills. Note: remember to rush SpellFire first, even you don’t have money to buy boots.
This is the new boots which just introduced in 5v5. Since not so many players know about this boots, it has been used as a snowballing tools for assassins and mages. Although it provides crappy stats, it can be used to teleport to scout cam or minions to provide help for ganking, getting objectives, or split push. Furthermore, you can use it to escape gank if needed. If you play with a 5 person team, be sure to consider this item since it can turns the tide easily. Now, why don’t you try to learn to use it, because I heard that in 3.1, they will have A HUGE BUFF! (SEMC action to make people try it)
Popular Drafts: Text explaining popular draft strats
In Pro play, Celeste is a very popular pick and ban, being and insta ban or pick in the VGL, for good reason. Tony has been very popular as part of a team in a 5v5 comp, being very invalauble in terms of CC and damage. Alpha’s permaban status will drop off after her nerf, making her much less off a good jungler and much less valuable to the team overall. Petal’s reworked ultimate will make her very useful as a counter pick or for healing the whole team with her ultimate. Skye has also been a very invaluable counterpick in the current meta. Fortress will remain dominant but probably not OP.
Below are primary roles as well as purposes and what they mean
- Top: often melee heroes who can suistain damage or assassinate enemy carry quickly.
- Mid: often CP Carry who is a wave cleaner to provide ganking after 5:00.
- Bot: often WP Carry who has high DPS or high burst damage to ensure damage output when taking objectives or teamfight.
- Jungler: people who farm in jungle early game, gank and rotate a lot in mid game and split push in late game (since they have to give others most of the buffs)
- Captain: Support mid laner until 5:00 or have their first core items, warding objectives and protecting WP carry in teamfight.
- Flexible: often a combination 2-3 of previous roles. For example: Baptise can be jungler but also can act as semi-captain by buying 2nd Fountain and Atlas Pauldron. In combat he would stand next to CP Carry to ensure their damage. These people, who have to carry 2-3 jobs at the same time, are Flexible.
- Tank (Absorbs a great amount of damage. Mostly able to provide peel for squishier team mates)
- Bruiser/Mage-Bruiser (Can take an alright amount of damage, but deals high sustained damage from close up)
- Utility (Provide either CC, great vision control, etc for the team. Used to turns the tide of team fight!)
- Initiator (Heroes that tend to start fights)
- Carry (Ranged heroes that are main damage dealers)
- Artillery (Very good at taking objectives or can stay way back and still be very useful)
- Protector (Heroes that heal or provide some sort of defense for allies)
- Assassin/Ranged-Assassin (Heroes that rely on burst damage or are very maneuverable)
- Disabler (heroes with lots of CC/hard CC or their CC is reliable)
- Disengage (heroes with the abilities to dodge ganking, break engagement or helping them and their teammate retreat easily).
- Wave Cleaner (heroes with AOE abilities to clear the wave/jungle camps quickly. Allows team’s formation to be re synchronized and develop strategy for ganking or pushing)
HERO FORMAT [Role(s)/Purpose/] Text explaining the hero’s current state and effective way to use them. Make sure to have a pros and cons list.
[3.0] [Laner, Captain/Protector, Carry]
Adagio is kinda in between to me. He has a good heal that scales with CP, can empower basic attacks and deal lots of damage, and a stun that lasts FOREVER. However, he is extremely immobile, his ult is easy to block, and his damage does not necessarily scale as well for 1v1s as other heroes. His early game is amazing if played a bit more aggressively, though he can be more easily punished now that there are more routes for ganks now. He feels weak as a support as he only has single target healing on a long cooldown and his damage is not very strong without items to increase it. He is best played on mid or bottom lane. He can get the red buff and slow enemies as he quickly deletes their health bars with his A + B. He is not ridiculously broken, but not weak either.
- Huge damage early game
- Large radius on ult
- Healing scales with CP
- Very long range
- Very immobile
- Long cooldowns
- Ult is the easiest ability to block
Alpha has two distinct viable paths
WP side that focuses on B then A where you are an infinite gap closer with build in healing. You use your ultimate mostly as a second life instead of an offensive meassure.
CP side that repies on Cooldown to lower your explosive ultimate cooldown and revive faster.
You spam your B to proc aftershock a lot but Max out A and C for your high CP ratios. You use your Ult for massive aoe damage, activating it right before you die. Never engage with it. While channeling your Ultimate time an A or B to jump to enemies right before you blow up.
