It's crazy how much of a swing you can have in lane with early buys, or just certain items against certain heroes, like reactive barrier when against Bebop.
The real reason why you don't buy all T1 items is because selling items is inefficient and most unique effect items outside of ammo scav and infuser are all just stat checking items. And since the early game is so inconsequential once you're used to the game that simply filling out a build with lots of T2 items which are all insanely stat valuable AND aren't trash that you'll want to sell off the moment you have money to buy something actually useful. There's concept here called "stat checking" I play lash and i can stat check someones hp, if they don't have enough hp to live my burst it's on sight they won't be allowed to farm in lane. If they have enough that they can comfortably trade back If I'm already winning the stat check on HP buying more HP is essentially entirely useless. Selling items in low level games that are very slow isn't so bad but if you're one of those guys who sells 2-3 t1s that you just wanted to have for stats early you're already behind in farm by nearly 1k and unless they're regen items that allowed you to stay for an extra wave not much happens. A good example is hydration's build that you brought up, There is only two 500 items(extra regen and extra health) in that entire build that don't build into something larger and it mostly focuses on early T2 items as they're extremely effective into the mid to late game unlike 500s fall off very quickly. Also hydration regularly skips those two if he feels he doesn't need them to survive a stat check. Sprint boots, headshot booster, velocity, close quarters and sprint boots all upgrade into T2 items. tl;dr there's a lot more to building than just going "ungabunga this more value" you have to look at it in the context of a builder order in an actual way, this whole "build left to right" thing most people are doing is driving me crazy because every hero in every game can build slightly different in order and even items just depending on who you're laning and how that lane is going.
Extra health is not just for surviving a stat check, you can use it to force one. often I go buy Health first and if my opponent gets hv mags I can just w+m1 and force them out of lane
I almost always start extra regen. Very few people can 1 shot you if you position right. Over a 10 minute lane phase its an extra 1800 health that lets you play aggressive and get more farm. I don't mind left to right builds, the market place is complex until you get understand it they are very helpful.
You def dont build left to right, but 500 gold items are worth it even if all they do is let you farm an extra netral camp, like 2 troopers or a handful of boxes, because its net 250 cost when you sell. Only real exceptions are saving for items that let you fram noticeably better
This is absolutely correct but I will say that I have a "left to right" build path. It's really more of an ideal tho, like in a perfect situation where I wouldn't have to consider my opponent I WOULD buy these items in this order but that almost never happens. Instead I just see my "left to right" early game section as a pool of items to choose from with a priority ranking. If I'm not particularly wanting for anything I just go in my build order. If I am then I buy that item regardless of what my build path is
I think its also good to keep in mind that each match is different and you need to buy items for the job and for the moment. Extra regen is one of the most busted items early game for if you taking poke, lets say yamato, shiv, grey talon. Healing rite is also very good early game as it is a very strong heal as long as you arent attacked by enemy heroes. Its also good to deviate from the build order and the items on the build. Lets say that there are very annoying heroes on the enemy team that rely on debuffs, warden, infernus, bebop, etc, you can buy debuff reducer and remover so that they dont get as much value from their kit. lets say there are some very mobile heroes on the enemy team that you want to lock down, slowing hex, and silence glyph fit that job as well as being very strong items. Its good to itemize around the match and to think about what could benefit you now to get ahead later.
i watched this video even though i already know all this stuff because it's pretty well-made with good editing and narration. i'm surprised it doesn't have more views. it would be cool to see a more advanced itemization guide for people who understand the basics to help you choose exactly which items to buy in which situations on what heroes. one thing i struggle with as an intermediate player trying to make own builds is trying to figure out when to buy situational items in my build, as well as figuring out which stats/items are core for my hero. anyway, great video, hope you make more.
I never know whether to skip some of the 500 items on the build to go for more expensive items. I've been trying to buy them all in most scenarios though so glad I was doing the right thing
You can sometimes justify skipping a 500 item here or there if you have won your lane. If you’re 1k closer to a very core build piece, I would say that is worth it, especially if that build piece drastically speeds up your farming time (think ricochet for infernus)
Great vid. I never thought about filling those flex slots with a quick 500 (usually by that point of the game you have enough souls that this won't delay your next power spike by more than a minute). That's an easy way to get, say, another 10% HP, extra spirit shield, or easy weapon damage. Awesome idea that I'm gonna start trying in my games!
