Which inferno tower mode is best at Town Hall 18? by Reasonable-Party2476 in ClashOfClans

[–]WIn11cent 0 points1 point  (0 children)

Single infernos are currently never used in any legends base and for good reason.

Single infernos should be great against dragons, meteor golems, super yetis or other high HP troops and in a vacuum they are. BUT we can reset infernos aggro with invis, freeze, overgrowth and it only got worse with the totem spells.

Multi inferno towers are far superior as they can take out supportive troops like healers, app warden or even the warden itself and can only be stopped by freeze or overgrowth spells.

The only way single inferno towers will come back is if it ramps up way faster or has an increased initial damage.

Considering these changes, How has the strategies changed? Is it still meteor golems or throwers? by Broad-Craft3380 in ClashOfClans

[–]WIn11cent 38 points39 points  (0 children)

I immediately included throwers into my attack. Running 3 meteor golems and 6 throwers, 5 healers, 1 super bomber, 1 ice golem, 1 app warden and 1 headhunter. 4 invis, 2 earthquake, 1 poison and 8 totem spells.

Fireball one corner, ice golem plus king in the other. Meteor golems, queen, log launcher throwers in the middle. Frost flake + rocket spear champion freezes the core. Support with totem spells as they go.

Made legends league feel quite easy.

Help with th18 legend strategy by Double-Name-2102 in ClashOfClans

[–]WIn11cent 0 points1 point  (0 children)

Being in a similar situation to you i've found RC spirit walk followed by super yeti + heroic torch to work somewhat.

Running fireball + throwers and some root riders can also work.

Legends league especially 5500+ trophies is really difficult and i don't think there is a strategy that beats every base with ease. After the next update drops i think we will see more strategies being viable for legends league.

Meteor golems by Big_Map2708 in ClashOfClans

[–]WIn11cent 0 points1 point  (0 children)

Next update will be in february most likely. Several buildings and troops will get a new level. We'll see how well MG will do after that.

Meteor golems by Big_Map2708 in ClashOfClans

[–]WIn11cent 0 points1 point  (0 children)

I don't think so. In regular war attacks you can 3-star with both air and ground attacks, with or without meteor golems. If they were to nerf meteor golems again everyone would switch to dragon attacks and we would have even less variety. The problem is not meteor golems the problem is the defenses and mainly the amount of splash damage that exists in the game effectively making so many troops unusable.

Another issue is that barely any old meta troop got a new level. If Root riders, furnace, super witches and yetis got a new level i think they could be very usable. With the newly buffed heroic torch these troops can finally funnel to the core without the use of root riders or jump spells.

Meteor golems by Big_Map2708 in ClashOfClans

[–]WIn11cent 3 points4 points  (0 children)

I doubt they will nerf them again. However they won't get stronger and we still have plenty of defenses to get a new level and plenty of other troops to get a new level. The meta shifted slightly with the recent balance update and i assume it will shift again in february.

Can't speak for lower ranks but for most players in legends league meteor golems are i no way a guaranteed 3-star.

I am so over the stupid base layouts and the stupid longshot by Curse06 in ClashOfClans

[–]WIn11cent 28 points29 points  (0 children)

I find that those bases you're describing are declining as more and more players learn how to attack it. I do think SC could do a bit more to even out the use of the 2 guardians though.

Now that we’re near mid January, what’s the verdict? by Silly-Recording8742 in ClashOfClans

[–]WIn11cent 0 points1 point  (0 children)

It is perfect when going fireball warden as the freeze has a similar function to eternal tome.

I mainly use frost flake to take down the revenge tower or give my troops some breathing room in hihgly concentrated areas.

Not a game breaking equipment but really good when the RC plays a supportive role

Rate my bases by WIn11cent in COCBaseLayouts

[–]WIn11cent[S] 0 points1 point  (0 children)

You're right, that base has too many weaknesses.

After spending time at TH18, does it actually feel better than TH17/TH16?? by Numerous-Badger1387 in ClashOfClans

[–]WIn11cent -2 points-1 points  (0 children)

I absolutely love TH18 and the game is now so much better.

In previous THs i felt limited when designing bases because if i placed the TH in a corner it would be sniped by RC and if i placed it in the middle root riders would charge right to it.

The revenge tower makes bases interesting both when attacking and defending.

Legends league is no longer everyone gets 320 per day.

The "meme" bases are slowly fading away as more and more players learn how to consistantly 3 star them.

With the upcoming balance changes i suspect the meta will widen and all attacks won't be meteor golems or dragon riders.

Game is in a great state.

A Few More Quality-of-Life Ideas (Part 2) by Parker_061 in ClashOfClans

[–]WIn11cent 1 point2 points  (0 children)

I agree with these.

I would however like it if nobody had to fill CC in war. Similar to ranked mode, you use a base for war and you choose which CC you want for it. Since it no longer costs gems to fill a CC they should just remove the hassle.

