A new MFDB video; it's a good day. For ADC: Mortal Reminder is probably still a good buy against squishy team comps into something like a Master Yi but, into the tank comps especially, I always take Lord Doms now after the penetration buff.
Welcome back! Do you still do content on the other channel? I loved seeing you post any content even if i only like playing one champion. Now that you dont do content there i really feel like i dont know what to build or do anymore. Please post more content on that channel aswell if you have time.
Always glad to see one of your new videos. Honestly had been waiting for your take on this new build. MF has felt so much better with the buffs to her AD and W and this build just makes it so much better. Keep it up Phil!
This is a pretty good core these days. Coll, IE, Hurricane, Yun Tal Wildarrows (Bezerkers) Cos of the synergy between Hurricane and Yun Tal Wildarrows:) So as long as you end up with an attack speed of 80 or over the build should be awesome:)
The goat is back! Also would you need ER in the build? I saw on the mf subreddit a build of bt ldr/mortal ie collector yt/immortal/maw ghostbd. Whats ur thoughts on that?
I have been trying jack of all trades MF, collector, Muramana, lord doms, bloodthirst and last item is chempunk chainsaw vs healing champs, maw vs AP comps and I have been dominating … usually only get to three items before the game is over and I have all 10 stacks of Jack by that point
You mention a significant power difference between Lord Dominik's and Mortal Reminder. That difference is only 5 AD and 5% armor pen, which I can't say is all that significant. Especially when you get grevious wounds in exchange for those few stats. In my opinion, it is close to being at a level where I would buy Mortal Reminder even if they don't heal at all, just to negate the enemy innate health regen (mild exaggeration, but you get the point. Rarely would Lord Dominik's be significantly better. At most, they're about even) Edit: Of course, if you disagree, I would love to hear your reasoning. Is the 5% pen really such an amazing difference?
I feel very similar about this too, would like to hear some more opinions, a lot of champions have healing so it also depends how many of your team has grievous wounds and who's engaging who and when etc
I've won games with mf buying no items at all. League is just broken like that. Items aren't near as impactful as other MOBAs and if you have the mechanical skill over your opponent and the matchups are favorable, you will win. It's just that simple. What you built only matters when you're at the top of the top. More relies on player diff than anything else below masters
@@ADC_Academy everybody got their own views. Some champs are more dependent on them. Particularly life steal bruisers like irelia and burst mages like ahri. Not saying they don't help but unless you're hard countered to the point you are struggling to do damage, you don't need them as much as you do in other games. Dota2 you live and die by not only having items, but having the correct ones. Far more impactful to the game. MF is just a broken champ as long as she's not facing heavy engage or long range. In league you can build almost anything and get away with it. As long as you're not trying to build something stupid like kraken slayer on malzahar.
@@AlejandroLopez-ze8gu why so angry, dota is a very fun moba with lots of intricacy whereas league is more of an arcade style moba with very minute intricacies revolving around champ mechanics. I play both, I don't understand the rivalry and the insanity of league players.
@@ADC_Academy it got major buffs recently, and it does synergize with Bloodthirster to protect MF's Strut if you're ever caught out or need to dump W and stat-check someone who is fed without becoming a sitting duck for follow-up from their allies, particularly from not-quite full HP that you can chunk up to full with your burst through Bloodthirster under Barrier's shield. That kind of thing can be a little niche, though. And it's not like Heal wouldn't spot you some movespeed to reposition anyway, so long as you were able to use it while not standing still. Building a Vamp Scepter item in lane does make Heal less necessary, although then again taking both can really hammer home that advantage to tip the scales of lanes you couldn't just get BF Sword first in them; or either better survive a heavy Poke lane that your support is not able to repel adequately, or keep your ability to pressure them with trades and kill threat while pushing if you were able to get the upper hand and the push. I also feel like I get more value than the average player out of my Heal usage for the benefit of other players. I am quite good at using it for the speed as much as the health when it will make the difference, and I'm very good at quickly and accurately judging both when it will make the difference in either someone escaping or successfully engaging and then not immediately dying, and when it's worth a lot to make those things happen in that combat rather than a future one within the next few minutes. It's also generally less punishing to waste when the durability is overkill than Barrier in that the HP is permanent, and it has a secondary output anyway. Although a Bloodthirster rushing build makes this significantly less relevant because the lifesteal will top you up efficiently either way. LoLalytics has been at least slightly favoring Barrier to Heal over the last few patches since the buffs. Here's a very important point, though; if you have an Enchantress as your support, Heal is statistically better on them because of their Heal Power and the fact that combining both Barrier and Heal onto a carry being targeted is so important. So you can stack your Barrier with their Heal for better guaranteed survivability, won trades, and scaling for that duo's characteristic win condition than if one of you tried to take Ignite or Exhuast for all-in scenarios when those are better options for an engage support. ~ (The secret sauce for the right 2v2 matchups and against enough dive threat from other roles in the comp on ADC has always been Exhaust, though, especially when Ghost is in the nerfed part of its balance cycle. It makes for very strong all-ins as well as denials similar to barrier when you need them. It is very very good at taxing Flashes off people with slightly weaker positioning than you. Exhaust does benefit from the statistical bias of not being a recommended pick and therefore being more often picked by players with enough experience/comfort on the champion to not just take the cookie-cutter recommendations in build, but it is just about holding winrate parity with Barrier with a reasonable sample size for MF in Global Emerald+ on LoLAlytics right now, albeit the coin-flip model 95% Confidence Interval for Exhaust is ~0.5% while it is much much smaller for Barrier given the nearly 14x pickrate. But I think that if you're judiciously taking Exhaust into only the correct matchups and comps for it, you might be doing better than even the MF players who take it, but maybe default to it more often than you do. I have straight-up killed so many people as MF in embarrassing fashion in the 2v3 or 1v2 when they try to gank me because of Exhaust, and then demoralized the people trying to pincer me in the jungle, or punish me for forcing a tower siege and collect my shutdown later on in the mid-game. You've just got to be at enough of a range parity and not too much of a sustain disadvantage in the 2v2 lane matchup, which Vamp Scepter helps with; I used to do this a ton when I used to rush Eclipse back when it still had Omnivamp. And you're incentivized to take Exhaust as a tie-breaker when the enemy has divers on the map who aren't going to burst you from out of stealth before you can hit your summoner. It also helps if they don't have any artillery mages. The more enemy melees, the more potential Exhaust has to style on skirmishes or singlehandedly counter engagements in teamfights once you have a Bloodthirster shield .)