Your A can be used to cross walls blindly by jumping to a jungle monster. This is your best escape option.
Select JB on Alpha
Alphas pros are:
Indestructible suicide commando. 2 lives and a reboot barrier.
Sticky as can be
No reliable escape
Ardan A.K.A Big Daddy
[3.0] [Captain/Protector, Tank]
Big daddy Ardan is still pretty viable in 5v5. Though not as insane as in 3v3, he can still put in some work. His single target protection is still very effective for protecting that one carry you really need alive and he can close in several enemies in at once, limiting their mobility heavily without blocks. Also, if you are a gud Ardan Like me you can aim gauntlets to stun people instantly! His BfB is pretty good for a gap closer and combined with his A could be a good slow to help all allies catch up to someone running away. Although he is not as insane as some other supports right now, I think Ardan can definitely still be a very valuable hero to have, especially since he is so tanky.
- EXTREMELY tanky
- The best single target protection in the game
- AOE slow
- Gauntlet is still amazing. Effectively a huge AOE stun that limit mobility if your team can take advantage of people who get stunned.
- Can 1v1 early on
- With good coordination he can make some dank escape plays
- A has an amazing range
- Long cooldowns early on
- BfB is only really good as a gap closer or finisher on already weak enemies
- Cannot protect a whole team from just his abilities
[3.0] [Laner/Artillery, Carry]
[3.0] [Laner, Jungler/Bruiser]
Blackfeather is in a very strange spot after his semi-rework caused by the 5v5 mode. Overall, his WP Path lost the massive executes it was known for, while both paths lost a small amount of tankiness late game and his slow. Additionally, his ult charge time was nerfed, forcing him to be more conservative in his use of them. However, he did get stronger in one area; his early game A strength. With the new 50% WP scaling and high damage execute, WP BF has an oppressively strong laning phase just because he’s so damn good at jumping on a ranged botlaners face. CP BF also gained a stronger execute, just overall. Abusing this early damage is incredibly important on new Blackfeather, so you can scale into his mediocre mid-late game. Abusing the river speed buff and the shop can really help your snowball go out of control. His damage spikes very hard at your second and third damage items. Against a squishy lane opponent, you want to be going for a Sorrowblade/Serpents and Crit, to try and decimate them over and over. Against a tankier opponent, going for a SB Shiv is generally the best option. Flexing into CP is somewhat viable, but I wouldn’t recommend it because that path is a little undertuned. Late game, BF is great for splitpushing. His dueling is great, and his turret damage is above average. His A allows him to clear waves quickly too. Just don’t except him to always perform in teamfights.
- High damage all throughout the game
- High mobility, scaling throughout the game
- Smooth powercurve; BF remains relevant throughout the whole match
- Strong dueling
- Good waveclear and turret damage
- Flexible with his build
- Suceptible to being camped
- Loses lane to many melees (Rona and Krul ahhhhhhhh)
- Incredibly ineffective when playing from behind
- No team utility
-ThePinkOtter (AKA slashingwinds)
[3.2] [Captain/Utility, Tank]
Cath is in a good spot right now. Her lockdown in her A, despite getting a nerf in duration is still invauble. Due to the popularity of Heavy Burst CP Mages and Carries, Her B is amazing for reflecting all the pesky damage. Being a good counter of the extremely dominant and annoying Celeste(God tier mid basically) her ability to lock her down and catch her off position to remove her from the teamfight is not something any hero can do, due to her range and pesky poke. ALl in all Catherine is a god tier roam though not as good as Lyra and Ardan.
-Can counter Celeste
-Invaluable lockdown for ganks
-reflects extreme burst damage in this burst heavy meta
-Very good mobility
-Can be countered with Skye and Petal
-Not very in the early game
Her CP jungler path/top laner path has been used quite sucessfully in 5v5, as a support that actually does damage. The build typically consists of Stormcrown, Aftershock, Clockwork, Metal Jacket, Aegis/Fountain/vision item, and Teleportation boots. She really helps the bot laner or mid laner get through their weak early game phase and provide some really good ganks that turn tables on her teams favour.
