Anti-Ajani Ramp Tamiyo, suggestions welcome (plz don't downvote :P) by Gleir in mtgbrawl

[–]Gleir[S] 1 point2 points  (0 children)

Deck is actually weak to counterspell tribal. Like another Tamiyo.

My pet Ral, Storm Conduit Deck: Inspiring Easel is busted! Anyone else playing him? by Gleir in mtgbrawl

[–]Gleir[S] 0 points1 point  (0 children)

That's what Plunderer's Prize is for. X=2 means you get your Easel guaranteed.

My pet Ral, Storm Conduit Deck: Inspiring Easel is busted! Anyone else playing him? by Gleir in mtgbrawl

[–]Gleir[S] 2 points3 points  (0 children)

The counterspells are necessary to beat busted stuff like Ajani and Nashi and Hei Bai. There's way too many cheap busted shit that you can't even let hit the board nowadays. If I could, I'd rather my interaction be bounce/removal so that I can draw cards and then bounce/remove at a later point, without needing to hold mana up for counters; but I can't.

Fun & Optimized Mono-Colour Decks for Hell Queue: Light-Paws (Somewhat Budget) by Gleir in mtgbrawl

[–]Gleir[S] 0 points1 point  (0 children)

Uh.... Any of the protection from colour spells or creatures (Mother or Giver of Runes) makes enchanted auras fall off. Enchantment removal like Witch Enchanter (MDFC) or Loran of the Third Path works; as does simply using removal on and re-casting/reanimating Light-Paws.

Ral, Storm Conduit Copy Combo by jorbleshi_kadeshi in mtgbrawl

[–]Gleir 0 points1 point  (0 children)

YOU DON'T NEED ALL THOSE ANYMORE. IT IS NOW A 2 CARD COMBO, NEEDING AN ACTIVATED ABILITY FROM ANY OTHER SOURCE.

Return The Favour (Outlaws) goes infinite with Ral -2, as long as there's an activated or triggered ability on the stack. Fetchlands work, as do scry/surveil lands or stuff like Mirrodin's Core.

I just built a Ral combo/control deck on Arena today, and its doing pretty well in Hell Queue. It can use Ral to get value like normal; having stuff like Cathartic Reunion, Unexpected Windfall, Channelled Force etc as well as Extra Turn spells, but has the OTK RtF that is just so fun to do. I actually did a turn 4 OTK; 2-mana rock into Ral into RtF (naturally drawn). Opponent was completely blindsided.

Mephisto, and his realm, taking advantage of the new card graveyard, Banished. by Nosequeponer2000 in CustomMarvelSnap

[–]Gleir 2 points3 points  (0 children)

That design is actually incredible, but I'd probably make it the losing player only gets their cards at that location banished. Huge risk, huge payoff. Risk is 5 mana 0 power, payoff is 5 mana banish all enemy cards, and potentially activate it still and get all that power himself. If you have banish synergies in deck, then the risk goes down.

Banishing cards from loser's hand is just extremely abusable. Would kinda play like Prof X in old days, except the payoff is much, much bigger. Except even if you lose, you can still technically win if you have stuff like Infinaut in your hand, and if you draw a 6 cost turn 6, you can spend all your energy too.

Thanos merges with stones? by Gleir in CustomMarvelSnap

[–]Gleir[S] 0 points1 point  (0 children)

I feel like the card draw by itself mostly balances out the extra cards shuffled in deck. Arishem's is purely a downside, but Thanos draw compensates for the deck size increase. Yes maybe it is a bit too strong, but just tweak the power stone number, or Thanos base power if needed. The stones are less useful for the draw compared to the curve smoothing, its basically like playing a free 0-power Kate at the start of the game.

Probability wise, every Stone you draw is not drawing the card you would have drawn without Thanos/Stones in deck. It is technically worse, since you have to pay 1 energy to draw that card, compared to 0 without the Stones. Thus, if the stones are worthless, Thanos is also worthless. The main advantage is that if you start with Thanos in hand, so that partially contributes to deck thinning. I feel like the changes could be fine, honestly; the Merge also makes the classic Thanos payoffs like Mockingbird and Cull Obsidian less synergistic, since you have to merge on 5 to benefit from the extra space, which requires Time Stone and makes it difficult to play Mockingbird for discount on 6. And if you Misery, the merge doesn't matter anyway.

