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    Infinite Crisis builds for Swamp Thing

    What are you doing in my jungle ?!?

    A Swamp Thing guide by eskimo777
    Last updated: Apr 9th, 2015
    Link to guide: www.dawnbase.com/guides/2511-Swamp-Thing-What-are-you-doing-in-my-jungle-
    2,169 0
    Score:

    2

    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive items
    Defensive items
    Situational items
    Augments
    Modifiers
    Stolen Powers
    So you want to play Swamp Thing jungle. Swamp thing as an enforcer has al ot of cc. His ult gives him max health and his passive gives him healing. His most interesting aspect comes from is his ability to teleport around the map using invisible trees.
    Strengths:
    -Tanky
    -lots of CC
    -Reasonable escape options
    -Immune to slows during ult
    -Nigh global presence

    Abilities


    Vine Leash (Q) max 2nd
    It can be used twice within 3 seconds and applies a slow to those who it hits and speeds you up by 10% per vine attached to a unit. If both vines are used on the same target it roots the target in place and gives you a lingering speed boost .
    Damage: 40/80/120/160+ 30% Power Damage
    Slow: 20%/25%/30%/35%
    Cost: 20/25/30/35
    Cooldown: 11/10/9/8
    Ganking Utility
    This skill will be what you start your ganks with. You leash your target and if they have a dash/leap skill i would recommend waiting for them use it then using the second usage to root them in place. You want to optimize your CC timings so you want to use your first fine to get nigh 3 seconds of slow then apply the second vine to root them resulting in 4 seconds of cc.It is prioritized second as the slow increases and although it does little damage it can used twice.
    Escape Ultility
    When running away you can turn around and attach a vine to your pursuer to slow them and give you a movespeed boost. If its 1 pursuer turn around and vine them again to root them and earth strike them away from you


    Husk (W) max last
    Your most impact-full skill as it allows you to send out a unit that gives vision and allows you to teleport to it at will allowing you to move around the map.Sending out a husk uses a charge ,but does not put it on cooldown, only teleporting to a husk does. this skill will be level 1 a majority of the game so try to think of where you need to be 1 minute into the future before using this skill.
    Recharge Time:35/30/25/20
    Vision Range:300/350/400/450
    Cooldown:60/55/50/45
    Ganking Utility
    Try to position your Husk in a stealth pad so they don't have 2 seconds to react you teleporting in. When putting it into a stealth pad you can click on the map to move Swamp thing to see what path the tree will take to get to its target location on the mini-map. Ideally you'd want to stand somewhere where it wont walk right through enemy heroes as that will reveal the husk and the enemy team will break it. Using it is as simple as teleporting to your tree to flank from a stealth pad and using vine leash to setup an earth strike.
    Farming Utility
    Since you can teleport to husk as long as you have one in the vicinity of an objective or tower you want to defend you can just focus on farming and teleport in at the last second that you are needed.
    Objective Utility
    Placing your Husk preemptively for objectives is important. I would actually recommend putting the trees in stealth pads as enemies in preparation for an objective will usually check them and when I first started out as Swamp Thing i noticed my husk were being broken a lot. Try to put them slight away from a stealth pad on the half of the map your team controls.You should use a second husk jsut to scout so put it in an obvious forward location. It will scout the enemies approach and may even ward off solo cappers as they will realize that your entire team just saw their location. Since you are an enforcer so you ideally want to be there first as you tank through the first wave of enemies spells.
    Vision Utility
    The Husk are basically cameras and can be used as such at your discretion.
    Escape Utility
    You can teleport to your trees and the only way to stop you is with a stun,suppress, silence or an ability that move you. Keep track of what abilities the enemies used to ensure an uninterrupted escape


    Earth Strike (W) Max 1st
    This is Swamp Things aoe power damage stun/slow that will be used to clear camps and disrupt foes. The trickiest part about this skill is not knocking enemies forward with it but instead knocking them up ,but there is an easy way to set this skill up.
    Damage:60/110/160/210+ 60% Power Damage
    Slow:30%/35%/40%/45%
    Cost:50/60/70/80
    Ganking Utility
    This skill is used after vine leash as a follow up to the root. The enemy is rooted by the vines then you either target this directly under them for the knockup or if they are in tower range you can target them to be on the outer ring of the skill to knock them out of tower range to safely get an extra hit in. Note: the slow is 1.5 seconds and the knock up is 1 second