End Edit: Blissey123
- Great single target disruption, only rivaled by Glaive who has a much better stun
- Fast move speed with the A
- Her B turns her into a Nokia that hits back
- Long silence
- Squishy after her B ends
- Squishy against DOT heroes
- Squishy early on
- Long CDs early on
- Massive energy usage early on
- Short stun due to nerfs
[3.1] [Laner/Carry, Utility]
Celeste is a very strong hero right now in 5v5, despite the insane amount of koshkas and Takas appearing everywhere. Her range buff this update has enabled her to just get out of range from powerful gap closers from assasins(Koshka and Taka basically) that severely hindered her late game potential by shutting her down in the early game. Now however, she can safely farm the mid lane in 5v5 with her extended range and powerful heliogengesis damage in the early game. We all know what a monster Celeste is in the late game, but in 5v5, her AOE(GOSH HER SUPERNOVAS) do so much poke damage that the enemy team could barely engage for a teamfight. It also means that she can finish off enemies easier now in the late game, bringing more kite potential. Not only that, but she can now abuse Frostburn using her excess range(Insert frustration face here). However, she suffers from the influx of Koshka everywhere, despite her extra range, their burst damage is still a little bit too much for Celeste to handle. and her early game range is still often not good enough to keep her completely safe, meaning that she needs a roam to support her to her Lv 8 powerspike. But after that, she is a monster and is a serious threat and definitely the go-to mid laner in 5v5.
Edit overdrive her A and B. Overdriven B in combination with a clockwork means you can have a stun up almost all the time. It is an aoe stun that can stun a lot of enemies at once if clumped. In 5v5 you want more stuns available to stop diving enemies and other threads.
-End edit (Xaldarian)
- Powerful burst AOE damage that rips your team into shreds in the late game
- Supreme range on her poke, only beaten by Varya and Samuel(by 0.5 metres)
- Very good team utility with vision on her stars and core collapse
- Difficult to get close to because of her poke
*Low mobily for easy lockdown in the enemy team(Catherine)
- Needs support to reach her highest potential
Counters: Catherine, Taka, Koshka, Ozo, Ringo
-Blissey123(A Celeste main from T5)
[3.0] [Captain/Utility, Tank]
Remember when this lil’ guy was practically trash tier? Well those days are no more in 5v5. The fact that vision works differently and Flicker gains true sight while stealthed seemed to be just enough to bring him to the top. Great at ganking and can shut out escape routes if used correctly. He can also use him ult in cheeky ways to back door or collapse on the enemy team. I never thought he would become meta without getting extreme buffs!
- Great ganking potential
- Can spot scout cams
- Good mobility with his perk
- While un-stealthed he can easily be killed by enemies as he is not very strong on his own
[3.1] [Captain, Jungler/Initiator, Assassin]
This gud pupper is still a top jungler even after the nerfs. His bleed burst packed alongside team-wide speed boosts makes Fortress a very formidable foe. Currently, Fort is used quite a bit as a jungler to take advantage of bleed damage, but he is a good captain due to his roaming capabilities. Fortress is great with an aftershock, but there are many other second damage items that can be used such as Clockwork for heccing quick cooldowns, BM to get past shield, though I feel Aftershock does not really care about shield much in the first place. Fortress is still a very high priority pick in the current meta.
- Not much damage needed for good burst
- Makes allies heccing fast
- Ult can provide some chaos
- Little defensive capabilities
- Reliant on team mates for the most part
- Relies mostly on burst damage
- No real escape options other than pouncing on minions/having allies nearby
-NinjaBryden (Best Fort NA)
[3.0] [Flexible/Utility, Bruiser & Assassin]
[3.0] [Captain, Jungler/Protector, Tank, Bruiser, Utility]
So far Grace has been putting in work, but as a hybrid support jungler. Her tanky nature with her perk already allows her to last rather long in fights and being paired with another support only makes her even more of a threat. WP Grace deals considerable damage with her AA that slows and brings down her ability CDs. In addition, she can provide a team-wide defensive buff while maintaining the damage and mobility needed to keep up with the fast meta. Because her ult does not scale, she can build as much damage as she wants without sacrificing her amazing heal. Her AOE stun is still as good as ever while her A provides peel and stickiness. Grace excels at being a tank jungler because of the high scaling with her damage and lack of scaling on her ult. I have only tried WP so far, but she looks like a strong rival to the assassins dominating the jungle so far! (P.S: Her perk takes huge advantage of storm crown too, so clearing jungle is a breeze!)
