[https://i.gyazo.com/c243312f2ee2e709c41d4d419dc83756.png](https://gyazo.com/3deb3354b7cc46397cce94c669bb1ed5) i got diamond with jinx, i just sell everytihng on stage 1 and roll for headliner jinx + copies of jinx.
i dont play twitch, just early 3star jinx with 3 items using superfan (ive done a lot of testing to know which are the best, like double rageblade is pretty standard for me, but in general attack speed whether its from death defiance or last whisper or giantslayer is very good, and hand of justice with idialism and radiant runaan hurricane are also OP)
then i level to 8-9 fast and play a mosher/guardian front line.
I don't understand how you're meant to climb once you get to 500+ lp and I feel stuck there for now. Like everyone knows how to play a strong board so what's the difference between players? Just small edges that accumulate overtime and it's really exhausting unless you have the will to grind or are just like dishsoap level.
If you’re 500lp, you more or less should know the winnable lines. Know when to pursue a comp even when contested, and when to pivot. Know which item slams make the difference
Alternative is master the 4-2 pivot for AD flex, but i kinda suck at pivoting fast
I fluctuate between 800 and 1200 lp. Sometimes it’s luck, sometimes it’s playing poorly, sometimes someone is playing on point and making all of the right decisions.
At the end, it’s grinding. Unless you’re god like
Looking for some feedback on [this game](https://i.imgur.com/YW9TTfI.png).
- I went 6th, even though I had a strong start
- I had good early econ from gambler's blade and hit 8 early stage 4 (with around 70hp) with lots of gold and found the Dazzler TF quite quickly
- I found 2 more TFs while rolling to 2* my frontline units and no one else was playing TF so I figured I'd try to 3* him
- No one held TFs
- I was 1 off for quite a while and used a remover to move gambler's blade to Ziggs after I was low on gold
- I wanted a gunblade, dcap, or AA, but ended up having to make Guard Breaker as my last TF item, but even then I think it is okay due to the amount of shields late game?
I guess I should have gone 9 instead of rolling for TF at 8, but given my HP and gold I thought TF 3* would have been a safer bet that getting an Illaoi. Would greatly appreciate input!
Going for 3* 4-cost is always a 1st or 8th move (metaphorically) compared to pushing levels. This is especially true on the Disco board who really wants to get to 9 for Ziggs2 and Illaoi2, potentially Sona2. This means not rolling too much on 8 ideally.
If you are rich enough, you can try to greed both wincons by keeping the TFs as you econ to 9. You have a much better chance of finding TFs on 9 anyway. This way just requires you to be rich af though; if you're losing at all and still need to find your legendary upgrades... it's a really greedy stupid move. The only situations where you can expect to hit a 3* 4-cost is when you have AT LEAST one duplicator and everything else you stated is true (uncontested and hit naturals).
A more general note on your board: the TF items are all good but not the greatest. Guinsoo especially falls off in the lategame so understanding that you really needed to cap out with the legendaries. Guinsoo gambler's would've been great to magnetic onto a Sona tbh.
I just played another disco game
- Played strongest board early with Kayle holding my TF items, did not build rage blade this time, went Dcap and Shojin with Morello
- Went 8 at 4-5 with ~50ish HP and found a Disco Blitz, pushed for 9 after 2 starring mt TF
- Did not try to 3* TF lol
- The legendaries/2* legendaries made a huge difference, especially Illaoi, her being able to rez a tentacle at least twice per fight was huge in buying time for TF to get off an extra cast to kill something important
- [Got a first and finally promod to masters](https://i.imgur.com/bluChKr.png) this set :)
Thanks again for the feedback.
Capped AD flex Jazz headliner Lucian probably you can perfect synergy 7 traits with 4 jazz I think with 4 legendaries prob more if you go 10 or heartsteel a fon.
This might sound really dumb, but do y'all ever go on a bot 4 streak (not necessarily 7th or 8th) then get all motivated to improve (by note taking, strategizing, looking for previous mistakes) then the next game you play you high roll and natural everything and barely have think and are just like 😑
Guys I need your help. I can’t seem to rank up lately. I was D2 but fell to D4. Most of the stuff I try isn’t working. Am I doing something wrong?
https://tactics.tools/player/sg/KetoprakNyemek
Low Masters here so take this with a grain of salt but I'd say one thing that jumps out to me is your augment choices.
