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I like to play Valk. And i building int Items Some time Hard Carry build But. I Like build semi carry items that's it [if u want she can support ganker carry ]
Well that's Good build but . that's just team build look like . I liKe play solo my team fighting i always going last then i can kill easy 4 hero. first u need Test This build PK Spellhards Codex Shoroud first u need use pk and go inside use skill 1 and use codex then they will B so u can use shoroud and hit him next if some one got pk u can jump and kill him that't it
sry but dodging valks arrow is easy and this doesn't make her a hard carry... and like i said, shes a everything but a hard carry meaning she can SEMI-carry, Support, Gank and Initiate...
PS you should try putting all your comments in just one comment for I believe is against the rules. -.-
That's what's called a combo- or power- lane. Every combo lane, however, is possible to be countered or at least it is possible to avoid dying to them, you just need to be skilled enough.Or you can play with a magmus on your team, and then it's basically a guaranteed hit for 5 seconds following his stun
that's why it doesn't quite balance out
The problem is that every lane with valk and a singletarget/easy-to-land-aoe stun is a power-lane. How much skill is needed to dodge a hammerthrow without having a disjoint? Or a mesmerize? Or a graveyard? In addition Valk can farm and nuke with her q and escape with leap and her ult while those two skills contain offensive options too. Valk can carry pretty good and aside from that she got too much utility.
OT:
Like most people said, there is no perfect build for Valk. Sometimes you can go for pure damage(Shieldbreaker/Geos/Charged Hammer) but in most cases you need survivability too. Nullstone and frostburn are never a bad pickup on her.
She's a semicarry / ganker. I really hate the retarded valkyries (REALLY hate) that rice all game. There's a reason you have two of the strongest non ultimate spells in the game plus leap. It's to KILL PEOPLE without having to rely on items. If she does her job, she transitions well into late game, as well as providing good team utility through the longest stun in the game, team invis, and good mobile DPS.
Shieldbreaker + energiser. LOOK AT ALL MY DAMAGE AND UTILITY!
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Please ppl be kidding. Why is everyone suggesting thunderclaws and charged hammers... Theyre both crap get some real items.
Steams / Phase boots as starters... Then according to what's needed, geo's, nullfire or a nullstone. With excellent farm, even a shieldbraker is a possibility.
Usually if you go nullfire/geo's, you'd like something defensive after, like shrunken. Att modifier I like to play either shieldbraker (against a team that does not stack much armor / ur stomping) or a harkon's blade.
Afterwards, wingbow / savage, again according to situation, 6th item would definiatly be riftshard. Fill yourself up with token here and there and keep a tp in your inventory 24/7.
As for her role; she is a carry, no doubt, but she CAN initiate, support or even tank some damage (with geo/fws/shrunken build).
If you are unsure if the hero fits or sth, kick in an valk![]()
I used to buy marchers all the time. Then i switched to steams. As soon as i upped my micro game, my game stepped up.
Switching attributes is a life saver.
She is always my top pick and ppl are right, she does need more than average farm to carry decently. She can even outcarry hardcarries if she has good items, but she need someone to soak up the damage and good support/vision.
Steams & frostburn are a must. Great attack speed and frostburn is bought not just for hp/agi but that movement speed buff is just retard on her with already high-end mobility.
Savage mace makes you hit like an anvil. Nullstone is you are playing against para/ramp type of heroes. Geometer's keeps that pesky keeper at bay and scales great late game.
She however needs A LOT of work and skill. I have been playing her for than two years and still could get something wrong.
Great hero though, love her.
dodging stuns since March 2010