I used to really strugle in lane, cuz i was always rushing some fast farm item, getting online way to late, been trying new ways of playing and changed a lot my buying items early and been ablee to be way more impactfull in game
You should really try to be more aggressive in lane by picking a hero thats good for it, pushing in lane and harassing people off their farm under their turret, then ganking as soon as its dead. That way you'll be way more useful and earn way more souls rather than just passively farming and hoping u dont lose. Also this isnt a strat u can always do, if u get a hard matchup all u can do is chill.
I have some great builds (if you pause during the clips), that showcase some items you do not commonly see on the character in my new deadlock highlight video. It's a short video and features a 6man haze ult.
I have been off of competitive games for a while and I just kind lost interest in them until I saw Deadlock. It felt like a fresh morning breeze, but since I work I’ve played very little and have been thinking of whether I should invest my time to learn Deadlock at all.
Personally, when I have limited free time, I tend to lean towards single player games. They’re generally more reliable in the entertainment aspect than multiplayer
I don't do it anymore since I play no character where I would build like this. But a few weeks ago I used to buy Ricochet early on, very often. I don't think it was ever really a bad thing, ignoring sometimes up to 7 slots just to get ricochet at around 9-14k souls. It sounds bad but I think it's one of the items that can get a soft pass due to how much it allows you to achieve with it.
No, a lot of characters benefit from it since it allows extreme farming, I used to do it on yamato too until I figured out a better build. Some characters like Ivy also have the same thing for escalating exposure, allowing for insane damage early on which also bolsters your teammates spirit damage.
@@ZombeyDragon sure the item works on lots of characters because they all shoot guns. But buying it early on, specifically, is usually not advisable unless your build really incentivizes it. It’s way too greedy on more support/ability based characters.
I never said this worked on everyone, the point of these mega items is to provide something that's so useful that it far outmatches multiple minor items. And both Ricochet and Escalating Exposure achieve this by allowing mega farming as well as good DPS both single target and multi target
Slot efficiency is an important concept but it's very one dimensional thinking to apply it every games at every point in the game. First thing is, your items should be the best for your strat at every point in the game, and if slot efficiency stops you from doing that there is no point in doing it. That being said, slot efficiency is probably the way to go most times.
You ain't buying expensive items for stats, its for the passives. Every 500 item you buy keeps you from getting stronger passives. Buy for the passive or active effects, not for filling out slots. Effects are (usually) a much bigger power spike compared to whatever stat you can get.
Stats influence a majority of your power. If two characters have the same soul budget, the one that more effectively uses their item slots is going to be in advantage. If I give examples, this comment gets crazy long, but suffice to say that generally you want to spend your souls AND item slots in the early game.
@@donkeykong315 yes and no. You are over estimating the power of stats, which are given in % mostly. What you want is the passives, as early game your base stats are low and don't get multiplied much, ofc some are blatantly OP like extra health. Someone saving for a good power spike on a passive or active effect can overwhelm just pure stat sticks. Imo, the passive n active effects are generally stronger than stats at every point in the game except late game, where you have the abundance of souls to buy t4 items that have both stats and good effects.
I think the point is more getting value from filling slots early, to help snowball your ability to farm more souls and apply more pressure on lane. My take away from it was to buy all you can early on to give you the early game edge, to help with mid/late game where you will be able to swap buys
Kelvin rarely need to use his gun. Most of the time 2&3 is a good combo and cool down is really short so you can just do that continuiously. This is why kelvin builds usually have empty weapon slots. But i agree that maybe have something movement related will be very helpful.
Even if you're not using gun slots to shoot, gun items have spill stats to either spirit or hp. Like hollow point ward, while seemingly absolutely pepega choice, comes with 4 spirit that is equivalent of a tier 1 spirit item with some extra spirit shielding. Rapid rounds comes with 1m/s sprint speed helpful for rotations. Both high vel and monster rounds seem like farming items for laning or jungling but come with small tankiness, good for when you're full on fort slots and your flex is full for your spirit or gun.
@@alcatraz160the common meta for high level "support' kelvin is pretty much rushing those, hollowpoint is optional depending on how much spirit you're versing in lane. They also buy monster rounds to help push out waves early and get extra hp and regen
Monster rounds, and mystic shot on full spirit builds have a disproportionately high impact for how cheap they are. They should probably be picked up. If you're a full time support I'd still pick up Monster Rounds to shoot creeps and objectives better or tank towers for the team.