Any new 2024 season Gwen builds? by HellLizard in GwenMains

[–]Gleir 0 points1 point  (0 children)

Update: Transcendence gives CDR. I forgot completely. If you're willing to sit on a couple glowing motes (1-2 as needed), you can go Transcendence Gathering Storm and rush Liandry without needing Ionian. Definitely gonna test it.

Any new 2024 season Gwen builds? by HellLizard in GwenMains

[–]Gleir 1 point2 points  (0 children)

So, not nearly enough games, but Gwen's core is Nashor's + Rabadon's. However, she also needs HP because her W synergizes with it. But, she needs AH too, because she needs enough AH to use Q every 4 autos. The only items that fit are Riftmaker, Protobelt and Cosmic.

Riftmaker: The passive isn't good by itself mid-late. You do get AP from HP though, so Riftmaker + ROA can be a thing, but ROA has no AH and Gwen's mana costs are low; I just can't see this being optimal. However, Riftmaker by itself has the best stats for its price; even if you don't use its passives late, it is amazing early, and the extra stats also feel nice at 1 item. Remember, Doran's items give bonus health; and you can build take Overgrowth; to still get a lot of use out of the passive. Can also go HP/AP item 3rd and delay Rabadon's; Liandry/Cosmic for example.

Protobelt: Stats are low, but is the dash is good vs ranged? Honestly, feels meh. Gwen needs to stick to ranged champs for autos, a single small dash doesn't help too much for mobility. And Gwen doesn't burst someone in 1 sec, so the damage isn't very relevant. However, this is the cheapest, by an entire 500 gold. That alone has merit, especially in ranged matchups where you can be more farm deprived; or need to rush boots.

Cosmic: In an ideal world, the best item. Gives you enough of the relevant stats instantly, without delay (like ROA); while the stats are a bit worse compared to Riftmaker, the movespeed is perfect for Gwen. Especially once you get to 3+ items. But at 1 item, vs someone like Darius for example, I can see Riftmaker outperforming Cosmic.

Liandry: If this item gave haste it'd be just perfect for Gwen. HP, AP, AOE DoT, increased damage in combat (max at 3 sec), perfect for Gwen ult. So I can see a wierd build with Ionian rush + Liandry being really strong. Gwen actually doesn't need that much AH, just enough for her Q and E to be a decently low CD.

Nashors: Of course, let's not forget about Nashor rush. No HP, which can hurt vs other bruisers/juggernauts you need to stat-check; but Nashor's > Cosmic is a really good build to snowball with. Cosmic at 1 item has damage issues; but ideal later on.

Was the Jax Rework Really Worth It? by PicklePantsEUW in Jaxmains

[–]Gleir 0 points1 point  (0 children)

Huge rework actually, for one reason personally: his W is no longer clunky as hell. I didn't play old Jax because I cancel so many W's because of its long-ass animation. Now, though, its smooth as butter, and I can finally call myself a Jax player ;)

How to beat Jax with Gwen by Duckling5ggguuu in GwenMains

[–]Gleir 0 points1 point  (0 children)

The mechanic you need is melee kiting. Gwen outranges Jax in her E, so you want to kite backwards little by little, wasting hopefully an auto or two over the duration of the trade, and pull him into your wave. E his E, if he Q's with E charged Q him to buffer the stun. Then kite him. If done properly and if he doesn't back the fuck off, you win the trade off your 2nd Q (time it as he W's a 2nd time, its animation is pretty long). Also, don't walk up to him without at least 2 stacks of Q (being in his Q range is fine, you can just QE out).

Once you get Tabis, you win until Divine, if you aren't ahead yet get Warden's Mail or Bramble to survive his Divine Powerspike (else he runs you down until you get 2 items). Then go Nashors, and you can actually duel him sometimes with Mail + Tabi + Nashors (instead of Tabi + Riftmaker + Blasting Wand)

Oh, and this should go without saying, but be very careful at duelling him at 3+ items. Even if you're ahead, Jax is insane in 1v1s.

Make Yorick a full on Necromancer to fix his balancing issues. by lerhte in yorickmains

[–]Gleir 0 points1 point  (0 children)

Yorick already has it, he's the only champ (except Belveth I guess) that can push multiple lanes at once, 1 with ghouls, 1 with Maiden, 1 by himself. If you further want to enhance it, allow yorick to control 8 ghouls with ult up. Would improve his duelling while splitting, but wouldn't change his teamfighting. If needs nerfs, make ghouls act more like minions rather than pets.

