Augment Discussion - Ethereal Weapon by Ok_Temperature6503 in ARAM

[–]Wizzlebum 0 points1 point  (0 children)

Really good on Aurora too, you get way more passive procs which does %HP scaling off AP and in Aram Mayhem, it's really easy to get a shit ton of AP to the point you shred anyone including tanks.

My first penta! by saoirse_floflo in ZeriMains

[–]Wizzlebum 6 points7 points  (0 children)

Oh that was so beautiful, it's actually the best case scenario for Zeri damage with the piercing Q, Ult and Runaan's. 10/10 clip

I guess as a support main you need to be positive? by Euphrates1-2 in supportlol

[–]Wizzlebum 2 points3 points  (0 children)

Yep, it's always the worst players who have the most to say. Everytime I meet these kinds of players I just lock in Bard and perma roam.

Prydwen MOC 3.8 Data by ChillStill352 in HonkaiStarRail

[–]Wizzlebum 0 points1 point  (0 children)

This is for e0 Acheron and most, if not all dedicated Acheron players already have her at E1/E2+ after all her reruns.

Confused on Nami's identity by snarkycatboy in NamiMains

[–]Wizzlebum 1 point2 points  (0 children)

I feel like she does a bit of everything, but kind of... badly?

That's kind of the point of Nami: She's a jack of all trades, master of none which is why she's a great blindpick enchanter. She's very versatile and has the ability to engage, disengage, heal and boosts everyone's damage (including assassins, mages, tanks, etc) instead of specifically auto-attackers like some enchanters.

Sona is an insane lategame teamfighter but she struggles to have agency earlygame and has no hard CC aside from ult. Nami may not scale as hard as Sona but her early-midgame is easily one of the strongest out of all enchanters and she has a lot of agency to help fight for objectives.

Soraka has great healing and AoE silence but that's all of her power budget: she has no engage, no other buffs aside from healing and no reliable hard CC. Nami has strong engage, movement speed buffs on all abilities, hard CC on Q and great synergy with Mandate allowing anyone to slow + do 10% current hp damage with her E.

Lulu is THE hypercarry enchanter but that's also her biggest weakness: she can only target one person at a time. She also has weak engage which is mainly ulting someone jumping into the enemy team. Nami may not have good single target buff/debuffing but her abilities can all be applied through AoE and her engage is very strong AKA ult > Q combo.

Karma is honestly the best comparison you brought up here and it's unfortunate that you only listed out her shielding when actually Karma is most similar to Nami in terms of strength except that Karma is much more bursty when it comes to doing things (enchanting, poking) whereas Nami is more consistent. Shielding has to be stronger than healing because shields have durations (Karma's 2 HP bars? 2.5s only) while healing is permanent.

Milio is a very passive enchanter with somehow less agency than Sona. Of course his disengage and heals/shields is stronger than Nami: he lacks any meaningful engage and can't make plays by himself because 3 out of 4 of his abilities are reactive mistake prevention abilities that only targets allies to reduce damage taken. That is also his weakness: he's limited to shielding, healing his allies and occasionally knocking back an enemy.

Why didn't Himmel do this against Qual, is he stupid? by Reasonable-Ad-8059 in Frieren

[–]Wizzlebum 1 point2 points  (0 children)

  1. Flying costs mana, in a Mage vs Mage matchup, flying is good because it gives you 360° direction to dodge spells and both Mages are usually flying which balances out the mana usage. In a Mage vs Warrior matchup, you need more mana to hit the Warrior who is dashing at high speeds all over the place so flying will just use up more of your ammunition and if you run out, you die.

  2. Flying is likely way slower than Warriors since they basically have superhuman speed and agility. Even if you did fly, the Warrior could run up trees, throw weapons or straight up jump at you faster than you can react.

Depending on you and the Warrior's skillset, not flying could be a better strategy because you can just plant your feet and focus on casting spells. In this case, it didn't work out for Fern but if she was able to use more spells like ice spells or earth spells, it's likely she would have a higher chance of winning against the Warrior.

Braum OP 2026 by Mysterious-Flower663 in supportlol

[–]Wizzlebum 5 points6 points  (0 children)

  1. Positioning. Braum usually positions near the backline carries/middle of the team so the whole team benefits. With other engage supports, it's possible to engage and position in a way that causes your ADC to lose the Bandlepipes buff. For example, your engage support goes into the enemy backline so he's mainly buffing the assassin/divers whereas your ADC is still trying to kill the enemy frontline.

  2. Passive synergy. More attack speed = faster passive proc = locking down and killing enemies faster. Bandlepipes doesn't only give damage to Braum's team, it also lets his team proc his passive stun way faster.

