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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 In Depth Jungle Guide: Doomsday
A Doomsday guide by KrashyLast updated: Aug 7th, 2014
Link to guide: www.dawnbase.com/guides/krashys-gotham-divided-doomsday-guide
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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 jungle build. So really quickly please check out my social media and then we can get into the build!
Twitter: @KrashyTV
Youtube: /KrashyTV
Twitch: /Krashy
Stolen Powers:
Joker's Detonate is the goto Jungle power for any AD jungler. Helps you secure the killing blow on objectives as well as a ranged execute when a target is low and near detonatable objects or minions.
Cyborgs teleport is used to help position this glass canon of a champion to turn large teamfights primarily at relays or raider. Use cyborgs for the shorter cast time.
Itemization:
So to start i do something pretty basic and take Marauder Shield (1) and Marauder Knife (1). Its a pretty basic start and with the 3hps you can sit in jungle for days. 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:
This build is centered around stacking health and AD items to be effective as a bruiser with additonal HP and resistences. For this guide we will be focusing on strong Attack damage as well as HP and resists. Get items like [[Lobo's Chain (4)]], [[Booster Gold's Power Suit (3)]], Spear Of Destiny (2) , and Marauder Knife (4).
Teamfights:
During a teamfight always be sure to use your ultimate, Kryptonian Rage. This will give you an additional 10% movement increase while useing Berserk (W) as well as pushing your targets 50% further with Charge (E). Once the fight breaks utilize your charge to either dive the backline for high priority targets or save it to peel for a carry.
Abilities:
This build centers on a mix of damage and HP/resistences. I tend to max Q first but will sometimes delay maxxing it to put points into my E for additional CC and damage as well. After maxing Q and E put points into your passive. The 300 additional health is always a nice bonus, then proceed to finish with your W. Of course take your ultimate at levels 6, 11 and 16.
What is up Dawnbase its me Krashy here with another jungle build. So really quickly please check out my social media and then we can get into the build!
Twitter: @KrashyTV
Youtube: /KrashyTV
Twitch: /Krashy
Stolen Powers:
Joker's Detonate is the goto Jungle power for any AD jungler. Helps you secure the killing blow on objectives as well as a ranged execute when a target is low and near detonatable objects or minions.
Cyborgs teleport is used to help position this glass canon of a champion to turn large teamfights primarily at relays or raider. Use cyborgs for the shorter cast time.
Itemization:
So to start i do something pretty basic and take Marauder Shield (1) and Marauder Knife (1). Its a pretty basic start and with the 3hps you can sit in jungle for days. 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:
This build is centered around stacking health and AD items to be effective as a bruiser with additonal HP and resistences. For this guide we will be focusing on strong Attack damage as well as HP and resists. Get items like [[Lobo's Chain (4)]], [[Booster Gold's Power Suit (3)]], Spear Of Destiny (2) , and Marauder Knife (4).
Teamfights:
During a teamfight always be sure to use your ultimate, Kryptonian Rage. This will give you an additional 10% movement increase while useing Berserk (W) as well as pushing your targets 50% further with Charge (E). Once the fight breaks utilize your charge to either dive the backline for high priority targets or save it to peel for a carry.
Abilities:
This build centers on a mix of damage and HP/resistences. I tend to max Q first but will sometimes delay maxxing it to put points into my E for additional CC and damage as well. After maxing Q and E put points into your passive. The 300 additional health is always a nice bonus, then proceed to finish with your W. Of course take your ultimate at levels 6, 11 and 16.
Latest comments
You might want to change the skill order to reflect leveling the ultimate 4 times (at 6, 10, 14, and 18) and the passive 3 times since you get it at level 1. Looks good other than that!
4:46 pm, Aug 7th, 2014