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Immortals on the Warpath

Immortals are now living up to their name. After a defeat at the hands of Los Baboons (now Echo Fox) during last season’s Challenger’s Split, they hit what seems to be their lowest point. Soon after, changes had to be made, and the Captain and Jungler (Vains and Aloh4) were dropped from the roster. Coach SuiJeneris and Laner DNZio were kept to rebuild the team. Surprisingly, Immortals acquired Hammers’ Jungler ttigers (proven aggressive jungler who won the first Vainglory live Championship), the new Captain MaxGreen (a “sleeping giant” of talent). They also acquired a newer face called Xelciar as a sub, and have thus brought new life into the team. Immediately following the news, this team was undoubtedly seen as being capable of easily making it through the Vainglory Invitational Series (VIS) league brackets to jump back into the Vainglory8 (VG8).

Although their previous roster seemed to be brimming with talent, they were unable to perform up to their capabilities. Aloh4 admitted that the team had failed to practice and had grown somewhat lazy with their commitment. However, maybe bringing on new players is what will get the team up and running once again. TSM Captain FlashX even commented on his stream, predicting the team was going to destroy their way through into the VG8. He even went as far as claiming they will be a top 4 team, saying they are at the same caliber as TSM and Cloud9.

When the tournament began, they did not disappoint. Going undefeated in sets, they were quick to make it to the #1 seed at the end of the bracket. Taking sets against strong teams, they defeated Intensity, Tribe, 2-0’d Misfits and 3-0’d Rogue in their finals set.

Finally, this past weekend, the stage was set. However, Vainglory’s new semi-round robin setup would not make it any easier. To clarify how Challenge matches worked in the past, challengers would choose which of the bottom 3 VG8 teams to square off against on a first come first serve basis that took into account their seeding. So, it went about last time that Los Baboons being the second place team chose to take on Immortals, and won the set.

As shown last weekend, the Challengers’ teams would need to play twice on day one. Then, provided there was still a chance they could still make it through based on points, again on day two. In their first match of the day, Immortals found themselves against NRG and were able to 2-0 them with relative ease. Game one saw them take 17 kills and only dying once while also not dropping any turrets. Game 2 saw both teams in a stalemate situation where neither team was able to accumulate a large amount of kills or map control, but NRG ended up losing at the end. Sadly they lost 0-2 against Hammers offstream.

Finally, in their last match Immortals would look to take revenge on Echo Fox to get into the VG8. The first game looked dismally one sided as Immortals was able to take early game kills and by the 18 minute mark, take all of their opponent’s turrets, while only losing one themselves. All that was left was another teamfight, winning it and taking the game. Echo Fox put up a good fight up until the midgame of game two, where Immortals were able to eventually take map control, a small gold lead and push with Kraken.

Immortals is now back in the VG8 and will look to prove themselves against everyone with their aggressive jungle pressure and early game control capabilities. With the schedule in the upcoming weeks pitting them up against TSM, Cloud9 and Hollywood Hammers, we will see if they meet the expectations they have set on themselves. They are now, without a doubt, a team to watch.

Written by: Ryann17, Edited by: DarkSquall

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Embrace your redemption – a guide to Grace in the Captain position

The new hero Grace has now been out on the Halcyon Fold for over a month, with her kit already making a significant impact on the meta. This analysis of the holy paladin will teach you how to stain the Fold red with blood, just like the flowers on the Grace Islands. 


Grace is an off-tank with immense Crowd Control (CC). Her abilities Benediction and Holy Nova respectively slow and stun her enemies. However, Grace often struggles when attempting to land abilities on Assassins or other elusive enemies. Her Holy Nova has a fairly long cast time, and thus can easily be blocked or dodged with Taka’s Kaiten, Vox’s Sonic Zoom, Idris’s Shroudstep and other similar dashes. Furthermore, her heroic perk, Retribution, locks her in place briefly as she deals a ground slam in a chained basic attack, so Grace should carefully choose where to use this perk or she may find herself caught out of position (i.e. under turret, or left behind on the outskirts of a teamfight). However, Retribution attacks also reduce the cooldowns of her abilities, which is very useful given her cooldowns are already low.

Grace introduces a new mechanic to Vainglory called a Holy Shield, which works similarly to Lance’s and Joule’s damage reduction. On Grace’s A and Ultimate, the shields around herself and her allies actively reduce the damage taken by 40 percent – and the damage reduction scales with crystal power. Holy Shield is one of the most valuable tools in her kit, as it not only protects her allies, but increases her own tankiness. Grace’s base health stats are lower than other melee captains, and thus the passive damage reduction for herself that also occurs upon learning Benediction is key.

Grace’s ability to protect and heal her allies are, in my opinion, on par with heroes such as Ardan, Lyra and Adagio. With a 10 second cooldown when overdriven, Grace will have her Benediction up as often as Ardan’s Vanguard and if upgraded fully, her ultimate Divine Intervention will have a 30 second cooldown. For the largest single target heal in the game combined with a full Holy Shield on both Grace and her targeted ally, the cooldown is extremely short, even without the cooldown reduction that occurs when utilising her heroic perk.