    Passivemax 3rd
    Its his passive and it regens health when you take damage. It is enhanced by kryptonian war armors bonus heal effect which is why that item is core. The skill itself is self explanatory, Take damage Heal damage.
    Heal Ratio:75%/85%/95%/105%
    Cooldown:50/45/40/35

    Ultimate
    Its a strange ult as you wont be building too many power items to utilize the damage output of the bonus attack speed and cleave but it also scales off of health which is nice for you. Early game its a large damage boost as everyone is not deep into there builds yet . The heal much like your passive is enhanced by krpytonian war armor and increases your max health even further. You ult also prevents you from being slowed, ergo since your core krytonian war armor gives you some power armor you want to hunt down heavy slow usage controllers and power damage dealers and zone them out of the fight especially ones that rely on slows to kite like Green Lantern , Nightmare Superman and Stargirl (watch out for her ult although eating ults as an enforcer comes with the job).
    Damage:30/40/50/60+ 30% Power Damage+ 6%Bonus Health
    Heal:200/300/400/500
    Attack Speed:25%/30%/35%/40%
    Cooldown:120/105/90/75

    Stolen Powers


    Swamp Things's ConsumeThis consume gives you credits each use and scales with levels, use off cooldown for maximum credits


    Krypto's Healing Wave Id take this healing wave over others as other waves give armor or power as opposed to this one which gives more raw healths which once again works in tandem with Kryptonian War Armor (3)

    Althernatives Detonate for faster camp clears, psychic assault and super strength for stronger ganking potential, Cameras if no one else has them. What to replace is up to you due to you being able to farm so much since you dont have to walk around as much due to your husk further enhancing your farm with is consume compounds your net credit lead. The healing wave is another heal to have access too in combat.

    Items

    - Modular Health Vial (3) How many healing vials you take is up to you, I normally do not opt for more than 2 as you can teleport to base then back to your husk for health.
    - Marauder Ring (2) is for power damage junglers and it gives power AND raw health. At level 4 it gives power lifesteal which lets you heal off of your skills which is always nice.You can choose to leave it at 2 to rush your next item.
    - Cosmic Belt (3)(2,250 credits) Gives health and power damage. This early game item lets you clear camps and waves alot faster with your earth strike
    - Kryptonian War Armor (3)( 2,750 credits) The centerpiece of the build and is core every game for swamp thing is Kryptonian War Armor. Swamp Things ult counts as a heal , so using your ult after taking damage combined with healing wave & consume and bioregnerative formula can rubber band you back to full health.
    -[[Mirror Master's prism (4)](]2,750 credits) is a good followup item to war armor as is further emphasizes your role as a power damage tank. This item doesn't give a lot of raw health but with swamp things healing he has a lot of effective health though healing as opposed to innately having high health like Gaslight Joker and can reflect a lot of power damage because of it. One can opt to skip out on this artifact however.

    Modifiers/augments

    I assume people looking at guides are on the newer end of players and do not have a lot of merit for augments and modifiers so I wont go into too much detail but you basically want the mods for your core items. The enhanced war armor gives +10% more bonus healing and the Masters mirror reflects more. I would get the ruby mod for more health as opposed to the marauders ring mods that focus on damage output which this build is not focused on. The augments just give what every enforce needs, health, armor, and move speed to run down who you need to zone/stall. You can mix em around as you choose.

    Jungling
    Jungling itself is quite simple just follow this pattern when clearing out camps either top or bottom. Coast city is big enough for 2 junglers so just follow the 1-2-3 pattern either top or bottom. The big E is the location of the elites and you should try to start with that camp. when completed, it instantly levels you up from 1 to 2 but that camp has a 3 minute respawn so do not check it when doing your normal jungle triangle pattern. Offensive jungling is a personal decision and ive seen it backfire, cases where someone tries to steal my camp and I kill them, its easier to optimize your farm by staying in your jungle as opposed to trying to hinder the enemies and if a laner rotates or your not at full health you could be in trouble. ON the other hand you can steal a camp and zip back to your husk with ease
    Leaving the Jungle
    In the course of optimizing your farm split second decision making on whether to leave your camp to help can accelerate or hinder your item progression depending on whether your succeed.Luckily you have your husk so you do not have to commit as much footwork as other heros in running around the map. Although, failed gank or walking to the relay 2 minutes before it is unlocked means wasted time You will usually leave your jungle for one of these reasons to name a few.

