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|Heavy Shot: I refuse to acknowledge the existence of Vulcan's passive. His auto attacks are clumsy and the animation is annoying and slow, on top of the fact that auto attacking doesn't really fit into your kit, and the actual effect of this ability underwhelming.|
|Backfire: Your main wave clearing and burst damage. You can also utilize it to escape from enemies and doge certain abilities. Because of its low cooldown, you can also use it to poke enemies in lane and still be able to clear the wave.|
|Inferno Cannon: While the the turret has damage in spades, because it is so squishy, its not its main use. You can zone enemies with it thanks to the mark from Backfire, zone a jungle entrance and use it as a ward, body block with it and clear waves while you leave your lane.|
|Earthshaker: Since it's nearly impossible to land it on an aware enemy without any help of CC from your team mates, you can use it to zone enemies and force them to go a certain direction. If the enemy is sitting under tower with low health, just shoot the missiles behind him, force him to go forward and finish him off with Meatball and Backfire. You can also use this ability to clear a wave if needed or steal a GF/FG.|
|Power: As a burst Mage, power is the top priority. More power = stronger abilities = more kills. Remember, there is nothing such as too much power.|
|Penetration: Without penetration all of that power wouldn't be as intimidating.|
|Cooldown Reduction: While Vulcan doesn't really have such long cooldowns, you always want to have as many abilities available as possible.|
|Lifesteal: Since Vulcan doesn't have any innate sustains, lifesteal can help you endure long fights.|
|Protections: If you feel like you can't keep yourself safe and being focused to much, a little bit of defense will help.|
|Health: Great for overall survivability and against certain gods as well.|
|Attack Speed: You are not Chronos, nor Freya. You do not use auto attacks. (shut up... heavy shot doesn't count).|
|Shoes of the Magi: Power, mobility and penetration. What else can you ask for a burst mage?|
|Rod of Tahuti: A must have for any mage, as the awesome amount of power it gives you is just absurd.|
|Obsidian Shard: The best and most efficient penetration item for Vulcan, as he doesn't fare well with on-hit effects.|
|Warlock's Sash: Massive amounts of health without giving up on power, for both damage and survivability.|
|Doom Orb: If got ahead of your enemies early on, this a great choice for cheap power.|
|Book of Thoth: Sheer amounts of power and all of the mana you'll ever need!|
|Soul Reaver: For completely annihilating enemies from 100-0 with your missiles!|
|Bancroft's Talon: Raw, cheap power and some lifesteal as an icing on the cake.|
|Chrono's Pendant: Decent power and lots of CDR to help you spam as many meatballs as possible.|
|Divine Ruin: A divine item if you want to ruin (get it?... no?... okay...) a day for sustain-based gods like Aphrodite or Kali.|
|Ethereal Staff: If you went for Warlock's Sash and need even more health, go for it.|
|Breastplate of Valor: Both lots of physical protection and CDR. Also synergizes well with Book of Thoth.|
|Void Stone: For when there are too many mages on the enemy team. Though, the passive doesn't really fit your platstyle.|
|Aegis: Against burst-centered enemies and abilities like Release The Kraken!|
|Purification Beads: For when there is too much CC than you can handle on the enemy team.|
|Girdle of Support: Great overall damage bonus for your team.|
|Combat Blink: If a mini-push-back on a 5 seconds cooldown isn't enough for you, this should do the job to get you out of sticky situations.|
|Heavenly Agility: Either that or Greater Sprint, depending on your team comp, are great against enemies with lots of slows and mobility.|
|Spear of the Magus: If you can pull off your 3-2-1 combo, the only real benefit would be to your turret, which anyway isn't that effective.|
|Gem of Isolation: Because you don't have ticks, only single-hitting abilities, you don't have a way of reapplying the slow, as opposed to someone like Poseidon.|
|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.|
|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.|
|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.|
|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.|
|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...|
|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.|
The Smith's Roles
|Bruising: This is done with your basic abilities, and namely, your combo. These cannot really 100-0 someone, but they can easily damage one to the point where they'll be forced to retreat, thus creating a number advantage for your team. Because of the way Vulcan deals his damage, he can't really chase and finish off his kills after bruising his enemies with the combo, so team work is needed to do so.|
|100-0: At level 20 and with the right build, your ultimate can instantly evaporate any squishy target and change the course of a team fight in a single moment. But, you can only fire it with help from exterior CC, in a crowded team fight, or in an objective fight like the fire giant or gold fury. Coordination with your team is key, as well as timing and prediction.|
|Back-lining: Vulcan excels at attacking from range. In fact, all of his abilities are ideal for use at range. The push-back from Backfire is extremely useful for kiting enemies and staying safe. Your turret is the most effective at its max range because enemies will have to get closer to it to kill it. The meatball is easily hit at max range and least avoidable. And your ultimate... you know.|
|Aggressive Zoning: This is done with your ultimate. Because of its insanely long range and massive instant burst damage, it just creates a "No Entrance" zone for enemies. You can use this to force enemies into running towards certain directions they don't want to.|
|Defensive Zoning: This is where your turret takes place. When placed in a jungle entrance or a certain area, enemies that try to pass by it will either get damaged and revealed on your screen, or they'll get stalled by trying to kill it. In both cases, if possible and safe to do so, prepare a quick Meatball > Backfire combo for them while they are unprepared.|
This has been it... I think that's all I know about Vulcan.
If you happen to be a person with an actual artistic sense and talent unlike me, I'll be happy if you made a Banner for Vulcan or link me one.
Also, don't you think it would be awesome to make a painting of:
Vulcan on a date with his turret in a restaurant. They'll be eating Meatballs and today's special dish is going to be an 'Earth-Shake'm which they'll both drinkg - 2 straws one cup.
If you happen to have a video of yourself forging a volcanic game/victory Playing Vulcan, link it to me and I'll be more than happy to post it on this guide.
Any comments, notes, feedback, reviews or criticism are more than welcome.
If you want any of my BB-Coding templates that I've used in this guide, make sure to check this: Code Blue: BBCoding for Beginners
Thanks for reading the guide, hope you enjoyed, and I hope I didn't throw too many cheesy lines and puns at you at once.
Subzero008 & Piederman - The general format and style of this guide is vastly inspired by these two excellent guide-crafters.
TormentedTurnip - Also, some designs in this guide were inspired by Dr. Paco, mainly the Stats' section.
arka222 - for pointing out that you do not get lifesteal from Inferno Cannon (see video-proof down below).
Sanguis - The skill-sequence is thanks to him.
johijohi - For her lovely Guide to Making Guides that without it, this guide wouldn't look the way it does.
February 22nd, 2014
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