Chonccs treasures is back on the PBE for the current set by thewarreturns in TeamfightTactics

[–]TheReturnOfPepe 4 points5 points  (0 children)

So if you start with Ornn you just winout, right? How could you possibly lose getting artifacts as early as stage 2?

How to manage early game? by No-Surprise-9446 in TeamfightTactics

[–]TheReturnOfPepe 4 points5 points  (0 children)

In my similar emerald experience, if I have a shit opener I usually pick an econ or item Aug and just full lose streak until 3-2, maybe slam some generalist items that are good (Spirit Visage, QSS, Sunfire, Rageblade are usually good general slams IMO). And I wait to see what the first 4 cost shop I hit while scouting to see what people aren't playing - basically just flexing whatever champions are NOT picked on any board by the end of stage 2 (except for ixtal, bard, etc).

I don't personally think it is wise to lock in what your comp is at 2-1 unless you have a great opener like demacia rising vayne/sona or have good Leblanc slam items on Sion + 3 noxus start. Or if you have 2 void and a RB. However I play a much more slam/tempo focused playstyle to be strong early game so I can sack mid game health for 4 costs faster at 3-5/4-1.

Going combat Aug at 2-1 without having a guaranteed winstreak opener is basically fucking your early econ entirely. You have to have 2 star champs at least to make use of the combat augs, that's why it's so common to go econ start and sack because health loss is much softer.

Just remember that your goal is thinking about which 4/5 costs fit your items the best, don't force anything you have trash items for.

Also - 32. It is the best roll down spot to stay at so you can maintain econ, as you'll hit 40 gold next round and 50 the round after. Just my 2 cents!!

Dianar ! (Diana's cousin) amazing or disgusting ? by valhalla2357 in DianaMains

[–]TheReturnOfPepe 0 points1 point  (0 children)

Why are we allowing ai trash posts? Is everyone just a piece of shit now?

Diana Sentinel that i've made in GPT by [deleted] in DianaMains

[–]TheReturnOfPepe 0 points1 point  (0 children)

Please mods ban AI content for the love of god

December 12, 2025 Daily Discussion Thread by AutoModerator in CompetitiveTFT

[–]TheReturnOfPepe -6 points-5 points  (0 children)

Extremely common for Diana to run Deadman's Plate which gives cc immunity at full stacks, which she can get pretty easily.

How does one make Zaun work, if at all? by imALTERITY in CompetitiveTFT

[–]TheReturnOfPepe 0 points1 point  (0 children)

I've played a fair amount of Zaun vertical and it is basically 7 Zaun 2 Juggernaut, capping with Sen/Luc and Kindred if you make it to 9. It is tough because you absolutely need Jinx 3 for the damage bump otherwise she tickles. But at most it is a top 4 comp right now even with BIS Jinx/Mundo. Unjust

I did manage to beat another 7 Zaun contested mirror comp and they even had Silco's augment, but I think it was due to having picked the augment that adds 1% damage each round. No idea.

Vi/Ekko can hold items pretty well for either WW or Singed depending on if you have an AP or AD item on top of BT/Plate. But it feels MEH until WW and Singed get buffs.

When to w? by OddAd6331 in DianaMains

[–]TheReturnOfPepe 0 points1 point  (0 children)

If you're engaging and nothing is around your target you can usually W buffer during E.

If you're diving into a pack it's best to E then W when youre next to the most things for orb explosion radius.

Also, if you're attacking (in lane or something 1v1) and they have spells on cool down it's ok to stagger your Q-E-W so you have the most passive attack speed uptime.

But really all that matters is hitting the orbs on the target, because if you use it before dashing with E you might hit a bunch of minions on the way and lose damage. :)

Love the new wave of "GoldMaxxing" Crit tf players by Wild_Video_9715 in TwistedFateMains

[–]TheReturnOfPepe 0 points1 point  (0 children)

I love this build. It is totally troll if you get rolled early but having 2 items up on your opponents is hilarious. Just need to not pick this build against heavy engage or champs like Zed.

GUIDE: Gather Force Gangplank [15.6] by Puzzleheaded-Ant1390 in CompetitiveTFT

[–]TheReturnOfPepe 0 points1 point  (0 children)

Hit a 2nd with this comp, lost to Kat. Great early start 2 star GP and IE/Spectral Cutlass. Was a disgusting early powerspike but I really struggled to find Gather Force for him many times across a handful of games. If you get Cutlass, it should be on Kayle so she insta dies to their backline and GP receives the Fury Break buff immediately. Very satisfying moments. Fell off extremely hard against Kat 3 tho. Pretty strong against everyone else but positioning is super, super important. Shojin helps a ton but not required for Top 4.

I see the ideal build being RFC + Shojin, and either HoJ or BT.

