Jungle Hero Greninja - Colorblinded
Solo queue with no QQs
Build Path
BubbleFirst Pick
Damage. Slow.
Surf
Damage. Displacement. HP Vamp. Instant cooldown on takedown.
Smokescreen
Invisible. Movement Speed up. Attack boost. (+)Increased Attack upon reveal.
Waterburst ShurikenUNITE
AOE damage and Slow. Then AOE damage. Displacement. Then: Dash.
Stat Boosts
Bonus Attack Damage On Hit
Attack Damage (Upon Goal)
Guide
My personal favorite build for solo queueing albeit you might not always get your pick of mid (most teams do give me mid). If you can’t get mid, build is still very strong for top or bot, but the moment your jungler dives into lane peel off. This build is ALL ABOUT THE SCORING OBJECTIVE.
Starting off with bubble is default. When attacking wild Pokémon you always want to stay in melee range for your boosted attack as it does much more damage. You should be able to clear your side of mid faster than most speedsters and get smokescreen. From this point wait a bit and start clearing off center. Avoid the urge to gank unless it’s an ez pick.
Keep an eye on both lanes and the moment the opposing team opposing team over-extends go for the goal. Use eject or smokescreen for small openings to get in there quickly. Get in as many small goals as you can to max out your training weight stacks (6) but pull back into mid if the other team fall back to the goal unless you are 100% your team is pushing. Any doubt it’s better to fall back. BE PATIENT you want to avoid full on engagements until you are greninja. Continue guerrilla tactics of farming mid, looking for openings to score, and picking off weakened opponents that try to retreat into mid. Once you evolve into greninja you can choose to continue this play style or assume an ADC carry role.
In most 1v1 engagements, auto attacks are your bread and butter. Remember that boosted melee hit can truck. Hold surf to use as a finisher or an additional escape option. Use smokescreen offensively or defensively. And for the love of Archeus you should never use your ult/unite move in 1v1 as an attack. You are NOT immune during the very slow cast animation and are vulnerable meaning you could die and not even hit with the move. If in a pitch you can use it as another eject button to flash through obstacles.
In team engagements try to hang back and auto from afar. If an opponent does close the distance depending on their health you can add distance with smokescreen or go for the kill with surf. Ult/unite move should be used cautiously as it will put you into where it lands with the slow cast animation and if you are sure the opponent will be CC or to cut off weakened opponents trying to retreat.
Works Well With
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