I don't know how well this reads on RU-vid so again, join the Discord for better formatting! (discord.com/invite/Banjp8A8aD) Seraphine Reroll Extra Details Here’s an alternative Seraphine Reroll Comp tactics.tools/team-builder/SVZAICRXFYWZBC8HyW5G However I don’t recommend this version because while you have an AD carry through Tris, the value of 7 Mage is just too high to go without. Furthermore, rerolling 5 different units can be difficult in regards to gold and bench space. And you can feel Soraka being missing because her healing helps stabilise your board. The version I mentioned in the video is just better and easier to play. Mage spat If you get a Mage Spat, drop Veigar to play Camille. 2 Chrono is absurd sustain and in turn swings matchups in your favour. Artifacts DFG There’s 3 Artifacts that Seraphine performs incredibly well with. The best of which is easily Deathfire Grasp as it gives Seraphine a ton of AP and allows her to get through tanks easily and one shot backliners Luden’s Tempest Seraphine will oftentimes one shot many units, especially backliners. So Luden’s can be quite nice on her to spread her damage even farther. However the only issue is that Ludens consumes an item slot and doesn’t give Seraphine a ton of raw stats, so it can be difficult for her to one shot sometimes Manazane This is relatively straightforward, Manazane allows Seraphine to cast numerous time successively and so completely demolish backlines very quickly into combat. Positioning Typically, you want to put Seraphine in the third or fifth hex (A3 or A5) in the back row so she can hit as many units as possible and the enemy carry. Move Seraphine to be on the same side of the enemy carry. Soraka can go anywhere in the backline but more central is better so she can deal as much AOE damage as possible. Ahri Reroll I’ve been experimenting with two Ahri comps The first of which is centred around Kench’s Arcana to buy as much time as possible for Ahri through the raw HP tactics.tools/team-builder/SRFXZDWa.BcOG.DfXZBCbAvWxYdZ However, I came up with another version centred around Ahri’s Arcana as there are 2 cost units like Kassadin and Nunu can adore the AP bonus so they can keep on tanking. tactics.tools/team-builder/SZOASVNCHXRYDZBCdWxa This one has a ton of units to reroll so it may be locked behind Augments like Prismatic Ticket I haven’t quite figured out the Nunu version but I imagine it’s similar to the Ahri Reroll comp we’re seeing now. Ahri's Items To keep it short, I believe Ahri BIS to be Blue Buff, Nashors and Rabadon. I know many players build Adaptive on Ahri, however her ult animation is just too long and so this item takes much longer to generate mana. Cassiopeia Similarly, i see players still building Rageblade on Cassio but I’m currently thinking Nashor’s Tooth is just better. However, I’ll have to experiment with this more and dive into the data to be certain. I believe that's it but I could be forgetting! Let me know if you have questions!
Can you make a video on how to itemise offensive items? I know its pretty simple, like back row with Rageblade, Shojin, and Nashors. Or front row with Bt, Steraks, and TR. But I want to learn how to itemise my units without having to rely on mobalytics, meta, or some op mf I went against (LOL).
JFYI, the new Drop Rate (for the Chibi Battle Academia Katarina) is 0,3%. I literally had never rolled in TFT ever, while buying all the Passes, and just spent my *entire* Tokens on Rolling. Didn't get the Skin, had to put in a few RP to buy around 800 more Tokens. Got lucky enough to get a few Medallions extra, because you now have to buy the Skin-Boom separately for 2 Medallions. Man this feels horrible. F2p gives you absolute Shit. That aside, the new "pity" Mechanic is "getting 1 Mythic Medallion in 50 Rolls", so you are not even guaranteed to get the Skin you want. 50 Rolls are 2 Medallions from the Progression +1 from the Pity, while you need 10 for the Skin and 2 for the Boom. Meaning with normal Odds, you have to roll 120 Times to be guaranteed the Skin, or 150 Times to be guaranteed Skin + Boom. This is absolutely ridiculous, and the 0,3% Chance basically means you *will* be needing that many Rolls.
Yet another example of people misunderstanding what others mean by diminishing returns. Yes effective HP grows linearly but it does not matter. You cant buy infinite HP. You have 3 slots (6 in league). If the items are balanced, buying a 3rd armor instead of HP is bad because the value of buying the amor/hp has diminishing returns. Opportunity cost exists and its really easy to understand why its a factor here because its kinda showing in your video too - in your example you can see that you need to 4x your armour to get to 5K effective health but you would only need 2.5x your base HP to get to 5K with the same 100 armour. This is diminishing returns compared to the other option. Also wukong loves resistances because he has a shield that does not benefit from HP at all and he has armour/MR scalings. Not because diminishing returns does not exist.
I just want to say your clear, concise explanations as well as the video chapters make this video incredibly easy to understand and navigate. <3 keep up with the great content
Too much for me, I'll just play LoR so i only think of, tough(blocks 1 point of damage), spellshield(blocks targeted spells and skills) and very rare card effects 😂
infinte tank Shapeshifter Blitzcrank with artefect that change Shield into max Hp, his skill scale with max hp so More hp = More Shield More Shield = More hp 50k hp blitzcrank <3
@@GoodyTFT the one with vertical mage where you played double stone plate + qss and his shield scaled so hard with ap that he was literally impossible to kill so long as he didn't get stunned so he could shield + he was getting healed up by silko during the shield aswell
There are diminishing returns to armor and MR. In your example, going from 0 to 100 armor, your effective HP went from 1000 to 2000 which is a 100% increase. The next 100 armor going from 100 to 200, your effective HP went from 2000 to 3000 which is a 50% increase. This is still considered diminishing returns as you gain less effective HP than the previous previous of armor added.
@@penips the value of the armour itself is not diminishing, it always increases eHP by a fixed amount But you are correct that at some point, you get better eHP growth by investing into other stats I believe that point is around 600-700 Armour
Health is multiplied by armor or Mr. Let’s say 1000 health = 100 armor in value. 6k health and 200 armor = 18k eHP. 4k health and 400 armor = 20k eHP. The largest area for a rectangle of p perimeter is a square. (Note armor gets a phantom 100 for base health) the true best is 4500 health and 350 armor for 20250 eHP. The only reason stacking armor and Mr is good in it is because most of your health comes from stars and base stats not warmogs. There is diminishing returns via missed opportunities at around 250+ armor or mr, higher for higher health totals like on shapeshifters. This doesn’t factor in armor pen or healing.
Congratulations on your video, it is very valuable information to understand more elaborate strategies in the game! But I have a question: how do the shields affect these calculations? Are they affected by the same equations?
@@Pabeier shields are treated like temporary hp and so damage to shields are also reduced by damage reduction and armour/MR. So for the most part, yes, shields are affected by the same equations Also thank you! I'm glad the information was useful!
Funny part is that the thumbnails first build is mathematically just better. Straight up. The only exception is wukongs damage but he is a tank so thats not too important.
Briar is bugged right now (im sure you know) but shapeshifters feels real good rn and ziggs no longer fake makes him as a good fast 8 or carry in his own right for a while at least. Your ziggs recommendation had me an easy top 4
@@AlphaHydrod yeah I've heard of the briar bug where she gains way more damage amp than intended, no idea what's causing that bug But I'm glad Ziggs worked out for you, there's definitely some optimisation to be done but it still feels good
last part was kinda hard for me to understand. did i get it right, it is better not to stack only 1 tank option (hp/mr-ar/dr), but to get a little bit of everything due to items, abilities and origins?
the real guide to itemise tanks in TFT is slam whatever item you have left after you have all of your damage items, unless you play wukong which obviously really like Stoneplate