Heroic Perk
Grace chains her normal basic attack into a ground slam, dealing bonus weapon damage and slowing enemies in a wide area. If enemies are hit by the ground slam, her ability cooldowns are reduced.

Grace dashes to her target, striking them with an empowered Retribution attack. Nearby allies instantly gain a directional holy shield that continually faces the target, while Grace gains a full holy shield that protects her from all sides.
Holy Shield (status effect):
Reduce incoming damage by 40% (+5% of crystal power).
Passive: Upon learning this ability, Grace permanently reduces all damage she receives by 10% (+5% of crystal power).
Overdrive: This ability is refreshed upon casing Divine Intervention.

Holy Nova
After a short delay, Grace knocks enemies into the air and disables them for a short time.
On Overdrive, Grace gains immunity to negative effects when casting this ability.
If this attack hits at least one enemy, Grace will immediately recover from the ability.
Deals 50% damage to minions.

Divine Intervention
Grace instantly surrounds herself and her target with a full holy shield and begins channeling for 1.8s after which Grace’s target receives a massive heal.

Ability Upgrades

On most occasions, I recommend overdriving Grace’s Benediction and fully upgrading Divine Intervention. The extra range when Benediction is overdriven allows for engages from further away, while also allowing Grace to chase down escaping targets. On the other hand, a fully-upgraded Divine Intervention has the strongest heal in the game, which can swing a teamfight in your favour. However, if you keep getting interrupted while casting Holy Nova, consider overdriving the ability, as it works similarly to Lance’s Gythian Wall. Having a spare reflex block can be a powerful tool, but often Grace’s stronger engages and higher healing when upgrading Benediction and Divine Intervention outweigh the benefits of this option.


Grace synergises well with most heroes, especially those with engage tools. Her ability to hard-engage while reducing the damage dealt against allies works very well with squishier assassins and snipers. Due to her massive healing potential and inbuilt CC, most compositions will work well with Grace. Below, I’ve focused on a couple of heroes who I feel benefit most from Grace’s kit.

With Joule’s Heroic Perk, Heavy Plating, Joule has bonus armour and shield on all sides except the back of her model. When Grace’s Benediction is used on an enemy, the increased damage reduction means that Joule’s tankiness is increased to ridiculous levels for a carry – while the slow from Benediction allows Joule a much easier time when landing her Rocket Leap stun. Additionally, as Joule loves to stay in the middle of fight, landing massive crits on all enemies, Grace’s ultimate Divine Intervention can extend her window for outputting damage by another 2 or 3 seconds, which makes all the difference in a crucial teamfight.

Grace’s slows and stuns allows Grumpjaw to easily land his abilities, chaining the CC together for a deadly combination. For example, Grace engages on the enemy carry with Benediction, while Grumpjaw follows up with Grumpy. Grace has meanwhile repositioned to use Holy Nova, which allows Grumpjaw to target the enemy carry with Hangry immediately, dealing massive burst damage. Grace can continue to chain Retribution attacks to slow the enemy team, which also enables Grumpjaw to more easily land his Stuffed ability. This synergy and potential for chaining abilities is lethal.

Similarly to Grumpjaw, Grace’s kit allows Alpha to easily engage her enemies with her Prime Directive and Core Charge, and also utilise Termination Protocol to decimate the enemy. Both Grace’s Benediction and Holy Nova facilitate Alpha dealing massive damage throughout the teamfight, locking enemies in place and allowing an Alpha to land her Prime Directive much easier.

Grace’s CC, damage reduction and healing will allow Taka to have more chances to burst down the opposition. Kaiten will be easier to land and X-Retsu will be even deadlier. Given Taka is a squishy assassin, the damage reduction when diving into teamfights allows Taka to be much more aggressive, especially knowing that a massive heal is on hand if his health drops low.

Grace’s slows and stuns again allow Koshka to catch fleeing enemies with her abilities. The empowered basic attacks from Twirly Death will be easier to land on stunned and slowed enemies. If timed right Grace can rush in with Benediction and use Holy Nova for a three hero stun, then let Koshka dive in and delete the enemy carry with a Pouncy Fun and Twirly Death, then turning focus to the enemy jungler with a Yummy Catnip Frenzy. This chain of attacks is scary to think about.

Item Build and Playstyle

To abuse the highest move speed in the game, Grace players often buy Sprint Boots at the start. This allows her to outpace all other enemies in the early game, which is deceptively strong. A trend has been to buy a Weapon Blade and solo invade the enemy’s jungle, while allowing your carry and jungler to farm by themselves. Other options when starting are boots and a Tier 1 defense item building towards Fountain of Renewal, or a contract such as an Ironguard or Protector Contract (even Dragonblood, depending on your intended level of aggression).

