Top content as usual, I guess once people figure out anomalies you will see in the stats which carries are good with them, but it's good to get a head start
Ty for the video. Though I have been trying twitch comps and can’t seem to get top 2 with it. Even with 2 star twitch and mundo with good twitch anomalies I still lose to end game scrap boards all the time.
I've gone first playing at least 8 experiment games today. The trick is not to anomaly twitch, you want to anomaly Mundo more often than not. My favorite experiment game of the day was getting lucky and making bruiser spat, then hitting bruiser augment with dragon claw augment. Bruiser spat went on Mundo AND urgot and I took "on takedown dash to next target and stun, heal 10%hp. With urgots start combat and abilities give 20%hp shield and att speed. Mundo scaling hp on takedown and twitch %hp damage on ability damage you're gunna basically be what Elise spammers want to be.
Other places are saying 60 anomalies, not 80, which makes forcing it even easier/better. Some of them are wildly overpowered too; 3-star Camille with the one that dashes and stuns next target on kill was soloing the whole board in several of my games.
I feel like this could have just boiled down to this set is based around hyper carries and how many buffs you can apply to a particular unit being a particular focus. The math of 1x2x5x7 and stuff is nice for imagery but i think is a bit of an overcomplication. With this in mind im not sure theres much stoppin them just buffing specific 3 stars in the 1 and 2 cost space to ensure diversity as the set develops. Good video but i think its maybe a bit long winded.
Yeah that's correct. I didn't include the AD portion cause obv Amumu with AD doesnt do anything but I neglecting the AP boost was an oversight. Thanks for bringing it up 👍
Is there some kind of site I can use to check which anomalies are best for each unit? The explorers on the usual sites don't seem to have implemented anomalies either
Anomalies, Augments and other future stats will no longer be publicly available. Riot made a statement about this a few days ago. It's removed from their API and any third party who does gather data in other ways will be breaching TOS which would result in them cutting ties with Riot which most people don't want to do. Item and Comp data are still here to stay tho
This very much depends on set balance, at the moment violet is one of the best units to use the anomaly on even as a 1 cost bc she's over buffed. Also this is a really long winded way to say stacking one unit is better than spreading power on your board. That might be true if going for highest cap but sometimes you low rolled your opener or missed on your roll down or you're contested or w/e it might be and you're just trying to bleed out to a top 4 so you need immediate power. Greeding for highest cap will get you a bot 4 a lot of the time.
My favorite way to play TFT has always been exactly that - One mega unit that 1vs9s (loved the mecha trait especially) So I am quite happy with the arcane sett. Well build jinx can do upward of 100xAD base dmg with the one rocket cast in a fight and playing towards that is super satisfying. (5 Ambusher 5 rebel jinx with DB, QSS and Shojin has 100% crit chance and 1.85 crit damage with 110% bonus AD and 8% dmg amp so her rocket does 700% her AD to all enemy units on board so by optimizing her to cast early into the fight before the enemy trashlord units die off you can get her 7x1.85x2.1x1.08=29 times her base AD as rocket damage to every unit on the enemy board (and if she casts early and there are still 6+ enemy units that means she did 6x29 her base AD or 176 times her base AD as damage to the enemy team (that way all the low cost tanks and 2 cost carrys just straight up die or remain with sliver of health and all your surviving units can focus their DPS on them isnstead of wasting it on the enemy team garbage frontliners.) So yeah Jinx is absolute beast when you go full multipliers on her. (My favorite is cull the weak because it works with the rocket and chompers will always poke down enemy team and the 10-100% crit chance she gets from missing HP just gets converted to half as much crit dmg so numbers get even bigger but any anomaly that gives her AD is good too and any anomally that gives her dmg amp is insane because with rebel and ambusher she already has 80% crit and 1.85 crit dmg and 1.4 AD so adding to a bigger number on the final multiplier being dmg amp is better than adding a bit more to the existing ones) Attack speed anomally on her feels bad despite her having 0.8 insane base Attack speed because she only has 60 mana and channels a lot (her zap/chomper/rocket combo takes about 3 sec to cast so with shojin you lock yourself out of AAs for 3 sec every 12 attacks) anyways my point is i love the anomally this set but I hate how you can reliably hit 5 cost before 4-6 only on high econ portals or by sacrificing a combat augment for econ augment. Would have much prefered if anomaly happened on 5-1.