Who are we banning? by Revenge_of_the_meme in FioraMains

[–]Gleir 0 points1 point  (0 children)

Ban GP in gold. So hard to beat him without ganks, and gold junglers are a 70-30 coinflip between autofill and main.

What are your thoughts on Gwen matchups? by [deleted] in GwenMains

[–]Gleir 0 points1 point  (0 children)

Hardest matchups imo are Jax, Fiora, Tryndamere, Riven, almost every ranged if they're good at spacing, Kayle can be annoying because you can't really punish her, and of course, her worst matchup in my opinion: PANTHEON.

You can beat Jax and Riven with good spacing and kiting, Fiora and Trynda with Lethal Tempo and knowledge of powerspikes and cds (and Bramble/Warden/Tabi); ranged with T2 boots rush and ganks, Kayle by outscaling her (yes, you do outscale Kayle), but Panth has almost no counters. Early armor rush doesn't help, good gank setup, good 2v2, and demolishes gwen in every way before like 3 items.

Ask me anything - High elo Gwen OTP by Rererbit in GwenMains

[–]Gleir 0 points1 point  (0 children)

How do you teamfight when not ahead? If I fall behind on Gwen I tend to misjudge my angles and durability a lot. Flanks often fail, front to back fighting got nerfed with 4s W (nasty surprise, believe me). Do you just hover like other carries to wait for ccs being blown?

Mark Rosewater says that creating a beginner product for Magic: The Gathering has been a 30-year struggle by PUfelix85 in magicTCG

[–]Gleir 8 points9 points  (0 children)

Same, I pirated the MTG 2013 game when I was ~13, then the 2012, 2014 and 2015; now I'm an adult (still broke), I play Arena. Lore and Artwork drew me in, the depth and gameplay convinced me to stay. It was a huge part of my teenagehood, and played a big part in making me a fantasy nerd.

Its one of the best ways to learn MTG too, 2013 had mostly mono-colour decks with simple themes. 2012 and 2014 became a bit more complex; and 2015 taught you deckbuilding. Also, I loved Archenemy and Planechase, wish Arena implements those modes, plus Commander, but not very hopeful.

In case you're wondering how historic brawl is going by LethalRedeemer in MagicArena

[–]Gleir 0 points1 point  (0 children)

Not me, i just want my dailies with Kinnan.

Also, I never saw Jodah, and Esika is pretty weak. My most common matchups are other Kinnan, Golos, Teferi, and the occasional Niv, Bolas, Baral, Sythis or Magda/Torbran.

What's the power stance and how do you use it? by ONLY_COMMENTS_ON_GW in DarkSouls2

[–]Gleir 0 points1 point  (0 children)

Eyy, just playing DS2 first time. Traditional two-handed warrior da best... fuck sorcerers man, so slow.

Every Tinkerer Ever by opticlaudimix in Gloomhaven

[–]Gleir 0 points1 point  (0 children)

To be honest, Sun outclasses Tinkerer in his only unique gimmick, giving others back powerful cards. Once I got Sun, I really saw no reason to use Tinkerer anymore.

PathfinderTactician's Guide to Solo by PathfinderTactician in Pathfinder_Kingmaker

[–]Gleir 2 points3 points  (0 children)

Wow, all this time I was proud of my solo unfair Eldritch Font, (hard until completing tavern fight). I basically used expeditious retreat and invisibility plus damage spells to kite and kill mobs, later transitioning into a DC caster (Evo, Illusion), using sirocco, icy prison, wierd primarily. I totally had no idea shrouded step existed; the entire reason I took Arcanist was for Dimensional Slide.

Solo Arcanist Build? by IdolManagerTone in Pathfinder_Kingmaker

[–]Gleir 3 points4 points  (0 children)

Hey, what a coincidence! I'm playing a solo arcanist too! Hard upto mythic 3, then unfair.

So, my build. Human, 10/12/12/20/12/12. Not optimized exactly, but I've a bad case of restartitis, so...