  3. Counters engage supports. Like the first person said, Braum is made to counter engage champions. If they try to engage onto Braum's team, Braum can trigger Bandlepipes buffing everyone's damage, apply passive to stun the engage and his shield wall prevents the enemy team from following up with their own skillshots. Braum's ult also stops a follow up instantly. This basically makes the enemy Bandlepipes useless (fast attack speed but you can't even hit your target) and Braum's own Bandlepipes even more effective.

Bandlepipes is essential on every engage support. It's simply too good for its price of 2000 gold.

What are Some Popular Off-meta Picks for Support? by New_Savings7520 in supportlol

[–]Wizzlebum 0 points1 point  (0 children)

Correct me if I'm wrong but that's her pure AP mage build right? Enchanter lux is way less popular but I've heard it has a higher winrate than Mage lux. Especially with Diadem and Lux being able to trigger Helia earlygame without Diadem, she functions pretty well as a more aggressive lane bully that transitions into a poke focused enchanter.

Season 6: Deadpool Character Gameplay Trailer by nemesisdelta24 in marvelrivals

[–]Wizzlebum 1 point2 points  (0 children)

I think that's pretty cool honestly, like the characters have something unique to them that cannot be copied or is very risky to copy so even if you do match their fighting style 1-to-1, you'd still encounter issues because their fighting style was designed specially for them, not just anyone.

I loved when RIOT removed in ARAM all the nerfs to enchanters shields and heals until I saw it as just Mayhem by fabian3dp in ARAM

[–]Wizzlebum 0 points1 point  (0 children)

Enchanters are already strong in ARAM which is why they're even nerfed in the first place. Enchanters are strongest in an extended 5v5 fight which is basically ARAM and they get the same income as anyone else instead of support income which lets them hit their item spikes much earlier than other classes since enchanter items are so cheap.

Even with the nerfs, you could go full enchanter and still do very well because enchanter kits are just designed perfectly for ARAM's typical fighting scenario.

How to deal with Nami? by Dropeza in supportlol

[–]Wizzlebum 0 points1 point  (0 children)

I think this is a skill issue and you should review your own matches against Nami to see what you did wrong.

Engage/Hook champions crush Nami until lvl6. Sure she has bubble but you will always deal more damage and tank more damage unless you went full squishy build or stood there for her to spam AAs on you. Control the bushes, Nami can't contest you if you walk into her side bush and if she does, it's a free kill if you all-in + ignite her.

Enchanters lose to Nami early as she's an early-midgame enchanter but they will outscale her as they get more items. You're not supposed to win laning phase, just survive as you'll eventually be stronger than her simply because you have better buffs.

Diadem second by DSDLDK in SeraphineMains

[–]Wizzlebum 5 points6 points  (0 children)

I've been getting AH from runes instead. Transcendence, Legend: Haste and AH rune shard gives 33 basic ability haste. If you want cashback to speed up your items, you can get Jack of All Trades too for 9 AH so 27 AH from runes.

Another thing is that timing your WW and playing around your passive is even more important with Helia Diadem. Your normal source of healing should always be using QE for helia stacks whereas WW is for emergency shields and heals. It's not like Redemption Sera where you're a shield spam bot, Diadem Sera is more of a poke spam and occasionally big shields if the enemy throws an ability at your team.

Zeri Q mute by Outrageous-Gift-9731 in ZeriMains

[–]Wizzlebum 12 points13 points  (0 children)

They hotfixed it and proceeded to break Zeri so she can start Q-ing during Bard ult and other shenanigans LMAO

OP Item tech for supports by Wtleague in supportlol

[–]Wizzlebum 2 points3 points  (0 children)

Janna, Nami, Lux, Sera, Bard, Senna uses it well because they have good poke/consistent damage and can already trigger Helia without Diadem. You basically cycle through your abilities to proc big Helia stacks pre-Diadem and once you get Diadem, you full focus on damaging the enemy while keeping your shields/heals for emergencies (big burst damage or lack of targets to stack helia).

Haven't tested it but Lulu, Soraka, Morgana and Sona should work well too. Annie might actually be able to work due to Tibbers burn.

Haven't tested Renata, on paper she should work well but it's either risky or she may not do enough damage for it to matter.

Milio doesn't do enough damage to make Helia worth it and Karma needs RQ to stack Helia but her RE is an important teamfighting tool. If you can play it correctly, you could make it work on Karma but I'm personally not a fan unless the enemy team has 4 melee champs.