I like how you gave intuitive understanding of value and how it can be increased. Just a note though regarding anomalies - some of them are ADDITIVE and some of them are MULTIPLICATIVE to the value of the unit. For example, "Gain 20 Ability Power & 20% Attack Damage. Triple it when below 50% Health." is additive, because if the unit has, let's say 200 AD and 150 AP, it will end up with 220 AD and 170 AP or, if below 50% health, with 260 AD and 210 AP. That is an additive effect. Whereas anomaly such as: "Gain 18% Damage Amp, doubled against units with a lower star level.", is multiplicative to the value of the unit because it directly multiples the damage in a separate bucket. What's not clear to me and would be cool to test is whether this type of anomaly Damage Amp is in the same bucket as items such as Guardbreaker which gives 15% damage amp. If it is in the same multiplicative bucket, then it would be Value * (anomaly+item) but if anomalies are in a separate bucket to anything else, it would all multiply: value * anomaly * item. This was a bit tangent. To sum up, if anomalies are balanced correctly, then take a multiplicative anomaly if you have a strong high value unit, otherwise take some additive anomaly and buff any unit, or take wide team buff anomaly.
So for the first point even a buff that is just +20 AP can be multiplicative if your unit has high dmg amp or crit or even is a tank that has high armor stats if they have a shield or healing that scales off HP. The buff being a multiplier is entirely up to the player which is part of the skill expression in this set. For the second point I am 99% sure Guardbreaker and that anomaly amp is additive. If it says 'gain X % damage amp' it means +% amp BUT if it says something like do BONUS damage to a unit that is actually multiplicative. In set 11 Ghostly did that and in this set Pit Fighter and Zyra's experiment bonus does that as well (if the wording is consistent) and I think theres 1 more but I can't recall atm. Thanks for the comment and hope this helps!
@@WaterParkTactics Thanks for the reply. I get the point, but I am still not completely convinced about the following about the first paragraph of your response: My reasoning why the +20AP is still additive is as follows: If the unit that has high dmg amp, crit or is a tank with high armor stats with healing or shield, GETsS +20AP, it makes it stronger additively: making the crit a bit bigger, the shields a bit bigger, staying life a bit longer, and anything that scales with AP, which makes the units stronger overall, but it does not multiple the power of the unit in the sense that the unit becomes 0.5x stronger or 2x stronger. Sorry, don't know how to describe it better. To me, there are like-multiplicative effects in TFT and then pure-multiplicative effects. It is true, we probably should not talk about just additive effects: if I add health item to a unit, it is additive in itself, but if I add another item which gives the unit armor/mr, it makes these two items multiplicative together. Since units have base armor/mr, then the conclusion can be that there are no pure additive effects in TFT. So, like-multiplicative and then pure-multiplicative.
@@DarnastTFT if you look at just 1 buff, it will always be just additive. the multiplicativeness is the accumulation of buffs buffing other buffs. if you have jg, those +20 ap become more than just +20. Another example If you have a very tanky mordekaiser, those +20 ap will be applied and used more times, thus increasing your total damage more than just +20. All of these buffs on buffs effectively multiply your unit value
@@txitxo1485 I would like to know the different buff brackets and where each buff belongs, because if you have a lof of buffs inside just one bracket, then even if the bracket as a whole multiplies the value of the unit, inside of the bracket the buffs are just added together (additive). 3x(2+2+2) is smaller than 3x2x2x2 as an example. Games like Diablo 2 have dmg brackets known but I have never heard Mortdog mentioning this.