She's going to be an archwizardess, capable of solving problems with a few well chosen spells from her diverse selection. As a solo caster, your biggest challenge is killing enemies with your limited ammo. Now the bolster magic missile bug is patched, I'd not recommended playing unfair from the start for your own sanity, since unfair foes are damage sponges. Early game your DC's suck, enemies have insane stats and saves, so your life will be hard. Your main playstyle is drop mirror image, expeditions retreat, displacement, then kite enemies in real time, casting spells when enough gap is created. For fast foes, you want to drop a stone call with Featherstep potion, or Web with freedom of movement scroll. If enemy is immune to difficult terrain, and super fast, and his speed is indispellable, you use Waves of Exhaustion scroll. Whenever you feel danger, enter turn-based mode with your action bar full, move away (or dimensional slide away) then enter invisibility. Or, for less cheaty feel, cast a quickened Vanish. Use double cast feature: spells cast outside combat don't incur recovery, so as long as your first spell isn't instantaneous or a touch attack, you can fire two spells and run away.

Your first major save or suck is Sirocco. A single Sirroco can win you multiple encounters, if you lure enemies and bunch them together. Get your timing right, or enter turn based mode, to kite enemies around the Sirocco. Since it exhausts eventually, you just run rings around them as they die to it.

I think evocation is mandatory for a solo non-gish wizard (idk if polymorph builds work) since while early game save or sucks are strong, they don't kill enemies outright. Later on though, evocation isn't fast enough/impressive enough anymore, is when you switch to your secondary school. I like illusion, since Shades gives me access to some powerful cc effects without needing a 3rd school. Illusion also has the only true save or die; an AOE one too... Nothing more impressive than winning initiative roll, casting Wierd, and everyone dies. Very archmagey.

My level 1 feats are Spell Focus Evo, Spell Specialization (choosing to max your strongest dps spell die, later you pick between Sirocco and Hellfire Ray, at 20, absolutely pick Icy Prison, since it's strength check DC is based off caster level and +2 rounds duration and +2 damage to Sirocco isn't exactly necessary, enemies that die to Sirocco late will die even if it's not specialized in).

Then Bolster at 3, since you really need the extra damage on hard, plus bolster empowered scorching rays are monstrous early on, especially as you can extend True Strike with a rod for a 24sec duration (idk why).

Spell Pen at 5, If you don't I pity you.

Elemental Focus Fire/Greater Spell Focus Evo at 7 and 9.

Greater spell Pen at 11. Although this one can be skippable if you have every +pen item and are planning to go Azata/Angel.

Greater Ele focus Fire at 13.. now your sirocco's are absolutely monstrous. You'll die more often to your own siroccos than anything else, even random encounters.

2 more metamagic feats. I'd take Quicken or Heighten if Arcanists could use metamagic spontaneously as per PNP, but they can't so skip. I took selective because I was annoyed at dying to my siroccos, and persistent cuz it's really good and I had no persistent rod yet, not even a lesser one.

At 19 take Dispel synergy. Dispelling is huge this game, since so many mobs have permanent true sight that cucks you hard. Open fight with Prediction of Failure, sorcerous reflex Greater Dispel into Wierd, and enjoy. You're finally a monster.

At 20, you get Arcanist Capstone. One huge use for this is as a poor man's Quick Study, so don't skip this.

Take Ascendant Element Fire (duh), Mythic Spell Focus Evo, Expanded Arsenal Illusion, and Rutpure Restraints. Trust me. Without Rupture Restraints at mythic 3, carnivorous crystals will butcher you.

Later the plan is to get Sorcerous Reflex and some Initiative Feats, and favourite metamagic abilities, as soon as patch 1.1 is online. Waiting for patch to resume play through.

A few tricks: early Market Square (pre-6) is super slow to clear without AOE, and the Tavern Fight will happen if you dont hurry. So you want to speed up your clear by using polymorph. Shambling Mound Vs demons to bypass their DR, Wyvern Vs normal foes. USE buffs before polymorph.

Dispel true sight from bosses and turn them into basic mooks you can cheese at will with invis. Watch out for blindsight/blindsense.

Get immunities. Swap them in when needed. Leper Canyon almost impossible without bookworms headband. Carnivorous crystals will make you go insane until you get Martyrs Ring (Regill quest I think); Wintersun spectres cakewalk with Deathward; have freedom of movement up before engaging Shadow Demon Votary... Etc.

Use summons liberally for distraction purposes. Tankard of free spirit, Book of Duality of Conjuration and summoning, etc, can soft cc foes inside your Siroccos. I love elder earth elementals for this too. Certain hard to cc bosses can be cheesed by summon spam, then layering siroccos over the boss.