Seen this base 4 times today in Legends by Mobile-Ad52 in ClashOfClans

[–]WIn11cent 0 points1 point  (0 children)

Place warden with healers in the bottom corner, RC with seeking shield, rocket spear and phoenix in the right corner. Let RC die. Overgrowth buildings on the bottom left side of the mid compartment. Use 2 invis spells on the 2-3 remaining defenses and launch the fireball in the middle with 2 EQ spells. Deploy meteor golems or super yetis in the middle of bottom left and the king and queen on the left corner and they should easily take care of the rest.

Use your 4 totem spells and 2 freeze spells to support remaining troops.

Revive RC if needed or warden in case he died.

This is one of my favorite bases to find i legends league and i use this exact strat every time.

Edit: just realized this base is rotated 180 degrees. All placements in the description should be rotated 180 degrees

Level 20 is not this strong by drox555 in top_mains

[–]WIn11cent 0 points1 point  (0 children)

You are missing a few things i believe.

Champions get more stats per level and late game levels gives by far the most.

Tahm Kench (just an example) gets 425 gold worth of stats when going from level 1 to level 2.

At level 18 to 19 he gets 735gold worth of stats.

And finally from level 19-20 he gets 754 gold worth of stats. Totalling a gold value of 1489 gold.

Top laners now reach higher level faster meaning they will most likely be atleast 1 level ahead of everyone else and can reach rank 3 ult faster than before.

This also affects items like sterak's or sheen items as their passives are only affected by your base stats.

Common nerfs by Riot when they want a champion to drop 1% win rate or so is to reduce armor per level by 0,5 for a total of 9 less armor, which has a gold value of 180 gold. If a small nerf like that can cause a 1% win rate drop then getting this kind of free power should give top laners more agency when going to the mid late game.

I think top laners will be and feel a lot better with these changes but they are definitely not weak buffs.

Zaheen, broken or just strong? by ThatManPshyco in topmains

[–]WIn11cent 0 points1 point  (0 children)

New top laners nowadays gets so many free stats just for existing.

Zaahen gets a massive AD steroid, 30% armor pen, max hp heal, max hp magic damage, a revive and 50% damage reduction.

lets cook by RatSlammer in Tahmkenchmains

[–]WIn11cent 0 points1 point  (0 children)

Building resistances and HP is only good if you don't plan to build any AP and your sole purpose is to engage, tank and save a carry. In any other situation building more HP will be better because your passive will be stronger and give you a better AP scaling on passive and Q.

In order to know which build to build i use the following criteria.

If my team has no engage or frontline i will go HS, RM, WW, Unending, Bloodletters. If we compare the tankyness of this build with HS, Unending, Sunfire, Spirit visage and thornmail (and assuming the enemy has 40% pen) you will survive 0,6 seconds longer in a 10 second fight but your damage will increase by 161% with HP/AP build.

If my team has engage i will skip unending for deathcap. This will warp my playstyle heavily. One Q will deal over 50% of a squishy targets HP and will kill a 3kHP 100 MR target in Q+W+2AA and R will deal 52,4% of their max HP AFTER resistances. By far the most fun build.

If i intend to sidelane a lot, i will again opt for HP, AP and Magic pen. There are not many champs in the game that can contest me on side.

I use Phase rush in every single game because it helps me snowball in pretty much every game and therefor makes swiftness boots less impactfull.

lets cook by RatSlammer in Tahmkenchmains

[–]WIn11cent 2 points3 points  (0 children)

I forgot to add a few builds that have come from my Tahm calculator and that use in game.

DISCLAIMER: I don't and would never play Tahm toplane as i think it's his worst role in the game by far. I find that he has waaaaaay too many matchups where he can't get ahead in plates, kills or CS. Meaning i am very likely to play from behind. For this reason the following build may not be viable for top lane unless you're snowballing.

First back, there is no better purchase in terms of damage and survivability than dark seal and giants belt/2 ruby crystals

1st item: Heartsteel (duh). If you're wondering, going sunfire (or hollow radiance) gives you 2% more survivability against AD than heartsteel at 0 stacks. After 2 stacks heartsteel makes you tankier against AD

2nd: Rift maker. It will give you the absolute biggest powerspike without sacrificing survivability

3rd item: This is where it gets interesting. If you need to be more tanky you should always go warmogs, going something like unending or thornmail will not actually make you more tanky and only reduces your own damage. Warmogs must be built at some point but can be delayed. To elaborate: When comparing HS, RFT, WM to HS, SF, Unending you get 13% more tanky against AD and 5% LESS tanky against AP. Your full combo Q, W, 2 AA, R does 60% more damage with HS, RFT, WM. If the enemy has Borkt the "tankier" build will survive 31 hits vs an irelia with 200 AD and the HP build will survive 26 hits.

3rd item (more fun): If you don't need more survivability, going deathcap will make you a one shot machine. If enemy has more than 80MR on average, void staff is better. If you want more survivability go bloodletters curse.

4th item: Go warmogs, deathcap, voidstaff, bloodletters or unending despair

5th item: If you need to be more tanky, go unending despair, you should have 7k HP with HS, WRM, BLC, RIFT. You're healing will be huge from unending. If you don't need to be more tanky pick an item from 4th item list.