@@DarnastTFT (ap/ad) and dmg amp are multiplicative with one another. With characters that scale with resists, like ilaoi, (armor/MR) are multiplicative with both dmg amp and durability. Every stat is additive to itself, thats why its better to buff your carry in multiple facets (ap+dmg amp+mana generation+crit+MR shread) (ad+attack speed+crit+armor shred), not just one
i wish they would make like 3 annomilies, one in stage 3, one in 4 and one in 5, the current one should be in stage 5 and count as prismatic, then they make weaker one in stage 4 that is gold and the one in stage 3 is silver powerlevel, i feel like current annomili has prismatic power budget so they need to make 2 weaker ones
You get 0.8 multiplier on a unit that has already been multiplied a lot giving 80% more power to someone with power level of 10 is better than giving 160% more power to someone with power level 4, The main bit that makes Violet 4 star strong is how tanky she is and the fact that her traits Pit fighter and Family make perfect use of that (Family gets 20% dmg reduction and Pit fighters heal for % max HP when they drop to half HP) So she has her traits perfectly scaling with the bonus HP a 4 star gets (she gains about 1000 HP from going from 3star with about 2k hp to 4 star with 3k HP) but that 1K HP combined with omnivamp from pit 15% and her resistances and dmg reduction adds up to a big damage sponge. QSS VIolet is particularly insane ashe she chain ults and is practically almost unkillable before her CC imunity wears off as the first dmg burst just gets soaked up by pit max HP heal proc. Anyways the point is Violet 4 star is amazing cause she has low mana cost, omnivamp HIGH AD and AD scaling on the ability, a lot of resistances that scale her effective health (especially more if you have a titans on her) and all of that just ends up being a raid boss for stage 5 before enemy gets 2 star 5 costs they can't really compete with violet 4 with Family and at least 4 pit fighter enabled. Violet may be getting only 80% more power but she is essentially a drain tank and those types heavily stats check the enemy. If they don't have enough dmg to burst her down she is unkillable so any team without focus fire and heavy damage scaling just can't deal with her as she can soak more and more dmg because she keeps healing. Meanwhile the same unit with 2K Max HP is very easy to burst. That 1000 HP she gets from becoming 4 star prevents her getting oneshot so she deals more dmg and heals more and the real worth of that 1000 HP in effective health in a fight can easily exceed 5k dmg tanked and 4k dmg dealt by the unit. Ultimate hero vague-ly says it makes a 3 star into a 4 star but in the case of Violet who can be enabled with a lvl 7 board to have 4 pit fighter and 3 family traits and 3 items that further scale her HP or resistances and AD transforms from a unit in stage 5 that deals about 6k dmg and tanks 3k dmg per fight to a unit that does 10k dmg and tanks 8k (because she doesn't die to a burst of damage from enemy carry so fast and not because she straight up has way more DPS and initial effective health. She just stays in the fight much longer as opposed to dying at 12 seconds which would happen if an enemy carry did some big multiplier ability damage on her that she couldn't sustain as a 3star)
Idk why, but it took me less time to "get" this Set (13) than the previous ones (even with the earlier ones). Maybe its because of this hidden mechanic? Or because the design of this set is really well thought off? or a mix of everything else? but yeah...
The way I do it is that I don't try to get 5 cost unless we are on high econ encouter/portal (Caitlyn, Jinx etc) cause without scuttle/gold/loot subscription getting to lvl 9 before 4-6 and having at least 70 gold to roll for both a 5 cost you need and anomally on them is simply not viable (so unless i know for sure we have high econ this game I will simply do a 1-2-3 cost reroll and give anomally to main carry to get a top4 as opposed to losing every fight in stage 5 cause i didn't find a good unit to multiply)
Yep, exactly. Although there is a range dependant on who the holder is, what the items are and how many you have. The Academy unit themselves are probably balanced around this already as well
I understand the point you're making, but it's a little redundant to spend 14 out of those 17 minutes to say, "everything that makes your units stronger is good" As i said, i get the main point, which is find high cost units that scale better than others, but at the same time, this is gonna be meta reliant. If Ambessa get's some numbers nerfed, then doesn't matter how many angles she gets power from. You're still gonna be forced to play meta.
It's true what you are saying, but he didn't mean don't play meta and just play a good 4/5 unit and buff the heck out of it(he mentioned that corgi and ekko is weaker now and that it should not be focused on). He explains it in such a way that if you apply the concept while the meta changes you should be directing towards a better stance to go top 4. So basically apply this and follow meta and then you will have the strongest board you can have.
To be fair, he didn't say "everything that makes your units stronger is good," he said "stack all your multipliers on one hypercarry," and specifically pointed out how he thinks support anomalies are weak for this exact reason.
@@thomasaquinas399 I specified near the end of my comment where i said "doesn't matter how many angles ambessa gets power from" Learn to understand what people say please.
This video seems to me that its just explaining basic stuff, making them complicated with numbers. The only thing I take from it is that Anomaly needs to be studied so you can get higher positions. No offence,i appreciated the effort with the video.
Top content as usual, I guess once people figure out anomalies you will see in the stats which carries are good with them, but it's good to get a head start
Ty for the video. Though I have been trying twitch comps and can’t seem to get top 2 with it. Even with 2 star twitch and mundo with good twitch anomalies I still lose to end game scrap boards all the time.
Twitch needs dragonsoul anomaly
I've gone first playing at least 8 experiment games today. The trick is not to anomaly twitch, you want to anomaly Mundo more often than not. My favorite experiment game of the day was getting lucky and making bruiser spat, then hitting bruiser augment with dragon claw augment. Bruiser spat went on Mundo AND urgot and I took "on takedown dash to next target and stun, heal 10%hp. With urgots start combat and abilities give 20%hp shield and att speed. Mundo scaling hp on takedown and twitch %hp damage on ability damage you're gunna basically be what Elise spammers want to be.
