[2ARC] QuibsY's Here to Help! by QuibsY

[2ARC] QuibsY's Here to Help!

By: QuibsY
Last Updated: May 30, 2015
7 Votes
Build 1 of 3

Jaina

Build: The "I have balls"

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Threats to Jaina with this build

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Threat Hero Notes
1
Azmodan He's fat and easy to land skills on.
1
Falstad Your burst is stronger, range is nearly equal, and health pools are too similar to call. Dodge his Q and you win.
1
Gazlowe Who does this guy actually threaten?
1
Jaina This is a mirror match up. Screw those things. We play for real. (You're better than her so shes ezpz)
1
Murky Who does this guy actually threaten?
1
Raynor His lack of movement abilities enables you to easily combo, and chill beats his Q, so you can always keep up with him.
2
Abathur He can be an annoyance when you think you've won the trade but the shield saves, and the damage can cause you to lose trades unexpectedly. Just be aware of when the hat shows up on the enemy and he's not a big deal.
2
Brightwing Polymorph can stop your combo and allow for your target to get away.
2
Chen He has the gap closer but no follow up with recent patch changes moving his Pressure Point from 7.
2
Tychus Extremely easy target to focus, he just outdamages you in a straight out trade until level 7
2
Tyrande Low health, no escape, easy chills. Her stun, however, is very easy to land on you since you are often standing still and casting your spells.
2
Zagara No escape, no cc, nothing to threaten you. She's annoying because of all the crap she drops to block your Q, though, so take note of that.
3
Arthas He has a slow walk speed towards you when moving at -35%, and his range is not farther than yours, so as long as your conscious of him you'll be fine.
3
Li Li Blind doesn't effect you and you can burst through her healing. Jug of 1000 Cups can make it difficult if the target has movement abilities to actually confirm a kill, however.
3
The Lost Vikings You can't chill their boat, but they're ass otherwise against you.
4
Rehgar Ancestral Healing throws a wrench into your burst combo, but he doesn't actually threaten you much.
4
Thrall You can usually see his advances, even if he opens with Sunder. Chill him while he runs straight at you and you should be fine.
5
Anub'arak His CC and long range allows for him to engage onto you. Depending on your confidence in positioning you may want Sprint and/or Bolt of the Storm against this opponent.
5
Tyrael Judgement causes a problem, but whatever. Not the biggest deal.
6
E.T.C. Power slide doesn't care about chill. At 13, Uber Rockstar almost outdoes your chill. He also causes problems if he takes stage dive, as he can easily drop onto you, being the prime target. Sprint may be justified, Bolt of the Storm is overkill.
6
Malfurion Both of his ultimates are potent against Jaina, but if he silences you then you are out of postion. Tranquility is the same as Li Li's cups more or less, but cannot be the target-focus if Tranquility and Ice Block are taken.
6
Nazeebo Ravenous range is higher than yours, you have no way to stop it, and your team cannot afford to die to it. If you can close in on him before the engage and catch him, however, he does die quickly to your combo.
6
Tassadar Shields are dumb, his E takes away your chill, and shields are dumb.
7
Kerrigan Dodge her combo and you are fine, but she does not care in the slightest about your chill. She is an excellent target for your burst, and barely, if at all, has an escape.
7
Sonya She engages like a boss, but can be kited if you play well. Consider bolt of the storm if she is leaping on you a lot.
7
Uther Once he gets sprint you're an easy target, but other than that he isn't really a threat unless you are out of position.
8
Diablo His charge can be deadly if you aren't ready for it, one charge-flip combination and you're pretty doomed. Consider taking Sprint and/or Bolt of the Storm against this opponent depending on your confidence in positioning.
8
Muradin An Avatar leaping onto you can keep up with you as long as he gets minibash off initially, and it can make chaining your casts difficult.
8
Sgt. Hammer Her range is higher than yours by far, and you'll take too much damage while collapsing on her. Thrusters beat Chill. Rely on your team to engage and follow up. *Special note* Winter Mute + Numbing Blast = Instantly dead seige tank
9
Stitches You are an excellent hook target. Don't get hooked or take sprint, those are your options. Bolt of the Storm is also helpful, but usually not necessary.
9
Valla Her damage is higher than yours in almost every trade, she evades well, and her movement speed is high. You only win if you can straight burst her or she is fleeing.
10
Illidan Hunt Illidans are your death, good Illidans don't care about chill, and your skills are hard to land on this guy. Consider taking Numbing Blast, Sprint, Improved Ice Block, or Bolt of the Storm. Don't over-do your survivability talents to stay alive and not do damage.
10
Nova RIP your hp pool. Consider taking ice block. There's not much you can do against this hero other than take the shots and lean on your supports.
10
Zeratul Similar to Nova, but he makes all other non-threats more threatening via Void Prison. He is also significantly more slippery, making him hard to focus for you.