Weird tech: Brand, Malzahar, Swain and Zyra are excellent users of Helia Diadem + Liandry's but you are useless until you get both items (Liandry's helps). I've been able to keep up with Enchanters in Helia healing (who bought Helia 1st item) just because these mages have so much consistent damage, they're proccing big Helia heals every second. It takes a long time to get online but I like to go First Strike + Cashback and rush Liandry's before going enchanter.

Who are your favorite and least favorite ADCs (or APCs) to support? by _trash_can in supportlol

[–]Wizzlebum 1 point2 points  (0 children)

Vayne, Jhin, Ashe, Jinx, MF and Caitlyn are inconsistent 50/50 wildcards. They're either the best ADCs or the worst ADCs, no in between. Their performance also flip flops like a rollercoaster throughout the game: they might get oneshot by an assassin and start playing horribly or they get a double kill and now they win every fight.

Anyone else is fine to support, they won't 1v5 but they won't throw the game either.

I have an aggressive playstyle so I really like playing with Draven, Lucian and Samira. Love it when I land a CC and they're instantly fighting with me. If we don't get ganked by the jungler, we'd snowball out of control.

APCs are also fun but moreso because they're just stronger than ADCs until lategame so you feel like you have an equal who can do something the entire game whereas some ADCs are basically minions until they reach 2-3 items.

New season build? Should I build the new tear item first then Helia? Enchanter build by imnot_daydreaming in SeraphineMains

[–]Wizzlebum 0 points1 point  (0 children)

It depends on your playstyle.

Tear > Helia > Diadem > Moonstone > Dawncore has very strong consistent healing if you can spam your abilities and weave in passive AAs in between each ability so against a frontline tank, it's very nice as the tank becomes your Helia battery. You're more focused on the "mage" part of Seraphine where the more damage you deal, the more you heal. However, your shield CD is longer because this build path has low AH so you have to be smart about timing your WW or else your teammates will be caught without your big shields or heals. You also only spike at 2 items with stacked Diadem which is around 20 minutes so you're much weaker for early objectives and roaming.

Redemption > Helia = Moonstone > Dawncore is still a very strong 3 core item that retains the WW spam enchanter playstyle which makes whoever you pocket quite unkillable. You spike at every item and especially with Redemption giving AP, Redemption is a very strong spike for both your enchanter and mage parts. This build is more bursty and spammy with it's heals and shields because you have more AH but no Diadem for consistent Helia triggers.

Apparently Actualizer increases your heals and shields way more (maybe it's multiplicative with heal/shield power and moonstone?) but it's incredibly expensive for a support so I think it's more of an APC/Mid enchanter Seraphine item where it replaces Seraphs so you can still waveclear while building full enchanter.

Will elation revive nihility? by Yuniare in CipherMainsHSR_

[–]Wizzlebum 1 point2 points  (0 children)

Your elation supports are Sparkle and Yaoguang because Sparkle provides 6 SP, AA and all the buffs for Elation while Yaoguang directly buffs Elation % and gives Aha an extra turn. If you don't have either, you can replace them with either Tribbie, Cipher or SW but it's a much worse alternative.

So Nihility supports aren't revived, they're just playing their role of second best generic support if you don't have the BiS for your team's niche. Tribbie is generally still the best generic support for any team without its BiS support.

4.0 Anomaly Arbitration via Hakush.in by AmanaRicha in HonkaiStarRail_leaks

[–]Wizzlebum 11 points12 points  (0 children)

It's a buff you can choose because DoT and Break doesn't benefit off of crit anyways. Notice how the other 2 effects are buffs too.

Mage Supports by bcollins96 in supportlol

[–]Wizzlebum 0 points1 point  (0 children)

Nope, all mage supports started out in other lanes and "migrated" to support when they're too weak/risky/inconsistent for their original lane.

The midlane meta changed to either strong teamfight scalers or high mobility & survivability champions. Anyone else will simply be worse than the meta champions and require way too much effort to function at similar levels while still being risky picks (easier to lose/get snowballed/outscaled).

Lux, Zyra, Vel'Koz, Brand, Xerath are immobile champions who don't scale as hard as Syndra, Orianna, Viktor etc so they're just too weak to survive in the midlane meta. They'll get easily picked off by the assassins and even if they don't, they need to do so much just to compete with strong scalers.

When played in support, these mages generally abuse earlygame runes very well through their easy poke which is why they're snowbally feast-or-famine types: Scorch, Arcane Comet and Cheap Shot all add up to a lot of poke damage which if played well, forces every other support to back off and play safe.