Other places are saying 60 anomalies, not 80, which makes forcing it even easier/better. Some of them are wildly overpowered too; 3-star Camille with the one that dashes and stuns next target on kill was soloing the whole board in several of my games.
Yeah they got rid of a lot of anomalies for live.
I feel like this could have just boiled down to this set is based around hyper carries and how many buffs you can apply to a particular unit being a particular focus.
The math of 1x2x5x7 and stuff is nice for imagery but i think is a bit of an overcomplication.
With this in mind im not sure theres much stoppin them just buffing specific 3 stars in the 1 and 2 cost space to ensure diversity as the set develops.
Good video but i think its maybe a bit long winded.
Just a heads up, starring up increases hp by 80% AND ad and ability damage (usually) by 50%, so it's actually a 2.7 multiplier in total (1.8*1.5)
Yeah that's correct. I didn't include the AD portion cause obv Amumu with AD doesnt do anything but I neglecting the AP boost was an oversight. Thanks for bringing it up
👍
Is there some kind of site I can use to check which anomalies are best for each unit? The explorers on the usual sites don't seem to have implemented anomalies either
Anomalies, Augments and other future stats will no longer be publicly available. Riot made a statement about this a few days ago. It's removed from their API and any third party who does gather data in other ways will be breaching TOS which would result in them cutting ties with Riot which most people don't want to do.
Item and Comp data are still here to stay tho
@@WaterParkTactics ahhh i see, appreciate the explanation
@@WaterParkTactics Soooo basically the high elo study groups will gatekeep all valuable knowledge on this matter and us plebs can go pound sand. Sadge
This very much depends on set balance, at the moment violet is one of the best units to use the anomaly on even as a 1 cost bc she's over buffed. Also this is a really long winded way to say stacking one unit is better than spreading power on your board. That might be true if going for highest cap but sometimes you low rolled your opener or missed on your roll down or you're contested or w/e it might be and you're just trying to bleed out to a top 4 so you need immediate power. Greeding for highest cap will get you a bot 4 a lot of the time.
So basically this set is a team protect one strat where one carry shall rule them all?
My favorite way to play TFT has always been exactly that - One mega unit that 1vs9s (loved the mecha trait especially) So I am quite happy with the arcane sett. Well build jinx can do upward of 100xAD base dmg with the one rocket cast in a fight and playing towards that is super satisfying. (5 Ambusher 5 rebel jinx with DB, QSS and Shojin has 100% crit chance and 1.85 crit damage with 110% bonus AD and 8% dmg amp so her rocket does 700% her AD to all enemy units on board so by optimizing her to cast early into the fight before the enemy trashlord units die off you can get her 7x1.85x2.1x1.08=29 times her base AD as rocket damage to every unit on the enemy board (and if she casts early and there are still 6+ enemy units that means she did 6x29 her base AD or 176 times her base AD as damage to the enemy team (that way all the low cost tanks and 2 cost carrys just straight up die or remain with sliver of health and all your surviving units can focus their DPS on them isnstead of wasting it on the enemy team garbage frontliners.)
So yeah Jinx is absolute beast when you go full multipliers on her. (My favorite is cull the weak because it works with the rocket and chompers will always poke down enemy team and the 10-100% crit chance she gets from missing HP just gets converted to half as much crit dmg so numbers get even bigger but any anomaly that gives her AD is good too and any anomally that gives her dmg amp is insane because with rebel and ambusher she already has 80% crit and 1.85 crit dmg and 1.4 AD so adding to a bigger number on the final multiplier being dmg amp is better than adding a bit more to the existing ones)
Attack speed anomally on her feels bad despite her having 0.8 insane base Attack speed because she only has 60 mana and channels a lot (her zap/chomper/rocket combo takes about 3 sec to cast so with shojin you lock yourself out of AAs for 3 sec every 12 attacks) anyways my point is i love the anomally this set but I hate how you can reliably hit 5 cost before 4-6 only on high econ portals or by sacrificing a combat augment for econ augment. Would have much prefered if anomaly happened on 5-1.