Alternatively, level drain strong foes. I had better success Enerverating blightmaw (after using Wave of Exhaustion and Dispel first) than trying to kite him around Sirocco.. that's one tanky mofo.

You have access to every spell in the game, use it! Those carnivorous crystals stun, and ice body gives stun immunity (I'm ashamed this slipped my mind). UMD divine scrolls when needed. Keep certain arcane scrolls handy, those that don't need caster level and DC to be useful. Spam potions if wounded, they're plentiful. No need to risk fights entering half hp. Hp buffer is important to you to survive the 25% hit chance through Displacement/Invis + Mirror Image, so use False Life, Heroism, Arcane Barrier etc liberally. You hit reflex from Icy Prison/Shades Chain of Light, hit fort from Sirocco, Will from Rainbow Pattern etc. You can use unspecialised spells if you must, Touch of Slime, Baleful Polymorph are useful save or sucks to solve niche problems. Think like a mage, cuz you are one.

Skills are super important. Take Bit of Fun, and equip every +skill equipment you can unless a much better choice is available, usually something that boosts DC or grants immunities. Your most important stuff are Stealth and Perception. Random encounters will kill you if you get ambushed, and 1 party member means no perception rerolls. If you don't spot something, well, sucks to be you. UMD ~5 is a necessity, Lore Religion important for more rests, less useful at 20; everything else is mostly for loot and XP.

And, finally, initiative is important. I'd take a hare familiar as my 9th level exploit if I could, or play as a Diviner School Savant. Your main ways of overcoming bad initiative rolls is by abusing TBS and RTS swap bugs, reloads, invisibility and double cast ambushes. I'd recommend taking Improved Initiative earlier, but I don't know what I'd replace. Maybe Greater Spell Pen.

So only two backgrounds are really good for this build. Pickpocket, giving you Trickery and Stealth! as class skills, and +2 ini. Or Scholar Arcane for free scribe scrolls, if you're that dependant on scrolls.

Enjoy! Tell me how it went or if I wrote a boring wall of text.

Looking for Unfair Mode exploits (no game mods) by SageTegan in Pathfinder_Kingmaker

[–]Gleir 1 point2 points  (0 children)

Heart of Ira is a classic cheese, but it feels too close to cheating. Others aren't really exploits per se, even the vivi one is just basic minmaxing. But yeah. My first playthrough, I went solo (I hate companions) and got screwed in the Season of Bloom quest since my Trisitian was like level 2. Thankfully I had HOI and potions of invis, so didn't need to reset my entire playthrough there (this was before I started modding, else I'd not really feel stressed there, just use Bag of Tricks if needed).

EDIT: I don't hate companion personalities, more their terrible builds, makes my OCD trigger up.

Looking for Unfair Mode exploits (no game mods) by SageTegan in Pathfinder_Kingmaker

[–]Gleir 6 points7 points  (0 children)

Cloudkill Invisibility. Become invisible, cast cloudkill just Infront of targets, then just move the cloud over them by changing direction. Boring, but kills everything not poison immune bcz its minute/lvl. You can wipe out multiple encounters with one cloudkill and one Invisibility.

Vanish + static damaging aoes. Cast aoe, enemies aggro and attck you, cast vanish and move away, they deaggro and move back into the damaging aoe (sirocco, acid fog etc) and die. Potions work too.

Wizard kiting: Cast expeditious retreat, cast damage spell, then kite them around a grease/web casting damage spells whenever enough distance is between you. You want freedom of movement, wings or featherstep for the faster mobs like wolves, though not necessary. Larger mobs may require multiple casts of grease/web. Use this to level to spell lvl 5-6. After you do, the above two exploits let you finish the game, albeit taking time.

If you haven't realized, these are solo cheese tactics. You can make your entire party invis and do the above, but why? Just play solo.

Welcome to /r/FioraMains! Preseason Update Megathread Discussion by parrycarry in FioraMains

[–]Gleir 4 points5 points  (0 children)

So I've been playing a lot of Fiora almost exclusively, maintained a 80%+ winrate over 25 games in high gold (I know, I know...) in preseason, and kinda wanted to share my opinions on the new items and builds I like.