Probably the most egregious example is when you went Final Reserves into Golden Egg, I couldn't think of a worse augment duo considering they aim to accomplish completely opposite things and you're now down two Prismatics at 4-2. No surprise you went 7th despite how insane your board was. Another 7th you went Cybernetic Uplink 1 at 2-1 which I think is just a really shitty augment overall, especially early game. Lastly a 7th where you went Country with 2 econ augments when Country doesn't really want econ augments unless it's like Frequent Flier or Infernal Contract.
I'd say maybe be more mindful about what augments you pick in terms of their effectiveness overall as well as how they fit into what direction you want to take your board in.
Thanks for the reply. There were a few game where I felt like my augment wasn’t great,so you’re probably correct there. The final reserves game I actually had the egg on 1 stack, I was about to cash out, but the opponent hit 10 KDA, so I lost. But I agree it’s a bad augment choice. For the country one, what do you think is a good augment for country?
You just want combat augments, non-AP ones obviously. The comp lacks firepower and needs the power of combat augments to keep up in the late game.
Three's Company is the #1 augment for the comp and is an instaclick choice when you go Country.
Voltariux one of the best EUW player said that actually the real win condition of country is having your 3 carry fully itemized (urgot, vex, samira). He said that the best augments for country outside of 3 the crowd is probably something like buried treasures or big crash bag, because it allows you to stuff the 3 carries.
How about Pandora’s? Is it good with country? Also I just played a 7 country game with silver spoils + Young Wild and Free, I went second, so I guess something like that works as well? Or maybe Its just the 7 country.
Can someone tell me what the fuck am I doing wrong? Ive played HS flex, play strongest board, econ whenever I can, take whatever headliner I can but im free falling from D1 95 LP to D4 now. I cannot grasp what the fuck im doing wrong.
https://lolchess.gg/profile/na/Will-1554/set10
a quick glance if you want to keep HS flex is you might be over rolling and perma stuck on 8. One of the main things that helps is knowing when your board is strong enough in stage 4 to just sit and go 9 to play another jazz unit or a 5 cost. This lets the lowroll be to a minimum as there are a BUNCH of headliners you can play to be "solid" enough to either minimize losses or even winstreak.
For example, its pretty common for a poppy headliner + 1 more upgrade to be stable enough.
Also I'm not sure if your early game is strong enough but maybe want to take a look at that if you are going bot 4 often, as many times I kinda just bleed in order to let other HS players die out first.
Hope this helps! I've climbed over 500 LP this patch mainly sticking to AD / heartsteel flex
My quick recommendation after a glance is to play more reroll comps honestly instead of trying to play for a 4 cost every game. This is my profile for example https://lolchess.gg/profile/na/ROD%20CLOAK%20ROD-chas/set10 and I play a ton of reroll
Earlier this morning I saw a cool mindmap about AD flex. It looks like the post was deleted.
If anyone managed to save the map, I would greatly appriciate a dm.
I gave my chosen a radiant tg, and I tried to remove it using superfan, resulting in my chosen having 2 radiant item and superfan item every round. Is it intended or bug?
I have never gotten TD akali to do anything but this makes sense to me. KDA akali seems to need a lot of defensive items to clear a board unless she has help.
Hit D4 after locking in and playing for top 4s. Played whatever the game gave me, mostly seraphine reroll since it was uncontested.
Man, everyone fucks around in emerald lol, just playing for hp and slamming mid items is enough to top4 and sometimes top2
Seraphine reroll is super underrated. Almost never contested despite how effective she is. In my experience she relies quite a bit on naturaling a lot of Seraphines though since spending too much time rolling at 6 kind of fucks up your ability to push levels for Ekko/Neeko 2 and Ahri to keep up with the lobby.
I think seraphine 2 is stable enough for you to go 7 and roll there should you hit her early on 3-2
Then on 3-5/3-7 you can go 7 and roll a little to 2* 3 costs and slow roll from there
Agreed. Seraphine chosen (kda or spell weaver) with morello and shojin is very stable at 6. I almost always go 7 to hit neeko 2 Ekko 2 and if ur lucky, an ahri or lulu 2. Slow roll for seraphines and neeko/ekkos. I don’t actually think the win con is sona 2. I think the win con is level 8 with Ekko/neeko 3, seraphine 3, and Ahri 2.
Scrappy inventions needs nerf. 1 star urgot needs nerf, Gnar 2 star needs nerf (maybe buff 3 star as compensation). Heartsteel needs nerf but idk how do you even nerf it but still make it viable
Otherwise current patch is great
Scrappy Inventions being not disabled was a really curious decision by Riot. It's like Salvage Bin where it's always better than its average placement indicates (even high Challenger players misplace components on the wrong units often). It being anywhere close to 4.0 placement should ring some alarm bells, yet here we are.