After the early game, Fountain of Renewal should be the first Tier 3 item. From there, it becomes more situational. The standard captain items can be built on Grace, such as Atlas Pauldron, War Treads and Crucible – depending on priority and necessity. However, other Tier 3 items are also quite viable on Grace and synergise well with her kit. It has become popular in professional play to buy an Echo after reaching level 6, which allows Grace’s ultimate Divine Intervention to be used twice in a teamfight. Additionally, Grace’s kit scales well with crystal power, thus a Shatterglass is also commonly found in Grace builds. Furthermore, Contraption and Stormcrown are two other options which provide cooldown reduction, which is useful in combination with Grace’s Retribution perk – her abilities can be up more frequently than any other captain.

In teamfights, Grace should use Benediction on the enemy that is either the squishiest or is outputting the most damage (often this is the same hero). This allows damage reduction to occur, while also isolating a squishy target for your team to delete. When casting Divine Intervention, the 1.8 second cast time must be taken into account – in this period, damage reduction occurs, but the heal is not cast until after the delay. It is often wise to cast the ability when an ally is at half health instead of waiting until they are near-death, as the heal may otherwise be too late to save them. Additionally, Grace’s Holy Nova should be used to interrupt powerful abilities or stun the weapon carry on the opposition team – or both at once. A well-positioned Holy Nova can win a close teamfight, landing an area-of-effect stun on the entire enemy team.

Grace is an extremely powerful hero with immense potential. With practice, I hope that you can all rule the fold with the paladin, protecting your allies and dominating your enemies all day long. Good luck!

Written by KerryX
Revised and edited by hoIIand

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Unravelling Update 2.6

Hey everyone! Time for EZL to breakdown Vainglory’s Update 2.6, in which we are introduced to the paladin of Gythia, Grace. She’s able to eradicate her enemies with her mace, while at the same time continually lowering her ability cooldowns with her heroic perk. She also comes packed with massive single target heals and the ability to generate holy shields to protect her team. Be sure to grab her for ICE to get ahead of the rest of the pack, and don’t forget about her Talents!


Along with the new hero, we’re going to see a few new skins rolling out. The most notable of these is for the ever elusive pilot Skye, who’s now going to be grounded with her ‘Ride or Die’ skin. The Super Evil Megacorp (SEMC) team is really stretching their fingers with this never-before-seen model change, redesigning the mech to transform into a sports motorcycle! Make sure you grab the smoke-trailing, blue and purple laser shooting skin for ICE, or if you’re feeling lucky, take your chances with the special Ride or Die Mystery Chest, which offers a 1/20 chance of grabbing her skin!

Next on the list is ‘Evolution’ Samuel, rocking a binary Vainglory logo… we get it SEMC, you’re showing off. Check out the mage fully immersing himself with technology, with cyborg prosthetics and pixelated abilities. It’s the beginning of the end, don’t miss your chance to join him. Grab his skin for 1499 ICE or his skin and Talent bundle for 1999 ICE!

It seems Krul isn’t the only deathless character out there now… introducing the Slavic ‘Deathless’ Reim rare skin! Make sure you grab this withered skin in game, featuring an ice forged staff and a helmet adorned with golden wolves.

Last, and definitely not least, we’re introduced to ‘School Days Koshka’, the latest installment in the School Days set of skins. Available for purchase either directly or in a Talent bundle, you don’t want to be late grabbing this fuzzy pawed feline, equipped with danger claws and kitty face stockings. This frenzied character is one you definitely want on your side – trust me, her claws don’t get trimmed often.

Market Improvements

Aside from the new skins, we’re going to see a few market improvements. Vainglory welcomes back the old Mystery Chests (Thank you PlayoffBeard!), so when you want Talents you’ll need to buy a Talent Chest, as Mystery Chests now contain heroes, skins, glory and opals only. Also, for those of you who accidentally wasted all your glory by bulk buying that epic Saw Talent, ‘hold to confirm’ is now set up to stop this from happening again!

Live Game Improvement

Vainglory is moving onto their next view for 2017! With Talents already out, it’s time to see our live game improvements. Replacing the question ping is now a verbal cue for our question mark spams: the message button. Now you can tell that feeding Ringo to buy some defense, your drunk Ardan to grab some vision, your jungle baby Reim to push the lane for the win, and much, much more. Tired of roamers buying 12 minute fountains, or not getting an Atlas Pauldron early when there is an enemy Saw? How about having your weapon power teammate build a Poison Shiv because an Ozo isn’t leaving you alone? Well now you can let them know by suggesting ANY item to a specific teammate during the match.

Not only are item suggestions now a thing, but so are cooldown messages. Wanting to tell your team to wait before engaging because your ult isn’t up? How about timing everything for the perfect Impale & Big Red Button combo? Well now, with the push of a button, you can let your teammates know how long it will be until you can Bangarang or Gauntlet to shut the enemy team down. It seems SEMC is really listening to us, especially with them also bringing back our three quest slots again! Hello more rewards!

Briefly touching on Blitz: are you tired of going 0-4 but putting in 12 objective points on your own to win the game? Blitz is now going to show individual scores instead of KDA so you finally can get the recognition you deserve. Additionally, Talents get a nice change, as you’re now able to see them on the hero select screen. It’s great for those of us who forget which legendary talents we own.

