This guide may be out of date. The guide author did not update it for more than 6 month.
For the most up-to-date information please refer to the Crunch Build Guide
A balanced build for an ultimate combo hero that starts dangerous, and carries into late-game well.
Crunch-The combo spam Bruiser. Be sure to check the video at the bottom of the page!
**This guide will need to be almost completely re-worked. I don’t even use this current deck but something similar, and will NOT be releasing a new video/updating this guide until AFTER Monolith dropd-there would be no point in pre-emptively releasing material that will all soon change. Thank you for your patience**
IGN: Skarlet Rogue
THIS IS MOST EXCITING. The potential depth to THIS play-style is amazing
(Video-narration of this guide is linked to the video(post video) at the bottom of the page(gameplay recorded- in production)
-Use’s Combos specific to circumstance
-Set up allies for kills
-Being creative with our abilities, chaining circumstancial combos
-Great damage output with affinity
–2 PASSIVES on ultimate ability Re-crunch
–Cooldown built-into kit
-Empowered abilities(see below)
-Great for setup and finishing kills
-Good Knockup and Isolating ability
-Large frame(large hit-box)-useful for body-blocking (attacking/defending)
-Lack of escape if engaging with forward crunch in the fray
-Avoid building a glass cannon (all attk NO HP/no armor)
-Needs Health/Cooldown(kintetic) to be able to chain combos effectively
-Can be sloppy if coordinating ability’s incorrectly
-Potentially mana-hungry when mismanaging abilities
-Timing forward crunch to close the gap can be tricky, you must have great timing to know when to initiate your combo like this.
Empowered = *E*
Ultimate: Re-crunch-Re-use the last ability used
Passives- 1. Cooldown on hit-base = 0.4 -0.7- 1.0s/hit (lvl1) (all abilities each attack landed)
2. Every 3rd ability used is Empowered
*E*- Empowers ability that is re-used
Forward Crunch!-A dash forward(1000u), stopping at the first enemy hero. Use to escape or engage.
*E*- (1250u)Carries enemy hero until the end of your dash-great isolating potential + tower kills
Left Crunch(main damage dealer)– left hook dealing 20% increased cleave damage, AOE wedge
*E*-Bonus 25% damage, Does 90% cleave damage of ability
Right Crunch– minor uppercut-Slow on hit (-240 maxed out) —(as much as KWANGS ult??)
*E*-Bonus 25% damage, Knock-up on hit instead of slow
Abilities upgrade priority
My personal preference:
R > RMB >E > Q
Get your cheapest-and most damaging move first, and it helps with waveclear-Left crunch
Then get your dash for an escape/traversal.
Then get your right crunch slow-and upgrade left crunch again.
Then your ultimate.
Prioritize left over right, and right over forward. Obviously taking re-crunch ASAP when you can.
*To be updated/confirmed*
1. *E*Forward crunch + Right Crunch (GANK) +
Doing this as a gank, or circling your enemy and pushing him into your tower, followed by right crunch’s slow-will do incredible damage
2. Right Crunch + Forward crunch + *E*Right Crunch (SETUP/DEFENSIVE)++
This will lock enemies down for the kill, or set enemy hero’s up for allies. try to do this when an enemy hero assaults one of your towers, after you’ve managed to get the tower to target them.
3. Forward crunch + Re-crunch (ESCAPE)+
This will help you travel double the dash distance quickly-useful for quick dash’s to safety out of enemy range, or into your own towers.
4. Foward crunch + Left crunch + *E*Re-crunch(*E* Leftcrunch)++
-A powerful standard finishing/engaging move, also your best wave clear(might want to save forward crunch for an escape if you are against a hero in-lane and use right crunch instead.)
5. Wombo-combo??? (SETUP/KILL/DEFENSIVE)+++
I’m gonna guess that a dash into battle with forward crunch, followed by a left-crunch cleave, and an *E*right-crunch knock-up, then re-crunch right crunch for slow will do loads of damage and have the best setup for allies.
*To be updated/confirmed*
*To be developed*
-Focus on getting to lvl 5 Re-crunch and it’s passive’s-Without dying
-In regards to the wards-i would suggest using gaurdian’s ward first, and then trading it out for more strike and mana mid-game after you’ve acquired some health, and health regen from Quartzblade/Silverspear. Because Crunch can be MANA hungry.
-Start hitting stacked jungle camps-if you haven’t begun already, as you should have enough health, damage, and mana to be able to do this very quickly
-This build was designed to avoid being a glass cannon and being effective in team fights mid-late game. Having played a as Crunch numerous times with this deck -i can tell you it’s still very easy to burst enemies down in teamfights-especially with a decent team behind you. Know when to engage and retreat as usual.
*To be developed*
-This build was designed to avoid being a glass cannon and being effective in team fights mid-late game. Having played a as Crunch numerous times with this deck -i can tell you it’s still very easy to burst enemies down in teamfights-especially with a decent team behind you.
We will be building Dmg, health and mana 1st. Then attackspeed and damage. Then more health and a wee bit of armour.
I like to leave flashfire piston alone early game until i build some health AND mana with my 2-options of ward-core card combo, whilst upgrading damage all the while-then, once again– building attackspeed. then armour.
First available back is a Quick-6; unless you are jungling (you daredevil!) instead grab:
i:c:brawlers-key] OR Beastmaster’s Key
and discard when it suits you..
