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Infinite Crisis has shut down.
With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.
Hats off to you all. It was a pleasure, ladies and gentlemen.
Sacrilege
@SacrilegeGG
Krashy's Dark Knight Jungle (CB4)
A Batman guide by KrashyLast updated: Sep 27th, 2013
Link to guide: www.dawnbase.com/guides/krashys-dark-knight-jungle-cb4
3,087 0
1
Ability levelling order
Starter items
Core items
Offensive item options
Defensive item options
Situational item options
Augments
Modifiers
Stolen Powers
Introduction:
What is up Dawnbase its me Krashy here with another odd jungle build and well im in LOVE WITH IT. So really quickly please check out my social media and then we can get into the build!
Twitter: @Krashyz
Youtube: /KrashyTV
Twitch: /Krashyz
Stolen Powers:
NMB consume is of course the spell to take in jungle. Simply helps you have a faster clear time, gives health back and can help you secure the last hit on your camps.
WW's Super Strength is now a huge stolen power for junglers this patch. Meteor getting a damage boost and the additional knock down is a must for jungle ganks!
Itemization:
Start with a basic AD jungler start Marauder Knife (1) and a Nil Weapon. Decent start with good damage output for early engagements, dont forget the Dark Knight is an amazing 1v1 champion. After the start i hit my camps either solo to level 3 and go for my Elites or if coordinated double jungle get the elites together at level 1, the usual.
Core Items:
As far as core items go no matter what the order Velocity 9 Implants (4) and [[Lobo's Chain (4)]] are a MUST! The ability to have attack speed, movement speed, additional damage and a harrier slow is what makes the Dark Knight a formidable foe. This build is fairly straight forward and very litte Promethium Mace (4)'s go into this, but they can be useful.
Teamfights:
The Dark Knight, while having amazing 1v1 capabilities, is more of an assassin. He gets in uses Martial Arts to gap close his target of interest strategically places his ult and eliminates his target.
Abilities:
Due to the high cost of the Dark Knights abilities utilizing his energy is somewhat of a challenge. His Q is virtually useless as his Q + W combo only gives you a .3 second stun. Focus on saving energy for Martial Arts. You have Harrier on the [[Lobo's Chain (4)]] so chasing down an enemy is not hard to do. Be sure to use his ultimate ahead of your enemies and or to split enemies from their teammates. Lastly, use his E for additional damage and slow.
There you have my official Dark Knight Jungle Guide with alot of help from Cubensis on the starting items.
ALSO never forget [[Ra's Al Ghul's Robe (2)]] is always a great defensive item in late game! Enjoy!
What is up Dawnbase its me Krashy here with another odd jungle build and well im in LOVE WITH IT. So really quickly please check out my social media and then we can get into the build!
Twitter: @Krashyz
Youtube: /KrashyTV
Twitch: /Krashyz
Stolen Powers:
NMB consume is of course the spell to take in jungle. Simply helps you have a faster clear time, gives health back and can help you secure the last hit on your camps.
WW's Super Strength is now a huge stolen power for junglers this patch. Meteor getting a damage boost and the additional knock down is a must for jungle ganks!
Itemization:
Start with a basic AD jungler start Marauder Knife (1) and a Nil Weapon. Decent start with good damage output for early engagements, dont forget the Dark Knight is an amazing 1v1 champion. After the start i hit my camps either solo to level 3 and go for my Elites or if coordinated double jungle get the elites together at level 1, the usual.
Core Items:
As far as core items go no matter what the order Velocity 9 Implants (4) and [[Lobo's Chain (4)]] are a MUST! The ability to have attack speed, movement speed, additional damage and a harrier slow is what makes the Dark Knight a formidable foe. This build is fairly straight forward and very litte Promethium Mace (4)'s go into this, but they can be useful.
Teamfights:
The Dark Knight, while having amazing 1v1 capabilities, is more of an assassin. He gets in uses Martial Arts to gap close his target of interest strategically places his ult and eliminates his target.
Abilities:
Due to the high cost of the Dark Knights abilities utilizing his energy is somewhat of a challenge. His Q is virtually useless as his Q + W combo only gives you a .3 second stun. Focus on saving energy for Martial Arts. You have Harrier on the [[Lobo's Chain (4)]] so chasing down an enemy is not hard to do. Be sure to use his ultimate ahead of your enemies and or to split enemies from their teammates. Lastly, use his E for additional damage and slow.
There you have my official Dark Knight Jungle Guide with alot of help from Cubensis on the starting items.
ALSO never forget [[Ra's Al Ghul's Robe (2)]] is always a great defensive item in late game! Enjoy!
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