Beginner - Intermediate Sparrow Guide Build
2
  • Hero: Sparrow
  • Last updated: 7 months ago

View similar builds

Ability Leveling

Bow Shot (left-click)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Piercing Shot (right-click)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Hail of Arrows (Q)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Relentless (E)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Inner Fire (R)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Build Guide

One of my first builds for Paragon, but will be uploading more as I continue to play more characters available.  I'll start off with some GENERAL knowledge everyone should know about Sparrow and this build.

Top 3 Cons:

  • Very squishy
  • Worst Mobility
  • Prone to ganks & rotations

Top 3 Pros:

  • Very High Damage at ALL stages of a game
  • Farms Jungle with ease with 1 ability
  • People will fear you. 

Overview of Cons

These 3 cons can be avoided, all by having a few key skills of the game.  Map awareness and positioning.

What is map awareness?  Some may say its self explanatory, but in a game its something most people can't help but overlook.  This skill can determine whether you get ganked or avoid a gank, whether you get a kill and get away freely, or if you get a kill and get pummeled by the enemy jungler or another character.  This skill should determine if you can push up a little on your lane to farm a bit more, or if you should head into the jungle to farm a camp or two so you're not just wasting time. (Yes, Sparrow around level 5, can jungle...i'll explain further down)

If you're struggling with good map awareness, its an easy fix.  Whenever you're not focusing on whoever may be in your lane or last hitting creeps, just look at the mini map.  My general rule of thumb if i'm in a 1v1 lane:

(All Depending on which side they're on)

(Note: part of good map awareness, is also knowing where your laner is at all times and calling out if he is missing)

  • 1 Hero on the map = Play more careful until more heroes pop-up
  • 2 Heroes on the map = Focus on last hits or play more careful
  • 3 Heroes on the map = Focus on last hits & harassing your laner or go to the jungle/play more careful
  • 4 Heroes on the map = Focus on last hits & harassing your laner & pushing your lane or go to the jungle/sit under tower using Q to help clear creep waves.  (Not many heroes can dive a T1 without creep waves, if they do ... Pop your R and PEW PEW.)
  • 5 Heroes on the map = Same as above.  Except a huge emphasis on pushing your lane and attacking their tower as fast as possible.

What is Positioning?  Not as easy as people would like to believe it is.  You need good map awareness to have good positioning, the two go hand and hand.  In many cases, being in the perfect position in a team fight late game is the difference between your team wiping and their team wiping.  Team wipes late game = ultimately decide which team wins the game.  

With this build in many situations, you do not want to be the first to engage or to be engaged on.  This will most likely end up in you dying and your team fighting without a carry.  

Always be near your team if you feel as if a team fight may occur, but continue to farm nearby jungle camps until the fight starts.

(Note: most fights in lower level games turn into stand stills, avoid wasting time or trying to "force" a team fight.) 

When a team fight is about to happen, you have to determine whats the best position to be in.  Is it to stay behind your team while its 4 v 5 and pew pew from afar? But what if one of their players is waiting until you pop up to solo you down?  Is it to take an extra 5 or 10 seconds to go up on a hill so you're not an open target for players looking to focus you?  Is it to wrap around while your team fights 4 v 5 so you can pop R and PEW PEW the entire enemy team at the expense of 2 or 3 of your team members?  Is the fight even worth exposing yourself for enemy players to kill you?  These are only a few of the MANY  decisions and situations you will face in a game, and only experience and luck will help you make these decisions.

Overview of Pros

Playing with Sparrow makes me feel as if her bow shoots out trucks instead of arrows.  She hits HARD. I level her E and Q first for simple reasons.  

  • E = A lot of extra damage, and to clear the jungle camps.  
  • Q = More lane clear/harrass, stop enemy sprint before they get close, and also to clear the jungle camps.
  • R = EZ mode, clears buff camps with ease early
  • Right-Click = Sniping those with escapes. (I've only utilize this for late game wave clear, but basic attacks clear waves faster late game.)

Your E is self explanatory, the more you hit a target...the more damage you do to that target as long as you keep hitting him.

Your Q is more useful than you would think.  This ability adds stacks to your E.  Yes.  In the process of left-clicking your enemy to death, you can pew pew arrows from the sky that do more damage and make you hit even harder faster.  This is particularly useful early game when you are able to take an extra camp or two.  With 0  items at level 3, you can clear both XP camps with ease with 1 Q and left-clicks.  With 0 items at level 5, you can clear both XP camps the same way AND the buff camp with your R alone.  This is ideal if your jungler either sucks at jungling or if hes busy trying to gank or harass other lanes.  This ensures no time is wasted and no camp cycle is missed.  (Jungle camps respawn at a set time, regardless of when you clear them)

As you can imagine, this makes for a devastating combo in a team fight should you engage in the right position.  I personally like going for a death sandwich: 4 teammates engage 5 enemies, i already began to swoop around un-noticed before the start of a team fight, they engage, I pop Q than R (both together max stacks on enemies quickly if hit successfully)  than hold the left click down until eventually they all die, and whoever remains on my team pushes to victory. (I do this atleast twice every game I play, its a fantastic sight)

Your right-click, is a skill I have yet to utilize properly.  I typically use Q than this to clear waves, but basic attacks seem to be more effective while saving some extra mana.  I have used it to snipe players who escape with low hp, since it has a little bit of extra range than a basic attack.

Your R is your bread and butter.  This ability allows you to shoot 3 arrows like so, Inner%20Fire.png.  One important thing to note is that it is possible to dodge this ability by standing in between 2 of the arrows.  (Although it is difficult to do this, it is possible.)  Anyways, these 3 arrows are treated as basic attacks ... which means they are able to crit, lifesteal, reap the benefits of your E, and all that good stuff.  Not many people know this, but when you first get this ability you are able to solo either of the buff camps easily.  I usually tend to grab the blue buff as it helps me stay in lane longer.

The Card Build (Skip to Bottom for Totals)

Currently experimenting with multiple builds at the moment, but this one takes the cake for destroying in games if played right.  Physical damage is up there, along with the attack speed.  This may cause a lot of controversy with how high the crit chance is, but i'm not a fan of RNG Gods.  I decided to go away from life steal and physical penetration because i feel as if it is not needed.    It could be possible that the cards I have don't make for a good life steal or penetration kit, but i've had much better results with this deck than either of those 2 that I have built.  (I usually build 3 or 4 of each type of deck to see all available options)  Anyways,  feel free to use this deck as either a stepping stone or a firm foundation to come up with new deck ideas and feel free to share!  I'm always open to be critiqued.

Feral Stone

Attack Speed: 6.5 + 19.5 + 13 + 13

50% Crit Bonus

Windcarver Blade

Physical Damage: 7.58 + 7.58 + 15.15 + 15.15

Attack Speed: 6.5 + 6.5 + 13

Windcarver Blade

Physical Damage: 7.58 + 7.58 + 15.15 + 15.15

Attack Speed: 6.5 + 6.5 + 19.5

Spear of the Rifthunter

Physical Damage: 7.58 + 7.58 + 22.73 + 15.15

Crit Chance: 3% + 3% + 6%

Spear of the Rifthunter

Physical Damage: 7.58 + 7.58 + 22.73 + 15.15

Crit Chance: 3% + 3% + 6%

Spear of the Rifthunter

Physical Damage: 7.58 + 7.58 + 22.73

Crit Chance: 3% + 3% + 6% + 9%

Total:

Physical Damage: 234.8

Attack Speed: 110.5

Crit Chance: 45%

Crit Bonus: 50%