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Update Marine King Builds/question


Kbizzle
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Marine King lately has become my new obsession. I see the guides/strats for him on here are a bit dated, so would love to hear how people are building him to see if I am overlooking anything. I would like to see what item builds and talents people are currently using in the current state of the game.

 

So far I have moderately decent to good results with running 0/2/4 on MK: armor, spell resist, cool down, move speed, wealth, overlord.

 

My core build is always a variation of the following: COA, AoE spell resist, Chilling, FoE. I always open up treasure, goggles, dominion, COA. From here is situational between building either korhal/buffer or chilling first. Regardless of which I build first, I get the other immediately after (chilling and at least 1 AOE spell resist, unless heavy INT team then ill get both korhal and buffer, skipping chilling). Then from here again is situational but usually between FoE, secondary spell resist AOE if needed for the team, or maybe a tazer if we have a need for it.

 

 

Also, am I overlooking anything in thinking grenade is useless? I sometimes try to spam it in team fights where a slow can come in handy but other then that I barely use it. Would Ocelots/Atom Smasher be viable with him, using grenade as the proc? So far I've been prioritizing team items over things like pyre (recommended) or atom.

 

Appreciate any input!

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0/3/3 talents. Start with Goggles, build CoA and Buckler. From there you buy items such as Khorhal, Buffer, Chilling etc. Basically all support items, which you seem to be doing already.

 

You shouldn't bother showing up in most of the team fights, just push a lane. This is the strongest tactic in the current meta. Let your team fight a 4v5, and as MK you will easily melt one or two towers seeing as nobody will be defending them. Just make sure that you use the firebat for this job. If your team wins the team fight then you can easily take every tower in one lane and the suppressors.

 

Every now and then you might want to give your team the pleasure of your presence, so they can gain from all of your team oriented items. In this case, use your marines and firebat to push a lane without you being there and you just need to stand in the team fight tanking damage and using your support items. And of course your aura is very helpful as well.

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Late game is nice to grab Atom Smasher on him as MK can spam his Q ability. Besides Silver Soul can give nice buff to movement speed for your minions and for your team. So for final build for MK I would go sth like:

CoA, Korhal, Silver Soul/Chilling Artifact, FoE, Atom Smasher, Pyre

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Meh

 

I play MK like a DPs hero.

 

I go

 

222

 

Wep Dmg , Speed, Health, Armor, Move Speed Flat Mana.

 

MK has some insane dmg early game and i like to take advantage of that with the talents.

 

I max the passive wep speed first. The faster you attack the longer you can keep your passive slow on the enemy thus dealing more damage. then marines and i don't really bother with q honestly. I max stats over Q.

 

COA is a must. Then i will buy a support item the team needs , Spell buffer, Korha;, Chilling. Then i go greedy as hell with the last 4 items Pyre is a must then the next 3 items are tanky items. Keep in mind strength scales with your wep damage. I will buy any of these 3 just build reactive. Pyre COA and your passive put you at or near enough not to make a difference wep speed.

 

Darwins

Contam

Atom Smasher

Dark Steel

Shadow mourne

Galactic Defender

Electric Mantle

Force.

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0-5-1.

 

Fitness

Discipline

Integrity

Zeal

Fortify

Swiftness

 

LT

COA

Korhal

Chilling Artifact

Spell Buffer

Pyre

Sell LT buy OC

 

Built for a tanky pusher and although I think it may be the most efficient use of MK, it can get redundant. Quidditch's build seems interesting and sounds like it can make for some incredibly funny moments so I recommend trying that.

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Meh

 

I play MK like a DPs hero.

 

I go

 

222

 

Wep Dmg , Speed, Health, Armor, Move Speed Flat Mana.

 

MK has some insane dmg early game and i like to take advantage of that with the talents.

 

I max the passive wep speed first. The faster you attack the longer you can keep your passive slow on the enemy thus dealing more damage. then marines and i don't really bother with q honestly. I max stats over Q.

 

COA is a must. Then i will buy a support item the team needs , Spell buffer, Korha;, Chilling. Then i go greedy as hell with the last 4 items Pyre is a must then the next 3 items are tanky items. Keep in mind strength scales with your wep damage. I will buy any of these 3 just build reactive. Pyre COA and your passive put you at or near enough not to make a difference wep speed.

 

Darwins

Contam

Atom Smasher

Dark Steel

Shadow mourne

Galactic Defender

Electric Mantle

Force.

 

Agreed, he can do amazing damage if built DPS. Even better, people ignore him in teamfights because they don't think he's gonna do damage.

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Thanks for the input everyone. Since writing this I actually have incorporated atom smasher into the build to spam with Q and have had great results. I also recently fell in love with eternal drive - especially against opposing raynors (wish it stacked with korhal...)

 

So it seems like none of you use the overlord talent? I honestly don't know if it really helps... I just read somewhere that it was a must on him which is the only reason I lean heavy on the utility side of the tree. Granted I read that probably on an old guide.

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Overlord doesn't work on his minions(maybe on ulted creep, I don't know). It's useful in helping to push a lane and counter AoE spell casters and throw off last hits.

 

Overlord can help save you from a bad draft by countering their pusher and negating their effectiveness or if you didn't pick a long lane hero.

 

Also Korhal gives MKs minions 8% spell resist.

Edited by Jaysi
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You should always get fitness btw, and movespeed is pretty much a must also.

 

I agree now. Before I was doing armor and spell resist just to have natural resistance and get the hp from my tank items - but read a recent post somewhere showing roughly how the 7% spell resist is pretty poor compared to fitness (in terms of hp saved vs the spell dmg or just getting a flat 180hp)

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