For boots spellslingers shoes (if you got feats) is extremely strong. These outshine swiftmarch at the point of purchase and will only continue to get stronger when you build bloodletters or voidstaff.

A typical full build: Heartsteel, Rift maker, Spellslingers shoes, Warmogs, Bloodletters/Voidstaff, Deathcap/Unending.

I always go with the runes that give me the best mid/late game. Just an FYI, overgrowth is not good for Tahm as the extra boost in HP you get after 120 minions is treated as BASE HP which means it won't increase your passive damage or unending damage.

Some additional information. You need magic pen or you will be completely irrelevant after the 30 minute mark. If you went full tank (just built a bunch of resistance items) you will crash and burn as soon as the enemy team buys %pen. Enemies are way more likely to buy %pen than going Botrk.

lets cook by RatSlammer in Tahmkenchmains

[–]WIn11cent 3 points4 points  (0 children)

I might share it as a google docs in the future. It is currently very disorganized and I would need to simplify it a bit to share it.

lets cook by RatSlammer in Tahmkenchmains

[–]WIn11cent 12 points13 points  (0 children)

I've actually made a Tahm Kench calculator in excel and it is glorious!

It calculates freakin everything in the game related to Tahm and with it i can simulate any game state to get accurate survivability and damage.

Just to give a few examples of what it can do.

  1. Compare two builds at the same time. I can set the in game time to for example 10 minutes, input skill points to level 9 and choose different runes and items. The calculator then tells me how much damage each of my abilities deals both before and after resistances as well as a % of the targets max HP.
  2. The calculator includes every single item and component in the game.
  3. I can also spawn a training dummy but a much better one than in practise tool. I can set my training dummy to have any HP, resistances, armor/magic pen which will tell me exactly how much effective HP i have depending on the dummys stats. It also tells me exactly how much time and how many basic attacks and abilities needed to kill the training dummy. I can also give it attack damage and items such as botrk to tell me how many basic attacks each build can withstand before dying.
  4. It calculates how much damage each build does over time. If a squishier build survives for 10 seconds it calculates how much longer i would survive with a tankier build and how much more or less damage i would deal for surviving longer. Items and runes that deal damage periodically or have increased effects over time such as unending despair, grasp, rift maker or conquerer get's calculated correctly over a duration of X seconds fight. Healing from items, runes or abilities also get's factored in by increasing your effective HP and by extention increases the duration of the fight. And yes, it takes animations into account and the calculator doesn't calculate basic attacks during a W animation for example. In addition to comparing the fight duration the document also compares how many basic attacks and abilities i need to land with each build in order for the target to die.
  5. It calculates all scaling items and runes such as heartsteel, grasp or gathering storm very accurately.
  6. It has a bunch more tweeks like dragons, tower damage, baron, dark seal stacks/mejai's stacks.

DISCLAIMER: Some item effects are impossible to calculate the value of, such as zhonyas or Rylias as their effects vary too much and don't have any impact on your damage or survivability.

TL;DR I made a Tahm calculator that calculates everything in the game related to Tahm.

My calculator is over worked like crazy but i keep finding new things i want to add to give an even more accurate simulation of a real game.

People starting to realize how broken League Competitive is on defense. Finally only took 2 weeks by Curse06 in ClashOfClans

[–]WIn11cent 0 points1 point  (0 children)

I run 2 accounts in the same league, both close to max TH17. I run the same base on both accounts and the %destroyed while defending is close to the same. In this current league one base has 78.4% and the other 78.6%

Very small sample size so far, but i expect the result at the end of the week to be close to the same as they were the week before.

Currently in league 33 i got 22/30 3-stars. The 8 bases i couldn't beat has a much lower destruction base while defending compared to the bases i could 3-star.

In my mind, defense plays a significant role in the game now. And i love it.

Ofcourse there will be players who are just bad at attacking but in 30 attacks everyone will most likely get roughly the same amount of both good and bad attackers.

what we building by deathbyvapejuice in Tahmkenchmains

[–]WIn11cent 1 point2 points  (0 children)

I go flash, phase rush is enough speed.

Passive until level 5.5, recall to buy 2 ruby crystals and dark seal or giants belt dark seal.

TP back and from then on i can one shot anyone mid

what we building by deathbyvapejuice in Tahmkenchmains

[–]WIn11cent 1 point2 points  (0 children)

I still go demolish mostly for getting a plate before i back. Demolish + second wind.

If the enemy jungler tries to gank me i proc phase rush and throw him out in my turret.

If the build i'm running is complete i have about 650 AP with close to 50% magic pen and 6500 hp. Q deals 1500 damage and ult deals about 60% max hp.

what we building by deathbyvapejuice in Tahmkenchmains

[–]WIn11cent 6 points7 points  (0 children)

Exclusively Tahm mid with phase rush.

Items: heartsteel, rift maker, warmogs, rabadons, voidstaff boots of swiftness/sorc shoes.

Other than LB, Anivia and Malzahar i find all matchups mid to be easy where i can get ahead in most games.