malz singed carry
this comp is currently terrorizing project pbe
- 5 loss stage 2 holding jugg/zaun units, unlock singed stage 3
- malz is back, stack malz instead of seraphine
- singed items: morello + bt + void/spark
- malz items: bb + ap
- tank items on swain
- can drop cho + blitz for rift herald + mundo
(1 of 7) Ok, consider this the final Cyber City PBE Info dump post. Lots of info here in multiple posts, so let's go!
First off, here's the final balance changes you can expect when it goes live. Don't expect these to show up on PBE, though they might after tomorrow's deploy
TFT Set 12 starts TOMORROW!!
after 50+ hours of PBE here's the top 5 most important things I wish I knew earlier for TFT set 12
1) Charm management - charms show up once per 3 shops until stage 4 then once per 2 shops and you can only buy one per round. Very often "rolling 1 or 2 times for maybe an upgrade and buy the next charm" is the correct play if you're holding pairs and want some combination of save hp/keep streak/find upgrades. Late game expect to spend 4-12 gold every round to find and buy a good charm
2) Level 10 is fake - Pretend level 10 does not exist. In fact level 9 is sometimes fake too! Unless you're incredibly stable and healthy, sacking rounds to go 10 is basically never correct unless you're a highrolling god. Rolling to finish upgrades + making sure you have a viable charm costs more gold than you think. If you're having an unlucky game don't even think about 9. Usually finishing your 4 cost upgrades + buying a good charm every round saves you enough HP to salvage a few placements instead of risking it all for 9 and then dying because you can't buy charms.
3) Flexibility - This set is very flexible! You always get enough items for 2-3 carries and there's so many good 4 and 5 cost options to put your items on late game. Just make sure to hold a 1 star copy of some the important linking units during your rolldown (Bard, Rumble, Shen, Hecarim, Ahri, Galio) as these are what makes many pairs of carries work together. Too many games I've hit 4 cost carries and been like "wow I wish I had a Galio to make the synergies perfect"
4) Offense / Defense item balance - In general I find that offensive items are more important than defensive items this set. It's very easy to "add more bastion/shapeshifter/vanguard" but "add more blasters" does not feel good. From what I've seen it's better to have 2 fully itemized carries than to have 4 backliners with one of them being itemized or a 3 item backline carry with 2 fully itemized tanks.
5) Xerath - If you're ever asking yourself what to play at 9 the correct answer is always <unit that adds a synergy> or Xerath. This guy is nuts. The better charms are already insane value but he is just the best end game AP damage dealer in the game who can bypass frontline and arcana is extremely flexible. Even with 0 items you can just level, put in Xerath and then slowly build items from carousel and creep rounds. Buy and hold every Xerath in games where you might go 9 and you'll climb +500 lp
Tomorrow will be big day i will stream for 8 hours into a preferably 12 hours the following day for the set 12 release. Predicting a diamond rank at least :)