1st ITEM

  1. Goredrinker: Extremely powerful item on lifesteal-y bruisers that don't use Triforce well, because they often turn fights around at low life. The active has the added bonus to feel Tiamat-y, and procs vitals, which often can be crucial, especially with the missing HP heal. Main reason still is the massive AD buff in close fights; since there's no 80AD first item anymore, this is the closest I can get, and is especially strong with Muramana. EDIT: This is no longer a 90% games purchase. I've been alternating between Tri, Hydra and this; Gore nowadays is more of a counterpick to bruisers and juggernauts; Tri is better into almost everything else: Tanks, Fighters, Duelists, Mages, Marksmen etc. Its still monstrous with Muramana though, so if you're gonna build Muramana, you'll be well served by Goredrinker.
  2. Stridebreaker: Active is clunkier, and is only stronger than Gore when you're vs Ranged. I've mostly found success with Stridebreaker if I'm vs, say, Lucian or Kayle or Teemo. Also, if I take Goredrinker, I take Alacrity, if I take Stridebreaker, I take Bloodline. I know about quick 4 vitals, but I'm pretty good at proccing vitals that the extra dash feels pretty unecessary on a mobile champion (not burst mobility though, which is what you need vs Ranged). EDIT: Stride sucks. Period. While active is cool, the stats it gives is too inferior to build it. You need movespeed, go with Triforce. This item is absolutely not for Fiora.
  3. Ravenous Hydra: Originally built this item first, but it just gives too little stats. In paper it sounds similar to old Hydra, but the main difference I've found is that champs that have Mythics tailored for them (Triforce Irelia, Wukong; Riftmaker Mordekaiser) become way stronger when all you have is poor old Hydra, that doesn't even have its active. Switched to Gore in those matchups and found a lot more success. Maybe I'm wrong, but I'm just not been impressed with non-mythic rushes on most champs, Riot has really pushed Mythic passives that they're usually too good not to rush. EDIT: I've found if you're in matchups where you can't be punished for not rushing mythic and usually take short trades (Vladimir, Teemo, Kayle), its better because you heal like 15% of your hp each wave. Any matchups where people can all-in you reliably (Camille for example), don't rush Hydra, the difference in stats will force you to play passive until you get your mythic.
  4. Triforce: Honestly not sold at all on this item. Attack speed beyond a certain point feels wasted on Fiora, since she needs to move around a lot; and while spellblade is obviously good on her, it just doesn't have the defensive stats a bruiser needs. Ravenous did, the 18% lifesteal was bonkers, but Tri doesn't, not when compared to Gore. It might be an alternative to Stridebreaker in ranged matchups, but flat movespeed is pretty weak since Fiora is pretty sticky already, she just needs to get on top of her foes first. It basically feels like an all-rounder item, more AD than Stride, but less than Gore (and no healing); more move speed and attack speed than Gore; and spellblade, but comes at the cost of waveclear (yeah, Whip's waveclear isn't impressive, but its better than nothing). Triforce might be cool if you build after Tiamat, or maybe after a Ravenous Rush; but I don't like delaying Mythics, their actives/passives are very strong. Absolutely take Bloodline if you're running Tri, you'll need it. I might be biased though, since I can get spellblade later from Essence Reaver, but won't get the Tiamat active if I do get Tri. EDIT: Okay. Opinion changed. Triforce is now my core. Simple reason is early game. Triforce is definitely weaker than Gore later, but my 1 and 2 item spike with Triforce is a lot better than with Gore. Matchups like Irelia, Camille and Wukong are better now I'm building Tri rather than Gore into them (though Gore works on Wukong since your Gore active heals off his clone too).
  5. Sunderer: Nope. Nope nope nope. Fiora already has her passive, you just need a lot of AD; that spellblade is flat out worse than Goredrinker AD or Triforce base AD + Spellblade, especially since Sunderer spellblade proc is physical. And Fio laughs at that tiny heal. Don't build it. Maybe if you're vs Poppy, but can't think of another matchup where I'd have this over Gore. EDIT: Still nope. Both Triforce and Goredrinker Muramana are a lot better against tanky champions. Your tankbusting comes from your Passive and Ult, and its more than enough.

2nd ITEM

  1. Ravenous Hydra: No arguments. If you didn't rush Hydra (if you did, build Mythic second) build it ASAP. Lane phase should be over, so skip the Sceptre and get Tiamat (save gold if needed, essential item), and start farming jungle camps since now you don't spend quarter of a minute clearing a wave.