I like how you gave intuitive understanding of value and how it can be increased. Just a note though regarding anomalies - some of them are ADDITIVE and some of them are MULTIPLICATIVE to the value of the unit. For example, "Gain 20 Ability Power & 20% Attack Damage. Triple it when below 50% Health." is additive, because if the unit has, let's say 200 AD and 150 AP, it will end up with 220 AD and 170 AP or, if below 50% health, with 260 AD and 210 AP. That is an additive effect. Whereas anomaly such as: "Gain 18% Damage Amp, doubled against units with a lower star level.", is multiplicative to the value of the unit because it directly multiples the damage in a separate bucket. What's not clear to me and would be cool to test is whether this type of anomaly Damage Amp is in the same bucket as items such as Guardbreaker which gives 15% damage amp. If it is in the same multiplicative bucket, then it would be Value * (anomaly+item) but if anomalies are in a separate bucket to anything else, it would all multiply: value * anomaly * item. This was a bit tangent. To sum up, if anomalies are balanced correctly, then take a multiplicative anomaly if you have a strong high value unit, otherwise take some additive anomaly and buff any unit, or take wide team buff anomaly.
So for the first point even a buff that is just +20 AP can be multiplicative if your unit has high dmg amp or crit or even is a tank that has high armor stats if they have a shield or healing that scales off HP. The buff being a multiplier is entirely up to the player which is part of the skill expression in this set.
For the second point I am 99% sure Guardbreaker and that anomaly amp is additive. If it says 'gain X % damage amp' it means +% amp BUT if it says something like do BONUS damage to a unit that is actually multiplicative. In set 11 Ghostly did that and in this set Pit Fighter and Zyra's experiment bonus does that as well (if the wording is consistent) and I think theres 1 more but I can't recall atm.
Thanks for the comment and hope this helps!
@@WaterParkTactics Thanks for the reply. I get the point, but I am still not completely convinced about the following about the first paragraph of your response: My reasoning why the +20AP is still additive is as follows: If the unit that has high dmg amp, crit or is a tank with high armor stats with healing or shield, GETsS +20AP, it makes it stronger additively: making the crit a bit bigger, the shields a bit bigger, staying life a bit longer, and anything that scales with AP, which makes the units stronger overall, but it does not multiple the power of the unit in the sense that the unit becomes 0.5x stronger or 2x stronger.
Sorry, don't know how to describe it better.
To me, there are like-multiplicative effects in TFT and then pure-multiplicative effects. It is true, we probably should not talk about just additive effects: if I add health item to a unit, it is additive in itself, but if I add another item which gives the unit armor/mr, it makes these two items multiplicative together. Since units have base armor/mr, then the conclusion can be that there are no pure additive effects in TFT. So, like-multiplicative and then pure-multiplicative.
@@DarnastTFT if you look at just 1 buff, it will always be just additive. the multiplicativeness is the accumulation of buffs buffing other buffs. if you have jg, those +20 ap become more than just +20. Another example If you have a very tanky mordekaiser, those +20 ap will be applied and used more times, thus increasing your total damage more than just +20. All of these buffs on buffs effectively multiply your unit value
@@txitxo1485 I would like to know the different buff brackets and where each buff belongs, because if you have a lof of buffs inside just one bracket, then even if the bracket as a whole multiplies the value of the unit, inside of the bracket the buffs are just added together (additive). 3x(2+2+2) is smaller than 3x2x2x2 as an example. Games like Diablo 2 have dmg brackets known but I have never heard Mortdog mentioning this.
@@DarnastTFT (ap/ad) and dmg amp are multiplicative with one another. With characters that scale with resists, like ilaoi, (armor/MR) are multiplicative with both dmg amp and durability. Every stat is additive to itself, thats why its better to buff your carry in multiple facets (ap+dmg amp+mana generation+crit+MR shread) (ad+attack speed+crit+armor shred), not just one
i wish they would make like 3 annomilies, one in stage 3, one in 4 and one in 5, the current one should be in stage 5 and count as prismatic, then they make weaker one in stage 4 that is gold and the one in stage 3 is silver powerlevel, i feel like current annomili has prismatic power budget so they need to make 2 weaker ones
Thanks this is a great video.
So why is violet on 4 stars so special? It is only a 1 cost unit. And you sacrifice this anomaly for a 0.8 multiplier, right?