The game system ( Soul Scaling ) is literally shouting you to do this, because once the soul scaling kicks in its easy to buy T3 & T4 Item and Selling T1 & T2, In Team fights in 20-30 Mins Mark ( I Main Pocket ) I just focus the ones has less green Item & most of the item i Easly win those battles while having full slots
"Fill all of your slots as early as possible" is incorrect - you should fill the slots you know you're not going to utilise within your core build path. On Lash, it's only until super-late will I buy anything other than one t3 gun relic, thus I fill the remaining slots on 500/1250 items during lane. However with vitality, I know I'm going to fill all the slots mid-game with situational defensives so I don't just fill them up with 500 relics, burning 500 souls. (Top 500 Player)
its not, he's just making an example case, bad one though, since fortitude has the effect of letting you regen 4% of your hp pool after not taking damage for X seconds, so its HP increase + HP regen off combat, this lets you not go back to base if you just want to stay in the field. Think of it like Extra HP + Healing rite in one item.
Yes. Those stats on the side like 11% base hp are base stats that come along with every item in that tier. I do kind of wish it showed on the item better.
Shouldn’t build the same exact thing every single game. Slots are empty bc they cover all the core items of the build. Others will likely change on a per game basis. Builds are a good foundation but eventually you should/will learn what to build each game
Some heroes also get key powerspikes from specific items like Ivy getting rapid recharge and Mystic vulnerability is more powerful to their spirit build than building 12 500 items that would do fuck all for you. Also skipping gun slots as support in higher level is typically not that rare getting something like monster rounds + headshoot booster and than working on items that actually impact the game state instead of endlessly stat farming. which mostly serves to defeat uncoordinated players
There are alot of "meme" builds that get super popular. Stuff like kudzu ivy or double sticky bebop. I think alot of people find it more exiting to build to do a shit ton of damage with a specific ability or build there gun compared to building more balanced bc its kinda boring to do so.
Sure, stat wise Extra HP vs Fortitude is just that, but you're discounting the 4% HP regen after 11s of not taking damage though. That's practically Healing Rite and Extra HP in one on top of the situational gun damage. Very useful on chonky boys like Warden or Krill.
This video will just make players go too far in the opposite direction buying items they don't need and won't benefit from in order to simply fill slots. Paying attention to some of the builds mentioned, it's not just stacking 500 cost items but quickly goes up to more build critical 1250s and 3000s. Some heroes also don't benefit much from weapon damage or spirit and in their case unless an item provides great secondary boosts to their build, it's not efficient at all to stack that category trying to fill the slots early. Other heroes only come online in their builds once they have some core late game items, so they may weaken themselves in the early game to come online faster.
Great vid and great info for new players. I think the specific of when to build these item should be talked more in dept about. For example: let day I play Ivy, game is at 10 mins and I have 1k gold. The urn is about to spawn. I have recognize the current state of the game to use that 1k. If my team is ask/ping to contest the urn, then that 1k can be a close quarter and extra health so I can be in there disrupt the fight for my team. If the team is not contesting or fall so far behind that its not viable to contest it. Farming some extra souls for a Melee charge, Active reload, Healing Nova, or even Quick silver Reload could swing the next fight for the next objective. You don't just builf these for the sake of filling the inventory slot alone. If your invintory is full but you're not planning on fighting anyone then those stats means nothing, and can be use better if you have earlier item break point when you actually want to fight.
It's crazy how much of a swing you can have in lane with early buys, or just certain items against certain heroes, like reactive barrier when against Bebop.
Please god stop telling people about reactive barrier us bebop mains got it rough enough as is
thank you for telling me how to counter that shit
The real reason why you don't buy all T1 items is because selling items is inefficient and most unique effect items outside of ammo scav and infuser are all just stat checking items.
And since the early game is so inconsequential once you're used to the game that simply filling out a build with lots of T2 items which are all insanely stat valuable AND aren't trash that you'll want to sell off the moment you have money to buy something actually useful.
There's concept here called "stat checking" I play lash and i can stat check someones hp, if they don't have enough hp to live my burst it's on sight they won't be allowed to farm in lane. If they have enough that they can comfortably trade back
If I'm already winning the stat check on HP buying more HP is essentially entirely useless.
Selling items in low level games that are very slow isn't so bad but if you're one of those guys who sells 2-3 t1s that you just wanted to have for stats early you're already behind in farm by nearly 1k and unless they're regen items that allowed you to stay for an extra wave not much happens.