Jaina

Build: The "I almost have balls"

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Jaina

Build: The "My support won't save me"

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Preface Top

This build is not for everyone. This build assumes you are awesome. This build assumes that you can position. This build assumes that you are not afraid to advance before your tank. This build can get you killed often. I will not be covering the defensive, wimpy builds that other Jaina players go. I will be covering the "I will do more damage than you because I'm the highest damage character in the game" build. The other builds are there for show, and to allow you to build up to the main build. Use them as a crutch, or don't, to get to the main, bad ***, damage topping Jaina build that wrekts kids. All of the threats are equal on all builds.

Introduction Top

Hey guys, QuibsY here for another guide - This time it will be Jaina exclusive. I'll be going over in depth play of Jaina, why this build is awesome, why Jaina laughs at your hero damage, and why I don't take that other **** that just holds you back. Stay a while and listen, and maybe you will be a Jaina master too.

You can follow me on twitter @2ARCQuibsY
You can follow me on twitch @ twitch.tv/imquibsy
You can follow 2ARC on twitter @Team2ARCGaming

The Combo Top

Jaina is cooler (hah) than other characters in Heroes because she is the only one that I've found that her play changes significantly with certain level spikes. These spikes are 7, 10, 13, and 16. These spikes are only relevant if you take Ice Lance, Icy Veins, Summon Water Elemental, and Northern Exposure.

At levels 1-6:
Your Frostbolt is your weakest ability, and should be used to initialize Frostbite on the target. Once applied, use other abilities as you can land them. Attempt to use E last, as it does the most damage, but often times that is not applicable. It is irrelevant what is cast after the target is chilled

At level 7:
You now have Ice Lance. Do not use Frostbolt first unless you cannot reach with any other ability, you need to reset the cooldown to 2 seconds instead of 4. This is the bulk of your damage, and if you miss your damage will degrade massively each time it does. An easy way to start landing your abilities is to get in range of the target with your Cone of Cold and hit W-E very quickly. This will chill with Cone of Cold first allowing you to land your Blizzard for more consistent damage, and is important once we reach 16 that you can do this combo consistently.

At level 10:
You now have Summon Water Elemental. Your combo remains the same, but the difference is that now you can be your team's engage. If someone steps out, even just a hair too far, drop the Elemental on or near your target. Water Elemental walks faster than a hero's base movement speed so you can use it to catch through auto-attacks on the Elemental, but optimally you hit the summon of the Elemental on the target. Ensure he is always hitting something (your main target is usually best as a target).

At level 13:
You now have Icy Veins. This is your damage. This is why Jaina is the best hero in terms of sheer damage output. This sets your Q to a completely spammable ability as long as you hit a target and that target is chilled. Do not miss your Q and maintain Frostbite for mad damage that kids will melt to.

At level 16:
You now have Northern Exposure. It is now imperative that you land your Cone of Cold before you start to combo someone. 25% damage increase, even for your team, makes your target die faster than you can actually press the buttons sometimes. Kill people and laugh that they gave an AoE damage mark to the strongest damage character in the game.

I keep dying! Top

This build is hyper-aggressive. If you are dying your positioning is poor. If you cannot keep up then why don't you chill out for a bit in an Improved Ice Block while you watch me wreck through their team with a real build. I do not go these defensive abilities because I feel it defeats the purpose of Jaina: to provide utility in mass-slows and to absolutely poop on kids. If you prevent yourself from doing this by taking two to three talents (Looking at levels 13, 16, and possibly 20) then you should go back to playing Valla or Tychus or something. This build is for those of you that is hardcore enough to learn from mistakes, position correctly, and top every damage meter in every game.

But seriously, one of the ways Jaina players get mixed up with this build is that they try to focus the high priority targets. Believe me when I say that the front-most hero, the closest one to you, is ALWAYS the priority target. You will out-damage their heals. You will out-damage their shields. You will out-damage anything possible at 16 with Icy Veins up. This allows you to play as a front-line deletion hero instead of a "hopefully I took enough defensives to maybe do Valla's damage" hero.

Another way Jaina players get mixed up with this build is that they think that because their damage is higher than anything else they don't need to kite, dodge abilities, or can face tank auto attacks. This is vastly incorrect. Jaina's health pool is extremely low, she gets punished by just about everything. Your 35% slow is what keeps you alive through the fight, but it doesn't do anything if you aren't moving. You should almost never kite in line with your opponent, but rather advance towards or kite away from them. Moving around the target allows them to close the gap instead of remaining at the same distance or increasing the distance between you and the enemy.

The last way that I would say Jaina players get mixed up with this build is that they don't play aggressively. Position only how you can handle confidently, but you have to play aggressively. If your Icy Veins is off cooldown you should be looking for some kid to wreck. Don't be afraid to be towards the front of the fight looking for the slight overstep of the enemy. Don't be afraid of the pleb horse riding at you. Just chill him out, pop your cooldowns, and watch them drop.

Thanks! Top

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