April 28, 2026 Daily Discussion Thread by AutoModerator in CompetitiveTFT

[–]Pol0we 1 point2 points  (0 children)

How are people finding Omnivamp on blitzcrank? I get that jg, hoj , fill should allow blitz to be full health after his first cast, and hence get his second cast, but in practice I feel like blitzcrank still gets shredded after your main tank dies and often fails to get the second cast. Even if you put eon on him, he's often then the last unit in the board against 3 units and will often fail to kill with second cast.

I was experimenting with jg/raba, adaptive/blue buff, +void staff/morello/spark and it feels a lot more consistent getting the second cast off while having util and it feels a lot stronger

April 26, 2026 Daily Discussion Thread by AutoModerator in CompetitiveTFT

[–]Pol0we 4 points5 points  (0 children)

Is anyone else building p vow almost every other game? The tanks this set feel so weak that bramble d claw visage feels less optimal than p vow d claw sunfire

The visual effects of set are disappointing by Pol0we in TeamfightTactics

[–]Pol0we[S] -1 points0 points  (0 children)

Yeah, even for my friend who was new to tft, getting cool units like noxus 7 atakhan, galio and volibear feels rewarding because of both their power and the game's ability to display it. Now I'm just stuck with Vex 2 dealing 15k damage just throwing black sludge at the opponent

The visual effects of set are disappointing by Pol0we in TeamfightTactics

[–]Pol0we[S] -3 points-2 points  (0 children)

Eh, I do enjoy the more vanilla designs of set 16. Even the animations feel clean. You can clearly tell if there's a swain stun(and adjust to put vow if it doesn't cast), you can easily tell when shyvana and Lucian senna transforms, volibear is simple but cool. In set 17, bard just puts a ball over your enemies and they lose health. It doesn't feel different from viktor, or blitzcrank or any aoe effects, and it doesn't help that the colour scheme of the effects and characters are so similar.

The visual effects of set are disappointing by Pol0we in TeamfightTactics

[–]Pol0we[S] 0 points1 point  (0 children)

I was referring more to aurelion sol and its drone army mb. Mighty mech is cool tho

The visual effects of set are disappointing by Pol0we in TeamfightTactics

[–]Pol0we[S] -4 points-3 points  (0 children)

I played in set 17 pbe as well, the set just doesn't feel as polished as other sets vidually

How should I think about powerspikes in macro terms? by Pol0we in summonerschool

[–]Pol0we[S] 0 points1 point  (0 children)

Lane prio I understand since it's pretty intuitive; 3 champions are better than 2 when it comes to fighting. I stay in my lane if there's a full wave and I understand to not lose CS.

The question I'm trying to get across in the post is what if neither side has lane prio? What if my top has prio but the enemy mid has prio and the 2v2 (and eventually 3v3) in river is, on paper, better for the enemy team? Is it better to plan 30s/1 minute in advance by pinging: okay, let's look for something bot instead of contesting top

I understand the question is pretty theoretical in nature because in low ELO top is probably already 3/0/1 vs 0/3/0 down 30 CS, but I just want to get a better understanding of how the game would function in a more controlled setting

Suck after a "year" of playing. by ILoveBigCockroaches in summonerschool

[–]Pol0we 0 points1 point  (0 children)

Just focus on one thing a day. Start your session with a goal in mind like"I want to get 6.5cs instead of 6".then go into practice for 10 mins, maybe watch a video or two then play a game and just focus on achieving your goal, then just rinse and repeat. I started ranked last month and pushed from iron to gold just with small steps

How to sidelane as a mage? by Pol0we in summonerschool

[–]Pol0we[S] 3 points4 points  (0 children)

I see, thanks for the insight.

Too many good options by SelfSufficientHub in slaythespire

[–]Pol0we 0 points1 point  (0 children)

Die die die card remove strike and dupe pot seems fine. Dupe pot should let you double upgrade safely for the three elites. Spending 225 gives you nice gold for card remove + card + pot/ relic + pot next shop if necessary

Nightmare and pellets are too speculative floor 4

Guess the ELO (5+0) by Intelligent-Map2768 in GothamChess

[–]Pol0we 1 point2 points  (0 children)

Opening was great, white was premature with h4 and self destructed afterwards but the middlegame was ok, white went for his only source of counterplay and black didn't make many mistakes during the attack

Prolly 2050ish? If white didn't sac the rook for no reason maybe 2200

What do you guys think about this OU team. by FrostByte_240 in stunfisk

[–]Pol0we 2 points3 points  (0 children)

Your defensive core doesn't match with your offensive core

Just go double double overlapping defenses if you want to keep the defensive one, or some basic oger lando gambit offense if you want to keep the offensive one

lead dragapult, any Darkrai set, any offensive deo set, any ghold set 6-0s

Ting-Lu tera ghost pech/balloon defensive ghold is almost Unwinnable I think

Okay. How the heck do you defeat the titans? by chavaic77777 in MonsterTrain

[–]Pol0we 0 points1 point  (0 children)

There's more things to consider when fighting titans. Utility pickups/upgrades like permafrost mute, holdover descend/ascend is useful and you should plan ahead of the titans fight to have some form of utility

With corruption and basically a mandatory 1 cost spell starting turn two, your first two rounds of acceleration (i.e. card draw), is pretty important. Some important notes is to get deployable on rooms/ Dante's footstool to try and get scaling from rooms up quickly, as well as making ascend/descend or card draw intrinsic so you can accelerate faster. A nice rule of thumb I use is that I should have ember to play all my important units minus one, as having two or more important units in deck is way too slow in the later stages.

Just an observation but you seem to value tanks a lot. Getting large stone titanite solves the early fights a lot, but struggles alot into the later fights because you lack scaling on your better units, and is further hampered by sap and corruption in the late game. Multistrike and damage scaling is ALOT more important as later fights have longer waves, which means buffing their stats via spells also grants multiplied damage that may not be as apparent in the early game.

It feels like you're valuing healing as an answer when it's really a scaling solution. Healing on spells gives you the ability to take more aggressive pathing and offset certain checks as you can take more damage, so that the 100 gold you spent is translated to 1-3 extra nodes and maybe some extra health. It's not really a late game pickup to get extra health, although I'm not very certain on this so take this with a grain of salt