A good example is hydration's build that you brought up, There is only two 500 items(extra regen and extra health) in that entire build that don't build into something larger and it mostly focuses on early T2 items as they're extremely effective into the mid to late game unlike 500s fall off very quickly.
Also hydration regularly skips those two if he feels he doesn't need them to survive a stat check.
Sprint boots, headshot booster, velocity, close quarters and sprint boots all upgrade into T2 items.
tl;dr there's a lot more to building than just going "ungabunga this more value" you have to look at it in the context of a builder order in an actual way, this whole "build left to right" thing most people are doing is driving me crazy because every hero in every game can build slightly different in order and even items just depending on who you're laning and how that lane is going.
Extra health is not just for surviving a stat check, you can use it to force one. often I go buy Health first and if my opponent gets hv mags I can just w+m1 and force them out of lane
I almost always start extra regen.
Very few people can 1 shot you if you position right.
Over a 10 minute lane phase its an extra 1800 health that lets you play aggressive and get more farm.
I don't mind left to right builds, the market place is complex until you get understand it they are very helpful.
You def dont build left to right, but 500 gold items are worth it even if all they do is let you farm an extra netral camp, like 2 troopers or a handful of boxes, because its net 250 cost when you sell. Only real exceptions are saving for items that let you fram noticeably better
This is absolutely correct but I will say that I have a "left to right" build path. It's really more of an ideal tho, like in a perfect situation where I wouldn't have to consider my opponent I WOULD buy these items in this order but that almost never happens. Instead I just see my "left to right" early game section as a pool of items to choose from with a priority ranking. If I'm not particularly wanting for anything I just go in my build order. If I am then I buy that item regardless of what my build path is
Tldr
I think its also good to keep in mind that each match is different and you need to buy items for the job and for the moment. Extra regen is one of the most busted items early game for if you taking poke, lets say yamato, shiv, grey talon. Healing rite is also very good early game as it is a very strong heal as long as you arent attacked by enemy heroes. Its also good to deviate from the build order and the items on the build. Lets say that there are very annoying heroes on the enemy team that rely on debuffs, warden, infernus, bebop, etc, you can buy debuff reducer and remover so that they dont get as much value from their kit. lets say there are some very mobile heroes on the enemy team that you want to lock down, slowing hex, and silence glyph fit that job as well as being very strong items. Its good to itemize around the match and to think about what could benefit you now to get ahead later.
i watched this video even though i already know all this stuff because it's pretty well-made with good editing and narration. i'm surprised it doesn't have more views. it would be cool to see a more advanced itemization guide for people who understand the basics to help you choose exactly which items to buy in which situations on what heroes. one thing i struggle with as an intermediate player trying to make own builds is trying to figure out when to buy situational items in my build, as well as figuring out which stats/items are core for my hero. anyway, great video, hope you make more.
I never know whether to skip some of the 500 items on the build to go for more expensive items. I've been trying to buy them all in most scenarios though so glad I was doing the right thing
You can sometimes justify skipping a 500 item here or there if you have won your lane. If you’re 1k closer to a very core build piece, I would say that is worth it, especially if that build piece drastically speeds up your farming time (think ricochet for infernus)
Thanks to 14 years of theory crafting in LoL I realized this quite soon. I feel like I've gotten quite well understanding of the game in 2 weeks time
Great vid. I never thought about filling those flex slots with a quick 500 (usually by that point of the game you have enough souls that this won't delay your next power spike by more than a minute). That's an easy way to get, say, another 10% HP, extra spirit shield, or easy weapon damage. Awesome idea that I'm gonna start trying in my games!
I used to really strugle in lane, cuz i was always rushing some fast farm item, getting online way to late, been trying new ways of playing and changed a lot my buying items early and been ablee to be way more impactfull in game
You should really try to be more aggressive in lane by picking a hero thats good for it, pushing in lane and harassing people off their farm under their turret, then ganking as soon as its dead. That way you'll be way more useful and earn way more souls rather than just passively farming and hoping u dont lose. Also this isnt a strat u can always do, if u get a hard matchup all u can do is chill.
I have some great builds (if you pause during the clips), that showcase some items you do not commonly see on the character in my new deadlock highlight video. It's a short video and features a 6man haze ult.
I noticed that I've been buying 500 items more frequently, and considering that you can sell them later, the math at 0:49 skyrocketed.
always have a balanced item loudout
Don't underestimate the power of Monster Rounds in laning phase.
