#mayorofhamden Player Stats and Match His...
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1a. Items - Even if you have upgrades, its hard to win rounds without items. Items enable the units.
1b. Encounter reward (aside from that though, gold) - Encounter doesnt matter for winning/losing rounds in stage 2. Only exception is ryze 3 emblems (but that falls into items from 1a). So gold doesnt matter, because if you can win you can generally level 2-2/2-5 anyways.
1c. Traits in a way. While traits are nice, sometimes just playing upgrade units with good items is enough. Everything matters to some extent. But main ones are defenitely positioning, units star level and items.
1d. This mainly depends on the units you have and components. When making items, you think about more about how good the item is on your current board instead of late game board. You should have a general idea on what line you are playing that game (not comp wise, but at least ad/ap wise), and just think about the items the carry needs. AP is a lot more flexible than AD. But as an example, if I have tear sword glove early game, and goal is to play Kaisa, I would be making shojin instead of IE even though IE is technically the required item for AD kaisa.
- This mainly depends on items. If your items work on the unit (even just for few rounds) and its making your board stronger, than you can look to play the unit. Generally tank units early are very strong, but for carry units its just if your items allow you to play the unit or not. Nothing wrong with ignoring the "high rolled" unit. In fact there are cases were people sell their paired 4 cost unit early game (stage2/3-1/3-2) to make econ break points even if its a unit they may play later in the game because the likliness of upgrading the unit is too low. So annie on lvl 8 stage 4 would be similar category. Very unlikely to 2 star, and a 2 star 4 cost on 8 is better.
reaching text limit ๐ ill respond to rest in another message
- When starting out, you can just plan to do your turn over 2 rounds. Dont be afraid of rolling on neutrals to save time. Also lets say you didnt finish the roll down on 5-1, keep rolling during combat to ensure your roll down is complete for 5-2. The way to get better is by watching, and playing. Team planner helps a lot, but being limited to team planner only can be harmful as well sometimes. What I normally do is add the 1-4 costs I need, and pick up the good 5 costs on my own without team planner (out of habit). A good way to practice is also just playing without planner. You get used to evaluating your shops to buy the units you need. There is a way to practice it, but its still a different feel than in an actual game. https://www.datatft.com/rolldown
3a. Pre-plan > Clear bench/board of units you dont need > Put units you were holding on bench on board (important to place them in "correct" default positioning) > rolling > items (after hitting major upgrades, or combat about to start) > scouting/positioning if combat hasn't started.
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If you are going to play the unit on the board, unlock it. Otherwise dont. Normally it will just cost you econ if you keep it on bench. Generally if you can stay about 32g, its fine to lvl to unlock. For Kaisa, 20g 3-2 is fine assuming you are likely to win the rounds. For sett, when yunara was more common, people would level on 3-7 neutrals so they could roll on 4-1. For units like ziggs, people try to lvl on neutrals so they dont have to sack a combat round. Losing interest for it is better than risk losing combat rounds.
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More of a Marks questions ๐. But in general you always play the best line the game offers you. If you try to force a line, things will not go well. Like lvl 9 is considered OP right now, but the amount of time people can play for lvl 9 is very low. Like for checkmate (where players have to go 1st), the common advice is just to play best board you have. Sometimes its enough to win.
to be continued...
- I dont think any one has every BIS memorized. People just have some website open on side, so they can check the stats for the item. Also some comps like radiants and artifacts more than others. For those comps, they are more likely to be ready to look at the item stats, or even look at them before hand and keep them open to save time. Example: Slayers/ap Kaisa. But like AD Kaisa doesnt use most very well, so they wouldn't risk gambling for it.
Is the power level and true cost of units is as follows? (> just means the true cost is usually higher than the gold amount for the units because of opportunity costs and static costs like rolling)
3-star 5-cost (>45g)
3-star 4-cost (>36g)
3-star 3-cost (>27g)
2-star 5-cost (>15g)
3-star 2-cost (>18g)
2-star 4-cost (>12g)
3-star 1-cost (>9g)
2-star 3-cost (>9g)
1-star 5-cost (5g)
2-star 2-cost (6g)
1-star 4-cost (4g)
2-star 1-cost (3g)
1-star 3-cost (3g)
1-star 2-cost (2g)
1-star 1-cost (1g)
I know there are exceptions via patches where a 3-star 2-cost will dominate a 2-star 5-cost like the Ekko patch and vice versa if the 2-cost is underpowered. But this is an outlier and not the norm. Thanks for answering.
@rough dune You mind answering just the 5th question since Meet mentioned you? Appreciate it.
Not an easy question, I'll try to give a detailed approach in about an hour