- Great mobility for a tank
- High natural defense
- No scaling needed for good ult heal
- High damage
- Great CC
- Ult is up a ton
- Amazing A range to stick on enemies
- High CDs if you cannot get close to use the perk
- Can’t dash without an enemy target
- B can be punished
- Long ult and B wind up
-NinjaBryden (Best Grace NA)
[3.0] [Jungler, Captain/Bruiser, Utility, Initiator]
Grumpjaw is a top notch hero currently, able to hold his own in 1v1’s with most characters. He has huge base damage so take advantage of that early game but be careful not to lose your stacks, because he really does not have that much base health. he works in the bot lane or jungle but whatever you do don’t just stay in one lane. grumpjaw is best used as a suprise so even if you are laner help gank the middle lane. if he has the wp buff he can take the first turret fairly easily/quickly at around lvl 4 if no enemy heroes are not there and has enough minions. the slow is not to be laughed at. the dash range is also quite good. use your ult to take carry’s away from battle to quickly kill them and then join into the (hopefully) 5v4.
his captain path is much the same. use your high base damage and the brush to your advantage. but this time try and eat the enemy captain to get rid of the utility. please don’t play full cp.
- fantastic base damage all game
- usually tanky
- lots of dashing
- nice cc
- dot makes him less tanky
- needs stacks to make his a do a lot of damage
- no sustain
- can be kited by speedy heroes
edit by: Pigstuffs
[3.0] [Laner, Jungler/Ranged-Assassin, Carry, Utility]
With the meta being anyone who gets caught out is instantly deleted with Vainglory’s extensive list of crow controls, Gwen fits nicely into the scene both as a CP mid laner and WP bot laner. Her Buckshot Bonaza provides reliable poke damage which synergies well with Spellfire as CP and decent slow as WP, while letting her be at safe range from most assassins. Her B, Skedaddle, allows her a get out of jail free card from follow-up CCs should she ever be caught out while also giving her amazing passive movement speed during fights or for roaming. Her ult is the perfect follow-up CC to ensure locking and bursting down key targets.
Gwen’s speed combined with her natural burstiness makes her perfect for roaming/ganking in the mid game while her kit provides great ultility during team fights. Just like Twisted Fate from League, Gwen doesn’t win by fighting fair.
- High burst damage
- Strong poke potential
- Strong roaming power
- Evasive cleanse
- Can reliably secure kills
- Can lack DPS in teamfights
- Very squishy
- Lack objective damage
- Vulnerable to flanking
- Weak to hard engages
[2.12] [Laner, Jungler/Assassin, Carry]
Idris has been an on-off hero for the past few patches. He could easily burst down squishy mages and 1v1 some melee bruises, however he was easily burst down before he could even touch them. In 2.12,his CP path was updated with bigger damage and scaling, giving him the buff he so desperately needed, however WP is where he really shines.
With 5 players on the enemy teqm, Idris can easily ult into the entire enemy team and quickly get insane amounts of breaking point stacks and huge damage, and can easily burst down a squishy even quicker than in 3v3. Ult into enemy team, jump off, gain 15-20 BP stacks, focus a squishy, burst him down in 2-3 basic attacks. He does well as a mobile split pusher, boasting high wave clear and good turret taking potential.
On his CP side, he excels as a late game monster with extremely high mobility and AOE damage, insane split pushing potential and can even take a beating without dying. However, he is an early game potato who needs to get to that 100cp powerspike, which forces him to play safe in the first few minutes of the game. Once he gets to that powerspike, however, be ready to spell certain doom on your enemy.
- High AOE damage on both Wp and Cp
- Extremely high mobility
- Decent survivability on CP
- High burst damage on both paths
- Very good splitpusher
- Early game potato
- Squishy on WP
- Must commit to a fight, no reliable escape
[3.0] [Laner, Jungler/Bruiser, Tank]
Joule is everything you want in a top laner. Her perk makes her naturally tanky. Melee allows her to use a Book of Eulogies and sustain. Thunder Strike clears waves quickly. Rocket Leap not only lets her escape, but the stun lets her win early 1v1 duels. Joule is primarily played as a WP carry built with SB, TM, TM/TT. She is an ideal split pusher due to her combination of escape and wave clear. Once built, two thunder strikes will take down most squishy laners. CP Joule is a less viable option but brings a team nuke to the field. With a SG, she can Rocket Leap to clear a wave. A CW brings her Big Red Button down to 22 seconds. When paired with Flicker/Lorelai slowing the enemies or a Lance/Phinn to stun, chained stuns from Rocket Leap or a nuke from BRB are a constant threat. Late game CP Joule should play from the back line looking to fire her BRB on multiple damaged enemies. Her ideal team comp involves a support with slows or stuns that affect multiple enemies to allow her to stay in Thunderstrike range or to land a BRB on two or more enemies.