Unless I’m getting hard harassed and need something to fit that game, monster rounds is usually my immediate first buy once I hit 500
I have been off of competitive games for a while and I just kind lost interest in them until I saw Deadlock. It felt like a fresh morning breeze, but since I work I’ve played very little and have been thinking of whether I should invest my time to learn Deadlock at all.
Personally, when I have limited free time, I tend to lean towards single player games. They’re generally more reliable in the entertainment aspect than multiplayer
I don't do it anymore since I play no character where I would build like this. But a few weeks ago I used to buy Ricochet early on, very often. I don't think it was ever really a bad thing, ignoring sometimes up to 7 slots just to get ricochet at around 9-14k souls. It sounds bad but I think it's one of the items that can get a soft pass due to how much it allows you to achieve with it.
I think this really only works if your kit has built in bullet effects (haze/infernus)
No, a lot of characters benefit from it since it allows extreme farming, I used to do it on yamato too until I figured out a better build.
Some characters like Ivy also have the same thing for escalating exposure, allowing for insane damage early on which also bolsters your teammates spirit damage.
@@ZombeyDragon sure the item works on lots of characters because they all shoot guns. But buying it early on, specifically, is usually not advisable unless your build really incentivizes it. It’s way too greedy on more support/ability based characters.
I never said this worked on everyone, the point of these mega items is to provide something that's so useful that it far outmatches multiple minor items. And both Ricochet and Escalating Exposure achieve this by allowing mega farming as well as good DPS both single target and multi target
Slot efficiency is an important concept but it's very one dimensional thinking to apply it every games at every point in the game.
First thing is, your items should be the best for your strat at every point in the game, and if slot efficiency stops you from doing that there is no point in doing it. That being said, slot efficiency is probably the way to go most times.
that infurnace needs to chill
You ain't buying expensive items for stats, its for the passives. Every 500 item you buy keeps you from getting stronger passives. Buy for the passive or active effects, not for filling out slots. Effects are (usually) a much bigger power spike compared to whatever stat you can get.
Stats influence a majority of your power. If two characters have the same soul budget, the one that more effectively uses their item slots is going to be in advantage. If I give examples, this comment gets crazy long, but suffice to say that generally you want to spend your souls AND item slots in the early game.
Late game, when your slots are already filled, of course the passive effects become more prominent.
@@donkeykong315 yes and no. You are over estimating the power of stats, which are given in % mostly. What you want is the passives, as early game your base stats are low and don't get multiplied much, ofc some are blatantly OP like extra health.
Someone saving for a good power spike on a passive or active effect can overwhelm just pure stat sticks. Imo, the passive n active effects are generally stronger than stats at every point in the game except late game, where you have the abundance of souls to buy t4 items that have both stats and good effects.
Why not a little bit of both? There's many tier 2 and 3 items that also have incredible value and should saved up for if you can.
Yeah I realize I emphasized 500 cost items too much in the video. The same concept definitely applies to many 1250 and 3k cost items too
I think the point is more getting value from filling slots early, to help snowball your ability to farm more souls and apply more pressure on lane. My take away from it was to buy all you can early on to give you the early game edge, to help with mid/late game where you will be able to swap buys
Kelvin rarely need to use his gun. Most of the time 2&3 is a good combo and cool down is really short so you can just do that continuiously. This is why kelvin builds usually have empty weapon slots. But i agree that maybe have something movement related will be very helpful.
Even if you're not using gun slots to shoot, gun items have spill stats to either spirit or hp. Like hollow point ward, while seemingly absolutely pepega choice, comes with 4 spirit that is equivalent of a tier 1 spirit item with some extra spirit shielding.
Rapid rounds comes with 1m/s sprint speed helpful for rotations.
Both high vel and monster rounds seem like farming items for laning or jungling but come with small tankiness, good for when you're full on fort slots and your flex is full for your spirit or gun.
@@alcatraz160the common meta for high level "support' kelvin is pretty much rushing those, hollowpoint is optional depending on how much spirit you're versing in lane. They also buy monster rounds to help push out waves early and get extra hp and regen
Monster rounds, and mystic shot on full spirit builds have a disproportionately high impact for how cheap they are. They should probably be picked up. If you're a full time support I'd still pick up Monster Rounds to shoot creeps and objectives better or tank towers for the team.