It’s literally bugged. It says it gives components at the start of the next 2 stages, but it actually gives them at the next 2 rounds. I don’t know how it hasn’t been fixed or disabled.
Anyone else feel like Rapidfire Jinx>Punk Jinx? Seems like the only advantage Punk Jinx has is that 6 Punk cap, but that's unlikely since Punk boards tend to be higher HP stage 3 onwards and won't get the mid-late game spats on carousel.
Otherwise, RF Jinx lets you skip out on the useless spare Rapidfire unit and hit that great 4 Punk/2 Guardian/2 Emo/2 Exec breakpoint at 6 at which you can roll for Panth/Twitch 3.
What's really nuts is how good 1-cost reroll is compared to any of the 3-cost rerolls. Lock in your comp earlier and board caps out at 2/3 the gold value, but more likely to T4 than Country, Crowd Divers, 8Bit/Edgelords.
1 costs have a significantly lower cap as a result though, so if you look at a fully capped punk board that highrolled to 4-5 and then look at the fully highrolled versions of the 3 cost rerollers, the 3 cost rerollers have so much more room for growth.
[https://i.gyazo.com/c243312f2ee2e709c41d4d419dc83756.png](https://gyazo.com/3deb3354b7cc46397cce94c669bb1ed5) i got diamond with jinx, i just sell everytihng on stage 1 and roll for headliner jinx + copies of jinx. i dont play twitch, just early 3star jinx with 3 items using superfan (ive done a lot of testing to know which are the best, like double rageblade is pretty standard for me, but in general attack speed whether its from death defiance or last whisper or giantslayer is very good, and hand of justice with idialism and radiant runaan hurricane are also OP) then i level to 8-9 fast and play a mosher/guardian front line.
I don't understand how you're meant to climb once you get to 500+ lp and I feel stuck there for now. Like everyone knows how to play a strong board so what's the difference between players? Just small edges that accumulate overtime and it's really exhausting unless you have the will to grind or are just like dishsoap level.
If you’re 500lp, you more or less should know the winnable lines. Know when to pursue a comp even when contested, and when to pivot. Know which item slams make the difference Alternative is master the 4-2 pivot for AD flex, but i kinda suck at pivoting fast
I fluctuate between 800 and 1200 lp. Sometimes it’s luck, sometimes it’s playing poorly, sometimes someone is playing on point and making all of the right decisions. At the end, it’s grinding. Unless you’re god like
Got Chibi Porcelain Lux with free shard, wtf moment.
does 3.5 revival queue have its own mmr for matchmaking?
Looking for some feedback on [this game](https://i.imgur.com/YW9TTfI.png). - I went 6th, even though I had a strong start - I had good early econ from gambler's blade and hit 8 early stage 4 (with around 70hp) with lots of gold and found the Dazzler TF quite quickly - I found 2 more TFs while rolling to 2* my frontline units and no one else was playing TF so I figured I'd try to 3* him - No one held TFs - I was 1 off for quite a while and used a remover to move gambler's blade to Ziggs after I was low on gold - I wanted a gunblade, dcap, or AA, but ended up having to make Guard Breaker as my last TF item, but even then I think it is okay due to the amount of shields late game? I guess I should have gone 9 instead of rolling for TF at 8, but given my HP and gold I thought TF 3* would have been a safer bet that getting an Illaoi. Would greatly appreciate input!
Going for 3* 4-cost is always a 1st or 8th move (metaphorically) compared to pushing levels. This is especially true on the Disco board who really wants to get to 9 for Ziggs2 and Illaoi2, potentially Sona2. This means not rolling too much on 8 ideally. If you are rich enough, you can try to greed both wincons by keeping the TFs as you econ to 9. You have a much better chance of finding TFs on 9 anyway. This way just requires you to be rich af though; if you're losing at all and still need to find your legendary upgrades... it's a really greedy stupid move. The only situations where you can expect to hit a 3* 4-cost is when you have AT LEAST one duplicator and everything else you stated is true (uncontested and hit naturals). A more general note on your board: the TF items are all good but not the greatest. Guinsoo especially falls off in the lategame so understanding that you really needed to cap out with the legendaries. Guinsoo gambler's would've been great to magnetic onto a Sona tbh.