But we’re missing the big point, the Summer season is now on! Use those season payouts to grab the hero you’ve been drooling over, or even max out some Talents to dominate brawls or private matches with friends. Bigger payouts are heading our way this season, so make sure you get your guilds leveled up this season! Of course, let’s not forget the soft reset of Visual Skill Tier (VST). When you log-in after the update goes live, you’ll see a drop of about one skill tier (with the change being higher or lower depending on your decay and overall tier), but don’t worry! If you don’t feel like grinding your rank back up to Vainglorious, your highest tier is still immortalized in your trophies. Additionally, for those of you who either plan on jumping into the pool with your phone in your pocket – or do so without meaning to – your skill tier now has a decay floor! This means that VST won’t decay indefinitely, so if it takes a few weeks to get a new phone, Hotness players won’t find themselves back at Credible Threat.

Matchmaking Changes

Here’s something that everyone really cares about: changes to matchmaking. Update 2.6 introduces a new matchmaking algorithm, so be on the lookout for fairer matches and shorter queue times (Enmitous: Thank goodness, no more 30 minute waits in queue… *shudders*). Vainglory is also one step closer to reintroducing the ‘one tier’ rule, meaning players can only create ranked parties with friends either one skill tier higher or lower, which looks to be an important step forward for fairness while ranking.

Hero and Balance Change


  • The monster of solo queue, Baron, is getting his basic attack weapon damage nerfed from 130% to 125%… trust me, that smaller rocket launcher will feel a lot less powerful.
  • Aggressive Flicker mains rejoice! Mooncloak is getting a huge decrease in cooldown.
  • Grumpjaw was hurting a bit too much a bit too quickly, and without repercussion. Now, he’ll eat you less often and won’t retain his Living Armor stacks for as long.
  • Kestrel is next on the list, and we can now look forward to a longer Adrenaline duration  – meaning you get a better chance of reducing your energy costs – with her Glimmershot reload time also being shortened significantly.
  • Krul hasn’t been played much in recent metas, so it’s time to get him back out on the Fold. Higher base weapon damage and a shorter ‘From Hell’s Heart’ cooldown gives him a much stronger early game to keep up with everyone.
  • SEMC finally saw that Lance was boasting a bit too much Crowd Control potential. To correct this, his Gythian Wall cooldown has been extended. Also, Lance apparently wasn’t doing enough damage after his Combat Roll, so be expecting slightly harder hits from that Tension Bow-building Lance.
  • Samuel has always been able to dish out some serious damage, but absolutely needs his Drifting Dark, which KILLS his energy, especially when partnered with spamming Malice and Verdicts. Now, energy cost of his A has been lowered substantially, so expect more damage coming your way before Samuel runs out of energy.
  • Lastly, it seems Vox has remained slightly stronger than intended, so a little drop on his attack speed to bring him in line with other heroes should balance him out nicely.


  • Poisoned Shiv is the only item being adjusted this update, being nerfed from 35% attack speed to 30% to make it more situational rather than the singular most powerful option in many cases.


  • Blitz is also receiving a balance change with a weakened middle sentry, as it was hitting a bit too hard.


  • Numerous talents received buffs and nerfs, including Idris’s crazy Path of the Seeker, Blackfeather’s Hummingbird Heart and Alpha’s Core Overclock, which were all reduced in effectiveness.

Update 2.6 is a huge update pushing Vainglory towards its second big goal in 2017. SEMC have really listened to us when making changes and improvements, which bodes really well. Hopefully, we’ll see many more community ideas rolling out in the future, as we get closer to the much-anticipated release of 5v5.

Article written by Enmitous and KerryX, and edited by hoIIand

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EZL Spotlight: Conociendo a Dookie Brothers

Hemos tenido el placer de conocer a las tres figuras tras el nombre de Dookie Brother, uno de los mejores equipos del servidor de SA. A pesar de haber llegado muy lejos en competiciones, en esta ocasión los tendremos en la EZL de invitados especiales contándonos un poco sobre sus experiencias como equipo y su travesía hasta el competitivo. El equipo de Dookie Brother está conformado de la siguiente manera: MiniDookie es el carry, ItaiYai el jungler y, no menos importante, SwayneyMactic el capitán.

¿Por qué iniciaron a jugar Vainglory?

MiniDookie: Comencé a jugar Vainglory por mi hermano. Siempre tuvimos una vida de gamers, jugando Mortal Combat, Battlefield y esas cosas. Nos pareció entretenido, se podía jugar de tres y ya éramos dos solo necesitábamos 1 más.

ItaiYait: Comencé a jugar por un youtuber que yo seguía. Un mes después compre un iPad y lo descargue y me vicié. Así seguí jugando y practicando con otros héroes y sigo jugando después de mucho tiempo

Swayney: Mi mamá me compró un iPad por navidad, encontré el juego en la AppStore y me llamo la atención. En ese momento era solo para iOS y lo empecé a jugar porque me gustaron los gráficos, la manera del juego y me quedé, me enganchó.

¿Qué los llevó a entrar en el competitivo de Vainglory?

