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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