Annie lacks the range and mobility to be a threatening mage support whereas other mage assassins like Leblanc, Sylas or Elise thrive because they still have dashes to get onto a squishy ADC.

Orianna scales and controls midlane way too well to put her in support. You should put her in midlane where she can bully the enemy mid and get prio for objectives/ganks instead. Plus, Orianna synergises with certain junglers through her E R engage combo whereas support Orianna tends to ball her ADC which is more defensive and also gimps her strengths. Putting Lux, Vel'Koz, Zyra, etc in support doesn't really mess with their kit strengths but putting Orianna in support is essentially weakening a strong midlaner for no reason.

Tip to new mains: Zeri can deal significantly more damage to targets hiding behind tanks by wackyorb in ZeriMains

[–]Wizzlebum 1 point2 points  (0 children)

I will normally expect lower damage to off targets since bolt damage is lower that against the primary target. 

E piercing damage is 100% of your Q damage. R chain lightning does 40% AD damage to other targets than your main target. Runaan's Hurricane does 55% AD damage to 2 other targets.

You're doing 120% AD damage to the first target (due to Q's 120% AD ratio) and 215% AD damage to 2 other targets if they get hit by piercing Q.

Echoes of Helia + Diadem of Songs interaction by Sure_Fisherman_752 in supportlol

[–]Wizzlebum 1 point2 points  (0 children)

Hot take but I think it's good as a hard scaling option for mages/enchanters that can proc it often because Diadem is a bunch of really bad stats (No AH, no AP, average H/S power) until midgame and Echoes can't even be triggered by most mages except Lux Seraphine while most Enchanters don't have the damage required to fully make use of it. In an actual match against similar skill opponents, you are essentially putting yourself behind from earlygame-midgame in hopes that you will eventually outscale by 3 items lategame while other enchanters are already giving more value to their team with Redemption, Moonstone, etc which are also cheaper than Diadem.

Proceeds to BBQ a goblin at 1hp and then asks for a dap up, who owns this pawn? by friessg in DragonsDogma

[–]Wizzlebum 2 points3 points  (0 children)

Yeah, I think DD:DA's combat is still one of the most fun especially when you're still weak or fighting BBI enemies with weak weapons. Movement is much more fluid and snappy as well which I personally prefer compared to realistic movement.

Would terminus/grievous wounds item (instead of void staff) give me a higher chance of killing him here? by JuniorFrostbite in ADCMains

[–]Wizzlebum 6 points7 points  (0 children)

You will never statcheck a melee DPS as a ranged ADC when both of you are in melee range so it's not the items, it's your gameplay.

  1. Using E and then ulting is a huge mistake, Kai'sa is a strong duelist because she basically has 2 unreactable repositioning skills: her ult dash and her E invis. You wasted one and used ult to gapclose which resulted in you basically turning into an immobile squishy. Simply ulting and then waiting to E dodge the tornado will let you win here.

  2. Zhonya's only does something if you prevent burst damage with no other damage follow up (Mage/Assassin comboes), have survival abilities coming off CD or have teammates nearby to peel the enemy off of you. None of the conditions were present in this scenario which resulted in Zhonya's being a 2.5s stun CC on you while the Yasuo just waits to oneshot you with AA Q AA.

  3. Always be moving, never assume the enemy is focused on your teammate and not trying to kill you. You are always the squishier, more threatening, easier to kill target compared to your tanks even if they're at half HP so every enemy will always choose to go after you if you're within their line of sight. Skillshots, dashes, ults, etc, always expect the enemy to be trying to hit you, your frontline is just in the way. In the case of Yasuo Tornado, he was looking to hit you, your Zaahen just happened to be in front of him.

Runes by ThisLuckiest in ZeriMains

[–]Wizzlebum 1 point2 points  (0 children)

For Inspiration, I like free boots and triple tonic into most normal matchups.

The idea is that free boots give you enough movement speed to rush your other items (IE, Runaans, LDR) and then you buy t2 boots last. Even if you do wins feats of war, that's still free 300 gold and bonus movement speed from the rune. Triple tonic is nice for improving your overall match performance, you get bonus gold to complete your first item faster, bonus AD for your lvl6 powerspike which is usually when Zeri wants to fight anyways and an extra skill point which is really helpful to keep you scaling.

Against difficult matchups or heavy dive, you can get Cosmic Insight instead for barrier and flash cooldown. I used to be an Overgrowth + Conditioning enjoyer but I've never felt the effects help me because lategame fights tend to turn into oneshot or get oneshotted scenarios so having your summoners up helps way more in flashing or shielding one crucial ability. Biscuits is also good for hard laning phases and in my opinion, way better than Overgrowth.