MiniDookie: Comencé a jugar en el servidor SA, luego me mudé a USA y cambié de servidor. Jugando en NA comencé a jugar contra players muy buenos como BestChuckNA, FlashX y me di cuenta que le ganaba partidas. Volví a SA y conocí a itaiYai y Swayney y comenzamos a jugar. Hicimos una racha de 200, 250 ganadas con solo dos derrotas, y nos dimos cuentas que deberíamos empezar a jugar torneos

ItaiYait: Anteriormente estaba en torneos, pero nunca llegaba a instancias finales. Pasé por muchos equipos, donde en uno de ellos gané el torneo sudamericano de Vainglory Master, la gané con SrMusTer. Luego sucede lo que conto Mini, comenzamos a jugar juntos con su hermano MegaDookie y luego incluimos a Swayney que termino siendo el titular del equipo.

Swayney: Yo jugaba las tres posiciones, cuando volvió MiniDookie de NA él jugaba mucho con Itai y siempre ha sido mi amigo y él en una ocasión me invitó a unas partidas con MiniDookie mientras su hermano MegaDookie no estaba. Comenzamos a jugar y jugar, a tener sinergia, habilidades juntos, así nos unimos más y más.

Individualmente, ¿Cuáles piensan que son sus principales fortalezas y cuales sus debilidades?

MiniDookie: Yo tengo una fortaleza que también considero mi debilidad, me considero un jugador muy agresivo. Muchas veces esa característica me ha llevado a ganar partidas. Normalmente siempre soy agresivo en la línea, en cierto modo eso hace que otros players tengo un cierto respeto por mi cuando estamos en partida. Una de mis debilidades es que me centro mucho en mis ideas, en mis calls y en ocasiones puedo errar en una. También soy un poco individualista en los drafts.

ItaiYait: Mi fortaleza es que me considero muy versátil en cuanto a usar héroes se refiere. Una debilidad seria me pongo muy nervioso cuando juego torneos, cuando sé que las otras personas son buenas y sé que será difícil me pongo muy nervioso. Aunque ya lo he controlado, en este torneo he jugado mucho más concentrado y un poco más calmado.

Swayney: Una fortaleza mía puede ser el tiempo que tengo jugando y he podido ajustarme en todas las posiciones del juego. Entre mis debilidades cuando pierdo por errores mínimos me frustra, luego de hacer una buena partida y luego por un error mínimo perder me hace molestar.

MiniDookie: Nuestra fortaleza como equipo es nuestra habilidad, somos los tres jugadores muy habilidosos. Nuestra principal debilidad es que como somos tan bueno individualmente no trabajamos tan bien en equipo en algunas ocasiones, cada uno hace bien su trabajo, pero al momento de dar los focus o algunas rotaciones nos perdemos un poco ahí.

¿Qué desafíos han afrontado hasta ahora?, ¿cuál ha sido el más difícil?

MiniDookie: Uno es las peleas entre nosotros mismos, que alguno de nosotros se les ha dificultado llegar al torneo, que ha tenido lag al momento de las partidas. La otra sin duda es el lag de esta parte del Servidor, jugadores de Chile y Perú se nota que estamos muy alejados del mismo, que se ubica en Brasil. Hemos tenido que jugar con 180, 300 ms (Como Swayney que jugo con 300 en el último partido contra RED). Nos ha afectado al competir contra equipos brasileños que pueden kaitear y juegan con 20, 30 ms.

ItaiYait:  Básicamente, problemas personales o de conexión. Nos ha llevado a tener muchas discusiones entre nosotros.

Swayney: El principal problema sigue siendo el ping, comparado con los otros equipos de SA tenemos igual de habilidad, cada uno tiene lo suyo. Son pequeño detalles que hacen frustrante la experiencia en el juego.

¿A dónde quieren llegar en un futuro?

MiniDookie: Nuestro sueño es ir al mundial, es el sueño máximo. Representar al servidor. Por eso iniciamos en Vainglory, al principio fue por diversión, al danos cuenta que éramos uno de los mejores equipos del servidor y ganar la mayoría de partidas que jugábamos, se nos vino a la cabeza que era un sueño que podríamos cumplir. Al comienzo había mucha diferencia con otros equipos en el servidor como Zonic o como RED, pero ya ahora ya no, ahora es algo real, algo que puede suceder y algo que probablemente suceda. Apuntamos a jugar el mundial, a jugar campeonatos en vivo.  Quizá ganar uno de los tres Arena Vainglory que se van a disputar a lo largo del año.

¿Cuál ha sido el mejor momento jugando Vainlory juntos?

MiniDookie: Sin duda lo más divertido que hemos hecho como equipo son las llamadas de discord, la pasamos muy bien fuera del competitivo, hemos hecho bromas, nos reímos siempre. Hemos tenidos alto y bajos, pero los hemos sabido superar y aquí seguimos juntos.

ItaiYait: Creo que el mejor momento que hemos pasado jugando Vainglory, fue todas las partidas que hicimos en verano del año pasado. Somos bastante buenos para molestarnos entre nosotros, nos gusta reírnos. Somos amigos Swayney y yo desde enero de 2015 y nos conocemos bien, Mini se adapta muy bien ya que tiene una personalidad parecida a ambos y hace bromas con nosotros.