    -Gank a pushed up lane that's easy to flank behind
    -Capture a relay
    -Steal the enemy teams elite camp
    -secure the raider
    -Farm/push an empty lane
    -defend a tower (especially if your teammates in the lane have died)

    Now the guide can pretty much end here as the next section with cover the followup to the core items


    Offensive options
    Oa Gambit (4)(2,500 credits) lowers the enemy power armor making your teams power damage hit that much harder
    The Starheart (3) (3,500 credits) gives you a large boost in power damage making your abilities hit harder including the damage from your ults cleave
    Atlantean Royal Seal (4) (3,000 credits) ,gives you health a good chunk of power damage and gives your skills some more slowing power ,but no armor
    Fragment Of Mogo (3) (2,750 credits) Gives you attack armor and turns your bonus health into aoe damage which works nicely with your ults cleave to damage multiple enemies

    Defensive options
    Steel's Breastplate (3) (2,500 credits) It provides health attack armor and the active redirects 20% of damage to your will pool. It can burn through your will but you get 20% damage reduction out of it
    Suit Of Sorrows (4)(2,750 credits) is basically the attack damage alternative to Mirror Master's Prism (4)
    Ruby Of Life (4)(3,000 credits) is here because it gives you plenty of raw health (especially the modified version) but it normally causes defensive play as farming up the stacks is very tedious and cause one to focus more on defensive play. In a situation where i would sacrifice myself to help my teammate i would opt not to as losing the stacks lowers Swamp Things health pool for future battles until he farms more credits.
    Booster Gold's Power Suit (3) (2,750 credits) Rounds out the list with another attack armor option. Also worth mentioning is that this item has a mod that makes shields stronger so if you have a support like Krypto on your side this item could be core.

    Situational Items
    Amulet Of Isis (3) (2,500 credits) active lets you and your team run down the enemy although if you opt for this item i would suggest the modifier that improves the active by giving 10% more movespeed and last twice as long. It also has some cooldown reduction
    Batman's Utility Belt (3)(2,750 credits) is more of a silly option but with the attack speed and cleave from your ult and fact that you can use vine leash twice would allow you to proc this items passive and get more out of it than some. This is part of an attack damage swamp thing build that really focuses on your ults bonus attack speed and cleave but that's not the build this guide is going for.
    Eclipso's Diamond (2) (2,750 credits) Gives a lot of power lifesteal and combined with Marauder Ring (4) could provide a power lifesteal build for swamp thing that can synergize with the bonus heal from Kryptonian War Armor (3) but you would have to be far ahead to opt for a power lifesteal build as opposed to raw health/healing + armor build.
    Metallo's Heart (3)(2,750 credits) The passive slows attack speed around you neuturing adcs a little and it provides a lot of attack armor. You could potentially use this with Amulet Of Isis (3) for even more cooldown reduction aswell.
    Olympus Gambit (4) (2,500 credits) on top of providing a useful aura has an interesting active that reduces damage taken by 25% but also damage dealt by 25%. You could stack this with Steel's Breastplate (3) iron will for 45% damage mitigation making you deceptively tanky for 5 seconds which could be all you need.
    The Medusa Mask (4)(2,500 credits) provides a very strong heal (100+10% of max health over 5s) but has a 2 minute cooldown. Similar to everything in this build heals always work well with Kryptonian War Armor (3)
    Atlantis Gambit (4) (2,500 credits) is so situational I didn't even put it up in situational its as it just gives attack damage and some hp regen as well as an aura for attack damage heavy teamates, but the active slows the target for 4 seconds and each hit on that taget heals 1.5% max health so when combined with the attack speed from your ult you could get a bit of health out of it but it would be preferred if a support picked this up.


    Summary
    Swamp thing is an enforcer who have 2 cc spells and a spell that lets him teleport around the map to have a nigh global presence. His ult makes him immune to slows and lets him run down certain champions with strong heals and CC backing him up. When he is in danger he can slip away to a husk , or teleport to base and come in fresh from a husk. Rush down and cleave your foes from anywhere as the unstoppable Swamp Thing the warrior king and have fun!
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