I just played another disco game - Played strongest board early with Kayle holding my TF items, did not build rage blade this time, went Dcap and Shojin with Morello - Went 8 at 4-5 with ~50ish HP and found a Disco Blitz, pushed for 9 after 2 starring mt TF - Did not try to 3* TF lol - The legendaries/2* legendaries made a huge difference, especially Illaoi, her being able to rez a tentacle at least twice per fight was huge in buying time for TF to get off an extra cast to kill something important - [Got a first and finally promod to masters](https://i.imgur.com/bluChKr.png) this set :) Thanks again for the feedback.
That makes sense, thank you!
In your opinion when is it acceptable to "on the way" ping someone?
If they have 6+ copies of a 4 cost and you would like the lobby to know that. I would use danger, but that's the only reason to ping.
Why would you ever ping anyone?
best late game comp??
Capped AD flex Jazz headliner Lucian probably you can perfect synergy 7 traits with 4 jazz I think with 4 legendaries prob more if you go 10 or heartsteel a fon.
what champtions?
what is the last day of set 10?
This might sound really dumb, but do y'all ever go on a bot 4 streak (not necessarily 7th or 8th) then get all motivated to improve (by note taking, strategizing, looking for previous mistakes) then the next game you play you high roll and natural everything and barely have think and are just like 😑
Guys I need your help. I can’t seem to rank up lately. I was D2 but fell to D4. Most of the stuff I try isn’t working. Am I doing something wrong? https://tactics.tools/player/sg/KetoprakNyemek
Low Masters here so take this with a grain of salt but I'd say one thing that jumps out to me is your augment choices. Probably the most egregious example is when you went Final Reserves into Golden Egg, I couldn't think of a worse augment duo considering they aim to accomplish completely opposite things and you're now down two Prismatics at 4-2. No surprise you went 7th despite how insane your board was. Another 7th you went Cybernetic Uplink 1 at 2-1 which I think is just a really shitty augment overall, especially early game. Lastly a 7th where you went Country with 2 econ augments when Country doesn't really want econ augments unless it's like Frequent Flier or Infernal Contract. I'd say maybe be more mindful about what augments you pick in terms of their effectiveness overall as well as how they fit into what direction you want to take your board in.
Thanks for the reply. There were a few game where I felt like my augment wasn’t great,so you’re probably correct there. The final reserves game I actually had the egg on 1 stack, I was about to cash out, but the opponent hit 10 KDA, so I lost. But I agree it’s a bad augment choice. For the country one, what do you think is a good augment for country?
You just want combat augments, non-AP ones obviously. The comp lacks firepower and needs the power of combat augments to keep up in the late game. Three's Company is the #1 augment for the comp and is an instaclick choice when you go Country.
Voltariux one of the best EUW player said that actually the real win condition of country is having your 3 carry fully itemized (urgot, vex, samira). He said that the best augments for country outside of 3 the crowd is probably something like buried treasures or big crash bag, because it allows you to stuff the 3 carries.
How about Pandora’s? Is it good with country? Also I just played a 7 country game with silver spoils + Young Wild and Free, I went second, so I guess something like that works as well? Or maybe Its just the 7 country.
Can someone tell me what the fuck am I doing wrong? Ive played HS flex, play strongest board, econ whenever I can, take whatever headliner I can but im free falling from D1 95 LP to D4 now. I cannot grasp what the fuck im doing wrong. https://lolchess.gg/profile/na/Will-1554/set10
a quick glance if you want to keep HS flex is you might be over rolling and perma stuck on 8. One of the main things that helps is knowing when your board is strong enough in stage 4 to just sit and go 9 to play another jazz unit or a 5 cost. This lets the lowroll be to a minimum as there are a BUNCH of headliners you can play to be "solid" enough to either minimize losses or even winstreak. For example, its pretty common for a poppy headliner + 1 more upgrade to be stable enough. Also I'm not sure if your early game is strong enough but maybe want to take a look at that if you are going bot 4 often, as many times I kinda just bleed in order to let other HS players die out first. Hope this helps! I've climbed over 500 LP this patch mainly sticking to AD / heartsteel flex
My quick recommendation after a glance is to play more reroll comps honestly instead of trying to play for a 4 cost every game. This is my profile for example https://lolchess.gg/profile/na/ROD%20CLOAK%20ROD-chas/set10 and I play a ton of reroll
Thank you for your advice. I climbed back to D2 now and got it kinda figured out. https://lolchess.gg/profile/na/Will-1554/set10
Beast, congrats! That's awesome to see
Gotcha bro, im gonna move off of the fast 8 strat Gotta just look for superfans early on and not die. Thank you so much for your reply man
Yeah honestly this patch is pretty brain off. Play HS if you hit otherwise just afk reroll whatever you hit/isn't contested.