Swayney: Nuestros mejores momentos fueron en verano. Más que todos hacíamos llamadas mientras jugábamos para reírnos y tener momentos graciosos, chistes y uno que otro día estábamos en torneo, hacíamos pequeñas bromas aun sabiendo que teníamos que ser serios.

¿Algún consejo para las personas que quieren mejorar en Vainglory?

MiniDookie: Yo soy principalmente línea, y lo principal que hay que saber es dar los last-hit, tratar de mantener un farm de 10 o 12 cs por minuto o lo más alto posible sin perder minions. Luego de aprender el last-hit, aprenderse las rotaciones del jungler para calcular cuando puede venir a gankear a la línea, intentar hacer los 1 contra 1 el otro laner.

ItaiYait: Mi consejo es conocer el tipo de héroe que llevas, si es early o late game, para saber cómo farmear la jungla. Otro punto importante es conocer al jungler enemigo saber si es early o late para saber si tienen posibilidad de invadirte o de que existan fights en los primeros minutos. También tener comunicación constante con tu equipo para que te digan si el capitan enemigo no está en la línea, el Laner bajo a la tienda a comprar y ese tipo de cosas para saber cuándo es bueno invadir o cuando no.

Swayney: El capitán tiene que tener visión desde el inicio, los primeros 2 o 3 minutos son cruciales, saber si tu jungla es buena invadiendo o es mas de jugar pasivo porque es late. Si es early deberías acompañarlos para aprovechar esa pequeña ventaja que tienes en los primeros 5 o 6 min al comienzo de la partida. En el late game debes poner muchas minas, ya que esta la Kraken y de por si, habrá muchas fights. También hay que tener ojos en todas partes, tienes al menos 4 objetos que activar y mil ojos en las team fights. Siempre debes proteger al carry, es el héroe más débil pero el que hace más daño. Cuidar al carry es lo principal y tratar de dar bien los ítems.

Desde la EZL les deseamos la mejor de las suertes al equipo de Dookie Brothers en la actual competición del Arena Vainglory y que sus metas se cumplan en un futuro cercano.

Escrito por: Painkllr, Editado por: Fredykrueger, Reckoning35

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Reflections on the future of Vainglory

With the presence of esports rising, it’s no wonder that all platforms have gained more exposure these past years. Consoles and PCs were always powerhouses, but recently they’ve been shown to an even larger audience thanks to being broadcast on television. With tournaments such as EVO being shown on Sportscenter, and the ESL CS:GO and Street Fighter V leagues appearing regularly on TBS, esports are now in a better spot than ever to grow and expand.

After the success SEMC had with Vainglory’s 2016 season, it seems that this year Vainglory could be on track for that same level of success. As far as we know, this season will retain the Spring, Summer and Autumn Championships – culminating with Worlds. However, is that it for Vainglory? While the current system is not a terrible thing for Vainglory, it may be a massive disappointment for audiences if the amount of top-level tournaments remains the same.

What would it take for Vainglory to reach a bigger audience?

As it stands, Vainglory has been downloaded over five million times from the Google Play Store, and that number is sure to be even greater on the Apple App Store. Comparing that number to the amount of people who were mobile gamers in 2015 – 165 million[1] – we can see that the Vainglory community has the potential to grow exponentially. Furthermore, we may already know the answer to the above question. When the revolutionary 2.0 update was being showcased, it was revealed to us that Super Evil Megacorp (SEMC) was in the process of constructing a 5v5 gamemode for Vainglory.

I initially rejected the idea of this new gamemode, for fear that we’d lose touch with the 3v3 style of MOBA that made Vainglory unique. Furthermore, I was hoping that if a 5v5 game mode was developed, it wouldn’t become the standard mode of gameplay in the competitive scene. However, I’ve changed my mind. Based on the fact that League of Legends, Dota 2, Heroes of the Storm and SMITE all have an enormous following for 5v5 competitive tournaments, it is my opinion that Vainglory’s upcoming 5v5 gamemode will accelerate the expansion of Vainglory – both casually and competitively. 5v5 MOBAs have a pre-existing larger market and audience from the popular PC games already mentioned, and this will increase the appeal and marketing value of Vainglory itself.

What needs to change to encourage this development?

In order to greater support a 5v5 competitive scene, I am of the opinion that Vainglory would need to host more tournaments, with bigger cash prizes to offer. While financing of these tournaments will be difficult, a lot of it can be accomplished with more people and organizations branching out into Vainglory: sponsoring competitive teams, and hosting professional leagues. It’s important to note that the amount of tournaments Vainglory has is suited to the limited amount of professional teams competing at the moment. However, the current financial rewards in the Vainglory esports scene can’t support any more teams, because there are only three live finals to which the top six teams of a region are invited, and only one world invitational – if there’s no money being offered, there’s no reason for more teams to compete. While it might be a stretch, it is possible to fix this. More professional organisations joining Vainglory with the 5v5 boom will increase viewership, which in turn raises revenue and causes prize pools to increase – eventually becoming a self-promoting cycle. For example, Dota 2’s biggest event in 2014 had 20 million views with a peak of 2 million concurrent viewers at one point: the peak audience double that of 2013 viewership[2]. For League of Legends, in the two year gap between 2014 and 2016, League viewership rose dramatically from 27 to 43 million[3][4] – an enormous 59% increase. If a similar increase in viewership occurs with Vainglory, there is huge potential for significant revenue growth.