Quick-six: 3-6 cxp:
Survivability/safe farming Guardian’s Ward+Lesser Health+Minor Strike+Lesser Health
Bruiser/Brawler/Ganker Brawler’s Ward+Minor Strike+Basic Mana+Minor Strike
(Offensive Maneuvers may help some players early game-we can discard this whenever we need 3 cxp)
If you gotGuardian’s Ward, Go with Silverspear to balance mana pool and regenerate that larger health pool.
If you gotBrawler’s Ward, Go with Quartzblade to balance health pool and regenerate that larger mana pool.
At this point you will need(as you won’t have room otherwise) to discard your starter items-and you should to either start these cards^^ on upgrades or complete them. If you want to skip ahead and get Flashfire Piston and its Vicious Kinetic-you can do that too.
-it depends what you want and how you want to build, These both apply on all levels with damage and attackspeed and gives us more options- but Berzerker Drive gives us more Cooldown and more attackspeed. Flashfire Piston will give us slightly less attackspeed but is USEFUL early-game forgetting your damage up(and is 2 points) until you decide to build quartzblade or silverspear and having similar attackspeed. Whatever you decide-you will be missing out on something somewhere. I like to leave flashfire piston alone early game until i build some health AND mana with my 2-options of ward-core card combo, whilst upgrading damage all the while-then building attackspeed. then armour.
12 cxp: Berzerker Drive+Brutal Kinetic+Brutal Kinetic+Major Strike (best option)
(mix it up-Bruiser and utility combos)
12 cxp: Flashfire Piston+Vicious Kinetic+Major Strike+Major Strike (best option)
This will only bring us only to 5% respectively-which is all we will need (keeping in mind Crunch’s passive stacks CD) and leaves most efficient CD when using more kinetic + BlueBuff. (once again leaving room for his passive to work.) So i highly recommend building no more than 5% MAX IF you are building cooldown.
***However it has now been my experience that attackspeed IS cooldown-especially mid-late game. I SUGGEST taking our deck’s Berzerker drive or go with slightly less kinetic and more damage with Flashfire piston***
This way we are maximising our cards in other area’s.
I would suggest Thunder Cleaver+Minor Kinetic+Minor Kinetic+Kinetic to stack Crunch’s cleave on minions-but i feel we would be losing out on damage and cooldown to stack for better combo chain potential, and i feel crunch’s waveclear is already strong.
Incessant Onslaught is also viable-but i don’t have that. 🙁
**1st- Determine the prominent enemy damage type-Grab the armour that corresponds effectively against that type, then follow with the other.**
12 cxp: Tempered Plate+Greater Health+Greater Guard+Greater Health
12 cxp: Tuned Barrier+Greater Health+Greater Barrier+Greater Health
For more offense: Feel free to make both Quartzblade and Silverspear 12 cxp instead
of 9 cxp, and swap the 9 cxp to tempered plate and tuned barrier. You can also ditch one of those and make a 9-12cxp Rust-Breaker for penetration fit, if you prefer that over energy armour.
*Personally though-i’m betting the health and armour will help more when playing with a decent team. If you might have to try and carry the game and push objectives more solo-more mana and attack can be achieved this way.*
What this (full)build gives you:
-A lovely Ward-
1700-2000 additional Health (3760-4060 Health)-confirmed
117/122.5/137 additional Damage (167.6/173.1/187.1 base attack)-confirmed
38,5 additional Attackspeed (155.3 attkspd-)-confirmed
0-5% Cooldown (17.5% recommended maximum)
132 Physical Armour (Before lvl scaling) total-187.6 (lvl15)
132 Energy Armour (Before lvl scaling) total-187.6 (lvl15)
Health Regen: 5.5/sec (lvl15)
Mana: 150-300 additional mana: 701-851 total
Mana Regen: 1.9 (lvl15)
*E* left crunch deals up to 400 damage flat.
*To be developed*
It’s a little to early to ascertain exactly if this will work out well with jungling. We know his cleave will help clear camps-especially when used properly(empowered). *According to the dev’s, he is a great jungler*
There exists some great ganking potential due to Crunch’s bit of CC, his push and knock up potential could lead to some serious Ganking.
Crunch would be a strong support duo-lane in an off-lane, as well as solo-lane.
*To be developed/confirmed*
Frequent questions that may appear while playing this build and your answers
- Q: Is this an ultimate gameplay guide??
A: NO, this is just tossing around some ideas for action when this Crunch Drops!!
Some options for everyone!! It’s not even polished and has yet to be worked with-there will be development!
- Q: Berzerker Drive or Flashfire Piston?
A: Honestly-Both these cards are excellent for Crunch(-Very fitting names for Crunch too I might add!!)-it depends what you want and how you want to build, They both apply on all levels with damage and attackspeed and gives us more options- but Berzerker Drive gives us more Cooldown and more attackspeed. Flashfire Piston will give us slightly less attackspeed but is USEFUL early-game forgetting your damage up(and is 2 points) until you decide to build quartzblade or silverspear and having similar attackspeed. Whatever you decide-you will be missing out on something somewhere. I like to leave flashfire piston alone early game until i build some health AND mana with my 2-options of ward-core card combo, whilst upgrading damage all the while-then building attackspeed. then armout.