Laning
And now, for actual gameplay! Here you shall learn how to kill the petty minions in order to achieve gold and with it forge your way to victory!
Clearing Waves
Vulcan's clear in the early game is mediocre. His overall damage is, and so his push isn't really effective. But from level 4 onwards, Vulcan's clear increases rapidly in effectiveness.
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Clearing Waves: In the early stages, you'll need all 3 abilities to help you push the lane. Backfire is your most efficient way of clearing as it can hit the whole wave. Magma Bomb is useful to finish off either the ranged or the melee minions and Inferno Cannon is like a duplicate of your auto attacks. Beyond the early game, a single Backfire will be enough.
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But this doesn't end here. As you are quite slow, you might lose some waves when roaming to other lanes, to the jungle, or just returning to base.
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24/7 Farm: Your turret allows you to farm while being outside of the lane. All you need to do before leaving the lane is place it in a place where it won't take aggro from the enemy minions but still be able to hit them. If the enemy laner is away from the lane as well, your turret will ensure your push and might even get your minions to his tower.
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Be careful from enemies with wide AoE wave clearing abilities, like tornadoes or
Whirlpool. If you use
Backfire on the wave while there is an ability like that behind you, you'll get pushed back to it and take unnecessary poke. Also, these abilities can easily kill your turret while still clearing the wave, so if you want to place your turret wait for this ability to be used.
Poking
Never forget, one of his strongest aspects and the most important elements Vulcan brings to the table in lane is:
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Poke: Your meatball is one of the best pokes in the game. It has ridiculous range, great damage and and really useful CC. Don't think that poking starts and ends with the meatball. Because of the low cooldown on Backfire and its wave clearing efficiency, you can use your Magma Bomb > Backfire > Inferno Cannon combo on the enemy god as poke and still clear the wave easily.
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Mid Camps
The mid camps are the most important jungle camp. They give the most gold and experience and getting them also denies them from the enemy team. Vulcan's mid camp control is one of the best in the game, because:
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Burst Damage: Your burst damage of Magma Bomb into Backfire is enough to clear the mid camps, and thanks to the range and stun on the meatball, you can also steal the mid camps through the wall with it. Additionally, if you really want the mid camps, you can just use Earthshaker when you see enemies clearing it. Who knows, you might get a free kill. Vulcan can do all of that from far away and being completely safe.
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Now, because of the massive knock back on
Magma Bomb, if you just throw it on the mid camps, or any jungle camp for that matter, without pulling them first and getting them close to each other, you won't be able to hit all creeps with
Backfire, so it's best to first use auto attacks to pull them close to you and to each other, through the meatball and use
Backfire immediately before the meatball hits.
Roaming
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Roaming: Roaming with Vulcan doesn't necessarily mean that you have to physically go to another lane. Thanks to the massive range on Earthshaker, you can just go to the jungle near the lane, fire your ultimate and return to your own lane. You can always gank and initiate with your other abilities, but if you fell like playing safer...
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Roaming could be done if one of the below things happen:
- You have cleared your wave and the next minion wave is quit far from your lane.
- Your lane opponent is MIA.
- There is a team fight going on.
From solo lane, you should only roam to the middle lane and the jungle near your lane, unless there's a team fight going on.
From middle lane you can roam to anywhere, as it is closer to everything.
Pushing A Tower
Pushing a tower doesn't mean split pushing. Oh god know, please don't split push with Vulcan. It's the worst idea possible. Pushing a tower means pushing the tier 1 tower in your lane.
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flame strike |
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Killing a Tower: You must know for sure that your enemy laner has gone to base or is far away from your lane, and you must have vision. This is achieved by warding and placing your turret in a jungle entrance. Clear the wave as fast as you can and be ready to fall back when you see danger incoming.
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OMG Sub you are aware of the existence of this guide! XD
tbh i think he is the best god and if he was gay i would suck his ****, vulcan is god vulcan is life you cant live without vulcan porn every night what do you think gays?
This is an example of the typical peasantry that pervades this site nowadays, at the hands of a few malcontent individuals such as this peasant.
tbh i think he is the best god and if he was gay i would suck his ****, vulcan is god vulcan is life you cant live without vulcan porn every night what do you think gays?
What. The. ****.
I do happen to have more guides, you can check them out in my profile :)
Since the tank / mage rework, I havent seen any relevant Vulcan, mostly [I'm all mighty Rambo - please kill me] ones. Except last night thus, and from what I've learn here, he is probably one of your readers :D
I'll give it a try tonight, I use to LOVE tanky Vulcan and you may have restored my faith in the redhead smith (If I feed, it's all your fault and I hate you, be warned)
Thanks !
Just added a video showing life steal does not apply on turret hits:
Secondly, you are right. I probably had some sort of illusion when I was playing Vulcan and had some lifesteal. I'll change it. Is there anything else you'd like to add other than that? (don't read it in the wrong tone :)