What can 5v5 bring to Vainglory’s gameplay?

One of the reasons I enjoy Vainglory are the quick matches that can finish within 20 minutes. While 5v5 would almost certainly increase match length, it will additionally allow for more interesting strategy and depth in game.

Check out this clip from the North American League of Legends Championship Series Spring Split, which shows part of a match between Team SoloMid (TSM) and Cloud9 (C9):


I’m not a League player, but what stands out to me in this video is how well TSM were able to play in the given situation. As they were taking the Elder Dragon (an important objective in League), all five members of C9 came to initiate a teamfight, planning to catch out TSM. In the brawl that ensued, TSM killed three of C9’s players and managed to take the Elder Dragon with no losses. TSM then rotated down to the bottom lane, as the two remaining C9 players moved to take down TSM’s towers. To counteract this rotation, TSM sent back only two players – and this is what got me hyped up while watching the clip. TSM simultaneously pushed down the lane towards C9’s Nexus (League’s equivalent of the Vain crystal) while also winning the 2v2 against C9 at their base – securing the championship in a series of decisive plays. In my opinion, it would be amazing for that level of strategy to be introduced into Vainglory: not just the more complex team-fighting dynamic, but the increased importance of map awareness and rotations, as well as the larger focus on objective-splitting and strategic positioning of players.

How will the professional scene change with the introduction of 5v5?

It’s always been a fairly common opinion that North America is the best region in the world at Vainglory, with the best teams competing in NA. The same reasons are continually thrown around when debating “NA > EU”, such as better drafting strategies, players having higher skill, and increased aggression being the meta. However, during the inaugural Vainglory World Championship, when Phoenix Armada (now Invincible Armada) performed spectacularly, a paradigm shift occurred in the Vainglory community. Armada is now viewed as easily being the strongest and most dominant team in the world. According to several professional players who competed against them, Armada’s success stemmed from their extremely impressive individual mechanics, their rapid decision making in clutch situations, and their utilisation of early game aggression even more effectively than the teams from NA.

One clear example of their dominance can be seen when looking at a match where Armada were up against GankStars Sirius. While Armada were on the back foot and retreating after losing Willy, both druid and Mango quickly bought infusions at the jungle shop, and thus were able to quickly and brutally retaliate against an overconfident Sirius.


While plays like this will still be possible in the future of Vainglory, it is my opinion that 5v5 will shake up the current professional scene dramatically. With a larger map, deeper strategy and a greater number of teams, I feel that while individual mechanics will remain relevant, they will no longer be the most important factor when deciding the outcome of a match – and gaps between skill will be able to be bridged with advanced macroplay. Invincible Armada may no longer remain on top of the professional Vainglory scene, with brilliant thinkers like FlashX able to counteract the overwhelming skill of players like druid through strategy, instead of having to match their mechanics.

Lastly, while I haven’t kept in touch with regions other than EU and NA, the recent VGL and VIS matches have showcased how the overall skill level of high-tier players in Vainglory has increased, and the gap between Vainglory8 and Challenger teams has decreased. Recently, all three Challenger teams defeated the Vainglory8 teams in the Challenge battles, taking their spots for the next split of Vainglory8. With the reliance on mechanics likely to reduce in the future, the perceived differences between professional and Challenger teams may disappear forever.


So, how will new players coming into Vainglory perform?

My current opinion is that some of the competitive players who are brought in by professional organisations from PC MOBAs will end up performing better than expected. As the 5v5 map in Vainglory will most likely be similar to the maps of other existing MOBAs (think League or Dota maps), any new competitive players with a background in 5v5 MOBAs will have an advantage over the current crop of competitive players, who are habituated to the 3v3 map. Their preexisting knowledge of 5v5 strategies and rotations could possibly see newcomers in Vainglory dominate the old hands such as the Hollywood Hammers (formerly Hammers Esports) and GankStars.

As for playing skills and mechanics on touchscreen devices, since many current professional players already come from MOBA backgrounds, I am of the opinion that the mechanics of newcomers would eventually catch up to the rest of the competitive scene. This is seen all the time in many other esports, where players transition to other games and find success. In Call Of Duty, players like FormaL and Crimsix first played Halo, before switching over and dominating. In Tekken 7, Poongko switched from playing Street Fighter and was also quite successful. Finally, while he hasn’t played competitively in Vainglory, Zekent – a developer in SEMC – used to play competitively in League of Legends. I find it extremely plausible that players could switch over to Vainglory from games like League, Dota 2 and SMITE, and end up thriving.