- Good wave clear
- Good escape
- Split pusher
- Naturally tanky
- Late game team nuke
- Has to build as a glass cannon to be effective
- Dive comps will prove challenging
- Her intermediate range with Thunderstrike requires ideal positioning
[3.3] [Laner, Jungler/Assassin, Bruiser]
[3.1] [Laner, Jungler/Ranged-Assassin, Artillery, Carry]
When 3.1 activated, the nerf to Critical Strike means that WP Kestrel will not have a good time in 5v5, leaving people to explore her CP path, and figured out that she is actually one of the best midlaners VG has to offer in 5v5.
Her buff to her health, reaload time and her cooldown on her ultimate means that CP Kestrel has become more viable. Previously, missing a single glimmershot is a death sentence due to the very long reload time Glimmershot had 2.7 seconds. With the reload time now being 2.4 seconds, it gives CP Kestrel more breathing room and increases her DPS in fights overall. Spellfire is an absoulte blessing to her, giving her a chance to live if she gets dived on, with the bonus of countering all the junglers that she had so much trouble with previously(Reim, Krul, Rona). The Spellfire damage actually activates her mist trap, making it much easier to land than before. Offering High AOE splash Damage, a decent escape option, an AOE Stun that does TONS of damage, and an ultimate with a low cooldwon that deletes anyone of the map with ease, CP Kestrel is a monster of a Mid Laner and she is very Viable in 5v5. Just remember that WP Kestrel is not in a very good spot, so stick to CP if you want to flex.
Edit reason: CP Kestrel is doing very good in the mid lane right now so I’ll change your analysis completely(except for the pros and cons) if you don’t mind.
- Very high Splash and Burst damage
- Powerful global ult
- Very strong with skilled players
- High mobility
- Can intercept retreats
- Best summer skin
- VERY squishy
- Outside of stealth not much mobility
- Very precise
- Good vision can make her vulnerable
Even though there are many good words and she is currently banned in every ranked, she is pretty bad. She takes too long to have enough core items to prove herself useful in combat, and even in combat, she still lacks of mobility and damage. She couldn’t deal much damage in teamfight since she has to stack first, and even she has the stacks, her A and Cstill not prove useful because it is too easily to be bodyblocked by tanks. Her B is the only good thing in her kit, but with 9s cooldown, it is pretty hard for her to shutterstep good as Vox or Skye. Her laning phase is terrible also, because of the dual bot laner meta.
P/s: don’t get fooled by her perk. She has low base stats compared to other heroes so in order to make her AA deals good damage, she needs to have at least 3 stacks. Remember that each time she levels up, her perk deal … 1 extra damage for each stack (yeah, 4 damage for 4 stacks but can only have it atleast after 6s - she relies heavily on the +10% damage each stack thou).
P/s2: don’t ban her, let enemy team pick her and just counter it with Grace or Reza.
- BlueLycan -
Koshka is one of the assassins that can REALLY abuse aftershock stupidly well. Her early game is monstrous and if the gets aftershock early, then you’re in for a world of pain. She moves insanely fast, which allows her to stick to targets extremely easily while maintaining loads of damage for just a measly couple damage items. Her mobility allows her to get to certain places extremely quickly, allowing her to set up ganks far better than many heroes as well as being able to counter jungle quickly and leave immediately. The barrier buff she also gained has also helped her stay in fights longer which makes an already difficult to deal with assassin even herder to deal with.
- Insane damage
- Very high mobility
- Good defense with barrier
- Her ult can leave her vulnerable
- Her late game falls off a bit as you get tankier
[3.0] [Jungler, Captain/Bruiser, Utility]
Krul is a surprisingly effective WP jungler in 5v5. With a Spectral Smite upgrade at level 1, he can effectively and reliably invade the enemy jungle right from the start of a match. Additionally, his great base move speed, perk, and access to a gap closer allow him to gank quite easily. However, he struggles against AP, PS, SF, and kiting heroes.
- Great earlygame for invading
- Great mobility
- Strong ganking game
- Weak against mortal wounds
- Atlas shuts him down
- Struggles against kiting
[3.0] [Flexible/Utility, Tank, Initiator]
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