You get 0.8 multiplier on a unit that has already been multiplied a lot
giving 80% more power to someone with power level of 10 is better than giving 160% more power to someone with power level 4,
The main bit that makes Violet 4 star strong is how tanky she is and the fact that her traits Pit fighter and Family make perfect use of that (Family gets 20% dmg reduction and Pit fighters heal for % max HP when they drop to half HP)
So she has her traits perfectly scaling with the bonus HP a 4 star gets (she gains about 1000 HP from going from 3star with about 2k hp to 4 star with 3k HP) but that 1K HP combined with omnivamp from pit 15% and her resistances and dmg reduction adds up to a big damage sponge. QSS VIolet is particularly insane ashe she chain ults and is practically almost unkillable before her CC imunity wears off as the first dmg burst just gets soaked up by pit max HP heal proc. Anyways the point is Violet 4 star is amazing cause she has low mana cost, omnivamp HIGH AD and AD scaling on the ability, a lot of resistances that scale her effective health (especially more if you have a titans on her) and all of that just ends up being a raid boss for stage 5 before enemy gets 2 star 5 costs they can't really compete with violet 4 with Family and at least 4 pit fighter enabled.
Violet may be getting only 80% more power but she is essentially a drain tank and those types heavily stats check the enemy. If they don't have enough dmg to burst her down she is unkillable so any team without focus fire and heavy damage scaling just can't deal with her as she can soak more and more dmg because she keeps healing. Meanwhile the same unit with 2K Max HP is very easy to burst. That 1000 HP she gets from becoming 4 star prevents her getting oneshot so she deals more dmg and heals more and the real worth of that 1000 HP in effective health in a fight can easily exceed 5k dmg tanked and 4k dmg dealt by the unit.
Ultimate hero vague-ly says it makes a 3 star into a 4 star but in the case of Violet who can be enabled with a lvl 7 board to have 4 pit fighter and 3 family traits and 3 items that further scale her HP or resistances and AD transforms from a unit in stage 5 that deals about 6k dmg and tanks 3k dmg per fight to a unit that does 10k dmg and tanks 8k (because she doesn't die to a burst of damage from enemy carry so fast and not because she straight up has way more DPS and initial effective health. She just stays in the fight much longer as opposed to dying at 12 seconds which would happen if an enemy carry did some big multiplier ability damage on her that she couldn't sustain as a 3star)
Algorithmic like and comment achieved.
Idk why, but it took me less time to "get" this Set (13) than the previous ones (even with the earlier ones). Maybe its because of this hidden mechanic? Or because the design of this set is really well thought off? or a mix of everything else? but yeah...
How are you supposed to hit a 5 cost consistently b4 4-6. Not saying it’s impossible it is just inconsistent for me
The way I do it is that I don't try to get 5 cost unless we are on high econ encouter/portal (Caitlyn, Jinx etc) cause without scuttle/gold/loot subscription getting to lvl 9 before 4-6 and having at least 70 gold to roll for both a 5 cost you need and anomally on them is simply not viable (so unless i know for sure we have high econ this game I will simply do a 1-2-3 cost reroll and give anomally to main carry to get a top4 as opposed to losing every fight in stage 5 cause i didn't find a good unit to multiply)
So, traits like academy should have more power due to the sponsored items. Isn't it?
Yep, exactly. Although there is a range dependant on who the holder is, what the items are and how many you have. The Academy unit themselves are probably balanced around this already as well
Nice ❤
I understand the point you're making, but it's a little redundant to spend 14 out of those 17 minutes to say, "everything that makes your units stronger is good" As i said, i get the main point, which is find high cost units that scale better than others, but at the same time, this is gonna be meta reliant. If Ambessa get's some numbers nerfed, then doesn't matter how many angles she gets power from. You're still gonna be forced to play meta.
It's true what you are saying, but he didn't mean don't play meta and just play a good 4/5 unit and buff the heck out of it(he mentioned that corgi and ekko is weaker now and that it should not be focused on). He explains it in such a way that if you apply the concept while the meta changes you should be directing towards a better stance to go top 4.
So basically apply this and follow meta and then you will have the strongest board you can have.
Solid criticism, but I am noob and the entire video was super helpful!
To be fair, he didn't say "everything that makes your units stronger is good," he said "stack all your multipliers on one hypercarry," and specifically pointed out how he thinks support anomalies are weak for this exact reason.
@@thomasaquinas399 I specified near the end of my comment where i said "doesn't matter how many angles ambessa gets power from" Learn to understand what people say please.
@@jdturkdrcox *learns to understand what people because jdturkdrcox from the internet told me to*
It's okay buddy you can just say you were wrong.
This video seems to me that its just explaining basic stuff, making them complicated with numbers. The only thing I take from it is that Anomaly needs to be studied so you can get higher positions. No offence,i appreciated the effort with the video.
First