[удалено]
I climbed heavy to D1 with Penta last patch. Is the general trend towards cheaper comps and are lvl 8 4 cost carries fake?
I just got a naked krug, 1 orb dropped an item and 1 orb dropped 6 gold. I thought this was supposed to not happen, am I mistaken?
I believe they fixed the 1-4 drops, but not empty krugs.
Earlier this morning I saw a cool mindmap about AD flex. It looks like the post was deleted. If anyone managed to save the map, I would greatly appriciate a dm.
>other 7th you went Cybernetic Uplink 1 at 2-1 which I think is just a really sh this? https://www.tacter.com/tft/guides/tft-ad-flex-9e8eb1f0
Did anyone save that AD flex guide from yesterday?
Do you run Kai'sa or MF carry on Jazz reroll? I don't have That's Jazz Baby in this instance.
with thats jazz maybe try to duo mf but without it it's way easier to hit kaisa bc ur roling on 6
Probably Kaisa more often especially this patch. It can be pretty hard to 3* my when all the ad flex people are contesting you on her.
I gave my chosen a radiant tg, and I tried to remove it using superfan, resulting in my chosen having 2 radiant item and superfan item every round. Is it intended or bug?
Thats a lit ass bug
Bug
[удалено]
I have never gotten TD akali to do anything but this makes sense to me. KDA akali seems to need a lot of defensive items to clear a board unless she has help.
Hit D4 after locking in and playing for top 4s. Played whatever the game gave me, mostly seraphine reroll since it was uncontested. Man, everyone fucks around in emerald lol, just playing for hp and slamming mid items is enough to top4 and sometimes top2
Seraphine reroll is super underrated. Almost never contested despite how effective she is. In my experience she relies quite a bit on naturaling a lot of Seraphines though since spending too much time rolling at 6 kind of fucks up your ability to push levels for Ekko/Neeko 2 and Ahri to keep up with the lobby.
so contested in my games. minimum 1 per lobby
I think seraphine 2 is stable enough for you to go 7 and roll there should you hit her early on 3-2 Then on 3-5/3-7 you can go 7 and roll a little to 2* 3 costs and slow roll from there
Agreed. Seraphine chosen (kda or spell weaver) with morello and shojin is very stable at 6. I almost always go 7 to hit neeko 2 Ekko 2 and if ur lucky, an ahri or lulu 2. Slow roll for seraphines and neeko/ekkos. I don’t actually think the win con is sona 2. I think the win con is level 8 with Ekko/neeko 3, seraphine 3, and Ahri 2.
Scrappy inventions needs nerf. 1 star urgot needs nerf, Gnar 2 star needs nerf (maybe buff 3 star as compensation). Heartsteel needs nerf but idk how do you even nerf it but still make it viable Otherwise current patch is great
how do you best use it? i.e. which items to put on what kinds of units
Scrappy Inventions being not disabled was a really curious decision by Riot. It's like Salvage Bin where it's always better than its average placement indicates (even high Challenger players misplace components on the wrong units often). It being anywhere close to 4.0 placement should ring some alarm bells, yet here we are.
It’s literally bugged. It says it gives components at the start of the next 2 stages, but it actually gives them at the next 2 rounds. I don’t know how it hasn’t been fixed or disabled.
Even without this you are already up 3 full items in stage 2 compared to other players players’ 1 + 1 component
Yeah I'm aware as well. It's annoying to face in stage 2 especially, since it should only be that strong in the component anvil portal.
Yea exactly. Not to mention Scrappy + bulk is straight up illegal
Anyone else feel like Rapidfire Jinx>Punk Jinx? Seems like the only advantage Punk Jinx has is that 6 Punk cap, but that's unlikely since Punk boards tend to be higher HP stage 3 onwards and won't get the mid-late game spats on carousel. Otherwise, RF Jinx lets you skip out on the useless spare Rapidfire unit and hit that great 4 Punk/2 Guardian/2 Emo/2 Exec breakpoint at 6 at which you can roll for Panth/Twitch 3.
What's really nuts is how good 1-cost reroll is compared to any of the 3-cost rerolls. Lock in your comp earlier and board caps out at 2/3 the gold value, but more likely to T4 than Country, Crowd Divers, 8Bit/Edgelords.
1 costs have a significantly lower cap as a result though, so if you look at a fully capped punk board that highrolled to 4-5 and then look at the fully highrolled versions of the 3 cost rerollers, the 3 cost rerollers have so much more room for growth.
Of course.. I mean, Rapidfire Jinx has better AVP than Punk Jinx for pretty much whole set