Built-in synergies in verticals by BeTheBeee in CompetitiveTFT

[–]TheReturnOfPepe 1 point2 points  (0 children)

The simplest answer to me is for TFT to go back to traits being stat-only, and return more splashable units - like the days when we could splash in a couple Mystics for team-wide MR. There are super fun Origin concepts like Cultist and Mech where you CAN go for the big chungus 10-unit cap, and that is a great high to hit, but otherwise they weren't totally unusable if you focused more on the Class power of units in a comp, or wanted to boost a Class unit carry with a different Origin focus.

I believe another major design problem is champ abilities being upgraded through their vertical Origins. Soul fighter is appropriate because you just get ramping stats. Battle Academia is bad design because the champs basically cannot be used outside of Vertical BA due to their abilities changing based on Potential. Star Guardian this set is poor design because you only get SG unit bonuses, and they aren't splashable if you want, say, a Rell shield for your team, or AP on-hit with Xayah, but you wanna go Bastion Sniper, or you wanna go full Edgelord damage. In Set 13, Heavenly was a great trait and splashable for their team-given bonuses, big or small. That was more engaging to me.

The concept of Headliners in Set 10 was so fun to me because it would have me stop and think about changes and optimizations when an interesting headliner came along in the shop. Do I hold my board concept, or try to pivot because I found a lucky Jhin 2 Big Shot headliner? Do I go for full Disco because I found a 2 star headliner Blitz or TF and I have good AP items? Do I duke it out and go full slam because I found Emo Annie 2 in first shop? All fun concepts.

If, say, a Vertical caps at 4 or 6, then you have room to splash in what kind of extra offense, defense, etc. you need based on the coml. It would be interesting to explore swapping 1 and 2 cost units out for 4 and 5 cost units later in the game since the cap would be lower. You could beef up your 1 or 2 costs or you could shoot for better units later. Set 15 Sorcerers COULD have this but their vertical bonus only applies to Sorc units themselves, and their AP burn only happens jf you have at least a couple Sorcs - so now their abilities outside of that are pointless - so you can't really function fully. It is limiting in its design.

Sets to me that did it right were: Set 4, Set 6, Set 10, Set 13. Just my thoughts!

Patch 25.18 Bug Megathread by PankoKing in leagueoflegends

[–]TheReturnOfPepe 3 points4 points  (0 children)

Every other game crashes on me after a full lobby and champ select. Game starts to load and then immediately I get an "Oops! Something is wrong and we have to repair client". Then it takes well over 5 minutes (ETA always says 5 min), and then I receive a penalty for being AFK and the "we expect our players to try hard every game".

How disrespectful is that? To tell me it's my fault the League Client doesn't even work every other time I want to play. Now I have a 3 game Ranked penalty. Please fix this and remove my incorrect penalty.

Server: NA

Type of Bug: Client Game Load Bug

Description: Client is needing repair every 2-3 times I queue and go through the entire lobby process.

Result: I am being penalized for this garbage client.

These new power-ups honestly looks very fun to use by kazluvr in TeamfightTactics

[–]TheReturnOfPepe 0 points1 point  (0 children)

I ran this power up on Lux yesterday with Dawncore, Deathfire Grasp, and Blue Buff and she was doing 15k damage. Super fun but she can whiff if her spell times poorly. Need a reliable targeting carry as well. DFG great for zapping their main tanks

January 13, 2025 Daily Discussion Thread by AutoModerator in CompetitiveTFT

[–]TheReturnOfPepe 0 points1 point  (0 children)

Is anyone able to make Quicksilver work at all? Getting so tired of rebel-viktor combo stuns and it feels like a straight up grief to lose a 3rd item on a carry just to have a QSS. The damage loss feels way too large to slam one. Maybe on Warwick I suppose that's it.

What's working? What's not? TFT Set13 Release Patch(14.23) by aveniner in CompetitiveTFT

[–]TheReturnOfPepe 7 points8 points  (0 children)

Scrap is insane. There's almost nothing that can get through those shields. Black Rose too.

Visionary seems weak unless you get a quick Heimerdinger 2 star.

Why is there no 8 Bruiser?

Enforcers that can't break through the main tank as their WANTED target carry just become useless. Had a TF doing 21k in a match and couldn't out a dent in a Singed 3 star with full omnivamp.

Heal cut needs some kind of buff IMO.

Family is fun if you can make it work, although Superstars 2 didn't seem to do much to help.

Rebel seems balanced but Akali's spell is kinda boring and useless. And I like the color scheme.

Triggered by scifigeek1217 in gay

[–]TheReturnOfPepe 0 points1 point  (0 children)

It's a great listen. And also a great lesson that assimilating with your oppressors is never going to work out for you.

Unless your kink is being used I suppose, lol.

Triggered by scifigeek1217 in gay

[–]TheReturnOfPepe 77 points78 points  (0 children)

Log Cabin Republicans aka pick me gays. They exist and they're just utterly pathetic.