The game system ( Soul Scaling ) is literally shouting you to do this, because once the soul scaling kicks in its easy to buy T3 & T4 Item and Selling T1 & T2, In Team fights in 20-30 Mins Mark ( I Main Pocket ) I just focus the ones has less green Item & most of the item i Easly win those battles while having full slots
great video!
yea but organize your builds smh you can change the size of each box in the build editor
gonna keep this in mind the next time I struggle very hard
"Fill all of your slots as early as possible" is incorrect - you should fill the slots you know you're not going to utilise within your core build path.
On Lash, it's only until super-late will I buy anything other than one t3 gun relic, thus I fill the remaining slots on 500/1250 items during lane. However with vitality, I know I'm going to fill all the slots mid-game with situational defensives so I don't just fill them up with 500 relics, burning 500 souls.
(Top 500 Player)
Ya, i think the takeaway should be more you want to fill up all/most slots by midgame, do t leave all your gun and especially vitality slots empty
Wait, the 500soul 11% hp is stackable? I though you could only get that tier boost only once
yes so filling your 4 vitality slots with 500 items will increase health by 44%
its not, he's just making an example case, bad one though, since fortitude has the effect of letting you regen 4% of your hp pool after not taking damage for X seconds, so its HP increase + HP regen off combat, this lets you not go back to base if you just want to stay in the field. Think of it like Extra HP + Healing rite in one item.
@@lockehart7716 i mean buying 4 different items of tier 1 each will give the 11% hp boost, that was the question
Yes. Those stats on the side like 11% base hp are base stats that come along with every item in that tier. I do kind of wish it showed on the item better.
@@BigLipsMcGee so its not like an unique passive per tier. Cause Im they really should show the different modifications for each item purchase
Why do so many popular builds leave empty slots?
Shouldn’t build the same exact thing every single game. Slots are empty bc they cover all the core items of the build. Others will likely change on a per game basis. Builds are a good foundation but eventually you should/will learn what to build each game
Because they're bad builds but most people are so new to the game that the builds end up getting favorited often anyway.
Some heroes also get key powerspikes from specific items like Ivy getting rapid recharge and Mystic vulnerability is more powerful to their spirit build than building 12 500 items that would do fuck all for you.
Also skipping gun slots as support in higher level is typically not that rare getting something like monster rounds + headshoot booster and than working on items that actually impact the game state instead of endlessly stat farming. which mostly serves to defeat uncoordinated players
There are alot of "meme" builds that get super popular. Stuff like kudzu ivy or double sticky bebop. I think alot of people find it more exiting to build to do a shit ton of damage with a specific ability or build there gun compared to building more balanced bc its kinda boring to do so.
@@Dj_531Kudzu Ivy wasn’t really a meme build that one was just straight up busted
Slot economy is a thing.
i swear its league players that build all purples on kelvin
no it's just kelvin players that do that
Kelvin players avg IQ is 65 so yeah
whyd u buy gun if ure never gonna use it
i thought playing spirit kelvin was THE way to play him
It makes sense tbh. In league you only buy completed items or components towards them. The idea of buying items for stats doesn't exist.
infernus mad af lmao
Sure, stat wise Extra HP vs Fortitude is just that, but you're discounting the 4% HP regen after 11s of not taking damage though. That's practically Healing Rite and Extra HP in one on top of the situational gun damage. Very useful on chonky boys like Warden or Krill.
This video will just make players go too far in the opposite direction buying items they don't need and won't benefit from in order to simply fill slots.
Paying attention to some of the builds mentioned, it's not just stacking 500 cost items but quickly goes up to more build critical 1250s and 3000s.
Some heroes also don't benefit much from weapon damage or spirit and in their case unless an item provides great secondary boosts to their build, it's not efficient at all to stack that category trying to fill the slots early.
Other heroes only come online in their builds once they have some core late game items, so they may weaken themselves in the early game to come online faster.
wait, this game still a thing?
Great vid and great info for new players.
I think the specific of when to build these item should be talked more in dept about.
For example: let day I play Ivy, game is at 10 mins and I have 1k gold. The urn is about to spawn. I have recognize the current state of the game to use that 1k. If my team is ask/ping to contest the urn, then that 1k can be a close quarter and extra health so I can be in there disrupt the fight for my team. If the team is not contesting or fall so far behind that its not viable to contest it. Farming some extra souls for a Melee charge, Active reload, Healing Nova, or even Quick silver Reload could swing the next fight for the next objective.
You don't just builf these for the sake of filling the inventory slot alone. If your invintory is full but you're not planning on fighting anyone then those stats means nothing, and can be use better if you have earlier item break point when you actually want to fight.