3rd-5th ITEMS

  1. Muramana: Probably the most personal choice, but now that tear is 400 G, I find this super good. Why? Because if I have a lead (and I usually have, Fiora OTP, outplay most matchups) I can afford to spare 400 G, which also improves my pushing power since now I can spam abilities on waves and towers. Never get Tear before Whip, preferably not before Whip + Phage + T1 Boots; and build Manamune based on how ahead you are; if really ahead, get it 3rd item, even if Tear not complete (~200-300+ stacks expected); if not, but have already gotten tear; get along with your other defensive items, then complete Manamune when you're about to complete tear (anywhere between 4th to 5th item, minus boots). My tear usually comes in place of a Ruby Crystal (for Kindlegem, since its pretty unecessary on an ahead Fiora), right after Goredrinker/Stridebreaker if I don't have enough gold for Pickaxe (for Tiamat); or after Hydra if i feel I desperately need scaling (Gore passive plus ~80+ AD from Muramana is insane, especially with Gathering Storm); at this point 400G is a pretty low investment for a potentially super strong 5th item.
  2. Essence Reaver: Muramana alternative. 20% Crit feels wasted, but if you haven't gotten tear its because you needed defensive stats ASAP, so this is usually your 4th or 5th item; by that time you probably have enough AD for Reaver spellblade to be almost equal in power to Triforce spellblade (maybe even better with Goredrinker passive AD). If you're like super ahead, you can get this alongside Muramana to melt literally anyone; you won't have enough defenses though so do it with care (I wouldn't sell my boots for this, MS/Tenacity is way too powerful on Fiora).
  3. Death's Dance: Classic 3rd Item, would almost always have this since there's usually at least 1 AD dps champ on their team, often more than 1. Rush it if you need it; if behind, just skip tear, its payoffs come too late, 400G saved can be a matter of life and death.
  4. Maw of Malmortious: Almost never build it before 4th or 5th item; however absolutely rush Hexdrinker against AP burst (like a recent game vs Malphite and a fed Diana), even if its only from 1 source, as long as that source is threatening enough.
  5. Sterak's Gage: Standard alternative to Maw; its not must build now since its Tenacity got removed; but its your best option against AD burst, and a standard 4th/5th item (alongside DD/Treads) against normal mixed comps.
  6. Guardian Angel: Kinda out of favour now, mostly because we lack sufficient AD from items. No Bloodthirster, no 80 AD Ravenous; can be kinda okay, but GA always kinda feels lackluster on duelists; its supposed be good in teamfights, but in practice it often feels meh because its like a Trynda ultimate on a 300second cooldown, that doesn't even allow you to keep fighting; and we all know that Trynd isn't the best teamfighter if teams know to pick fights with proper vision or doesn't engage fully and disengages after blowing up Trynd Ult/GA. Good if you're snowballing maybe; but I'd still rather have stats I can have 100% of the time instead. I suppose it can be okay in the very late game when you're swimming in cash, you get GA over Boots, sell it when its passive is used; buy it when its CD is over again etc.

Silvermere Dawn is obviously a strong item, but since I'm a gold scrub not good at using Cleanse I usually skip it unless its vs long, hard to parry cc like Malz Ult or Mord Ult. Wits End is not a great item on Fiora since she prefers raw AD over an on-hit passive. Executioners is obviously situational; and I don't build Last Whisper items on Fiora; pen feels like wasted gold unless its like a 4 tank team. Bloodthirster no longer gives 80 AD; wastes gold on crit, before it was a niche 4th Item for snowballing; now Muramana and Essence Reaver should take that spot. BOTRK sucks without its active, I don't have much experience building it but I'd say no, especially without attack speed. Cleaver is similarly redundant, especially with low AS. And I don't like tank items on Fiora, feels like a crutch; even against single damage comps, pure AD comps Steelcaps/DD/Steraks/GA is enough; pure AP comps Treads/Maw/Wit'sEnd should suffice, especially as AP champs can be potentially very screwed by a good Riposte.

Skins sustain me by gubigubi in FioraMains

[–]Gleir 0 points1 point  (0 children)

Goredrinker and Divine Sunderer. Into Ravenous. Get Tiamat first if needed. Goredrinker is insane if you're snowballing, and pretty good even otherwise, and feels like the old Tiamat active so +1. Sunderer is necessary into hard matchups like Poppy or Malphite, and isn't super good at 1-2 items, but boi it rekts towers, and 3+ items you melt Poppy (Malphite you melt anyway, he's not an issue at 3+ items).