Final thoughts

This returns us to the main question: will Vainglory ever make it to the big screen? As of right now, it may still be too small, and lacking in appeal to a larger audience. However, if everything goes right for SEMC in the roll-out of the 5v5 gamemode, and the introduction of more professional organisations into the Vainglory scene is successful, it’s not impossible that one day Vainglory may become bigger and better than anything we could ever imagine.

Article written by Ryann17 and edited by hoIIand


  1. U.S. mobile phone gamers. (2015). Statista. Retrieved from
  2. McWhertor, M. (2014). The International Dota 2 tournament watched by more than 20M viewers, Valve says. Polygon. Retrieved from
  3. Worlds 2014 by the numbers. (2014). Riot Games. Retrieved from
  4. 2016 League of Legends World Championship By the Numbers. (2016). LoL Esports. Retrieved from
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Jungle Shop and Starting Gold 2.0: What’s Changed?


With the extra starting gold mechanic and late jungle shop spawn implemented in patch 2.0, a lot has changed in a short time. For many, this has lead to some confusion on what to do with all these additions.


This article will provide a quick overview of the impact of some of these changes. From what the additional starting gold means, to the shop spawn and general rotation changes, it will help you out with any confusion you may have.


So what are some of these changes, and what do they mean?


1. Starting gold is now at 625 Gold


1A. The Lane


The lane in the first five minutes of the game is crucial. This is when you farm up and get the gold for your first tier 3 items. Whoever gets the most gold the fastest usually wins the lane battle, but this also depends on power spikes, hero level, and many other factors that can be talked about in a separate article.


Focusing on the starting item buys for the lane, we have many options to work with:

  1. Two offensive items and a potion or flare.
  2. One offensive item, boots, and a potion or flare
  3. One offensive item, one defensive item, and a potion or flare
  4. One defensive item, boots, and 75 gold to use at your choice.


You have these 4 choices to work with, so… which one is the best to use?


At first sight, your eyes automatically go to the most offensive choice, but, is that really the best? Remember long ago when buying a single defensive item and consumables was the best? Well, that might still be the case, but with an additional offensive item to help you farm. Explore some of these options in casual matches, and you just might be surprised.


1B. The Jungle


The jungle is becoming slightly more frightening than it has been before. The only area of advantage the new starting gold mechanic gives is that the jungle carry receives +275 gold. Nothing more, nothing less. This allows heroes to buy an aftershock or even a breaking point at the first sight of the jungle shop. Heroes who build an Aftershock + Broken Myth in the jungle such as Alpha, Ozo, and Koshka have been getting a pretty big advantage in the jungle meta. 


1C. The Captains


Just like the jungle carries, the new starting gold mechanic also gave supports a big item advantage. Fountain of Renewal is easily reachable within 3:30. If you build a crucible right after it, you can get that within 6:20-6:45, depending on how good your lane carry is at last hitting. To keep this short and sweet, captains can get their core items very quickly now, and that allows for more viable paths with other items such as Nullwave Gauntlet, Contraption, and Stormcrown.


2. The 4:00 Jungle Shop Change


The spawn time of the jungle shop has changed the pace of the game, and has also altered the meta a little bit. Early game jungle fights are much less common, and usually only happen when early game junglers initiate the fight. It is a rare occasion to see a jungle invade before a fight has occured. This alone shifts the jungle meta to mid and late game heroes such as Petal, Ozo, and Kestrel. Early game junglers tend to fall off quickly if you cannot invade the enemy jungle or get kills onto the enemy lane carry. Therefore, early game junglers are not very viable.  


2A. How is the lane affected by this change?

Lane rotations to the jungle are not what they used to be. In 1.24, the lane carry would often rotate every couple of minutes to shop and maybe push the jungle a little with their team. Now, you probably won’t see this until past 4:00 into the game.


2B. What about the jungle?

The main concept that the jungle shop changes is teamfighting. Currently, there is no rush to get through the jungle rotation, because there isn’t an item advantage anymore. The faster rotating jungle doesn’t get any advantage in fights, because both jungle carries are level two are the end of first rotation.


2C. Rotations

Rotations in the lane and the jungle is revolved around farm. As mentioned before, the meta is about gaining as much gold as possible within the first 8-10 minutes of the game. Whoever gets the items the quickest usually wins the game, right? This has been a core concept of Vainglory for as long as it has been around. Since the jungle carries cannot shop in the jungle until 4:00, it has been more common to use the time to farm the whole jungle as quick as possible. This typically means not going up to the lane unless you have a pretty much guaranteed chance at killing the enemy laner.

* * * *

Thank you for reading this informational article about a few of the new gameplay changes added into Vainglory. Please note that this is a general article concerning the new changes, and more in-depth articles about some of the mentioned topics will be made in the future.


Written by Playlover1 | Edited by Tranurz
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Announcing OP-Playz by EZL!

In an attempt to help build our members’ fame and popularity, we’re accepting clips/recordings of in-game plays. We will review each play submitted then choose around 10 to post on our YouTube channel. These plays will not only help get your name noticed by others in the gaming community or sponsors but will also serve to give our Captains something to take note of when they are picking players on draft day.

Once you have your recording, post your link on BAND or on Discord.

EZL Youtube