Welcome back man, I was missing the "MF is THE BEST Bloodthirst user in the game"
I think it about Draven
A new MFDB video; it's a good day.
For ADC: Mortal Reminder is probably still a good buy against squishy team comps into something like a Master Yi but, into the tank comps especially, I always take Lord Doms now after the penetration buff.
I’ve been missing this videos! Glad to see you back
Welcome back! Do you still do content on the other channel? I loved seeing you post any content even if i only like playing one champion. Now that you dont do content there i really feel like i dont know what to build or do anymore. Please post more content on that channel aswell if you have time.
doin my best :')
Always glad to see one of your new videos. Honestly had been waiting for your take on this new build. MF has felt so much better with the buffs to her AD and W and this build just makes it so much better. Keep it up Phil!
Glad you're back. You're certainly PHILed a certain void.
That tresh is amazing
nice to see u Phil, welcome back. Hello from Spain, hope we'll see u more again.
HELL YES PHIL!!! Thank you!! I can’t wait to try out this build. I hope you get the time to play a lot more!
This is a pretty good core these days. Coll, IE, Hurricane, Yun Tal Wildarrows (Bezerkers)
Cos of the synergy between Hurricane and Yun Tal Wildarrows:)
So as long as you end up with an attack speed of 80 or over the build should be awesome:)
The goat is back! Also would you need ER in the build? I saw on the mf subreddit a build of bt ldr/mortal ie collector yt/immortal/maw ghostbd. Whats ur thoughts on that?
ER is not necessary. But especially with Conq, ER allows you to spam more spells for stacks
Can anyone explain why this build is better than going collector > IE > LDR? Aside from tempo you lose so much damage going BT > ER..
I have been trying jack of all trades MF, collector, Muramana, lord doms, bloodthirst and last item is chempunk chainsaw vs healing champs, maw vs AP comps and I have been dominating … usually only get to three items before the game is over and I have all 10 stacks of Jack by that point
sounds fun:)
hope you`ll find the time to post more often xD, great content
the legend is back
sir I miss you so much, I have been waiting ur mf vids for weeks
Mal wieder ein schönes Video! Ich freu mich sehr, dass MF mal endlich gebufft wurde. Ihr Earlygame war einfach zu schwach.
Damn man, where have you been dont do that ever again hahaha😂
busy life :')
You mention a significant power difference between Lord Dominik's and Mortal Reminder.
That difference is only 5 AD and 5% armor pen, which I can't say is all that significant. Especially when you get grevious wounds in exchange for those few stats.
In my opinion, it is close to being at a level where I would buy Mortal Reminder even if they don't heal at all, just to negate the enemy innate health regen (mild exaggeration, but you get the point. Rarely would Lord Dominik's be significantly better. At most, they're about even)
Edit: Of course, if you disagree, I would love to hear your reasoning. Is the 5% pen really such an amazing difference?
I feel very similar about this too, would like to hear some more opinions, a lot of champions have healing so it also depends how many of your team has grievous wounds and who's engaging who and when etc
@@luketargett2233 I have the same opinion
Please play some more! ❤
🐺🐺🐺❤️🔥🐺🐺🐺
🇯🇵 Ganking M.F with teleport. Once I've obtained Bloodthirster I then proceed to feed my support.
I feed my wolves.
The video you knew was coming :)
nah i've been building this for a while. please don't blow it up and get it nerfed.
FINALLY!!
I've won games with mf buying no items at all. League is just broken like that. Items aren't near as impactful as other MOBAs and if you have the mechanical skill over your opponent and the matchups are favorable, you will win. It's just that simple. What you built only matters when you're at the top of the top. More relies on player diff than anything else below masters
items are everything in league imo tho
@@ADC_Academy everybody got their own views. Some champs are more dependent on them. Particularly life steal bruisers like irelia and burst mages like ahri. Not saying they don't help but unless you're hard countered to the point you are struggling to do damage, you don't need them as much as you do in other games. Dota2 you live and die by not only having items, but having the correct ones. Far more impactful to the game.
MF is just a broken champ as long as she's not facing heavy engage or long range.
In league you can build almost anything and get away with it. As long as you're not trying to build something stupid like kraken slayer on malzahar.
who tf asked the opinion of a dota loser lmao always wining about their shitty dead game
@@AlejandroLopez-ze8gu why so angry, dota is a very fun moba with lots of intricacy whereas league is more of an arcade style moba with very minute intricacies revolving around champ mechanics. I play both, I don't understand the rivalry and the insanity of league players.
@@arthurakopyan8218 shut it nerd no one asked
💪
Is anyone else pissed off/disappointed about the new mf skin?
barrier better than heal
why?
@@ADC_Academy it got major buffs recently, and it does synergize with Bloodthirster to protect MF's Strut if you're ever caught out or need to dump W and stat-check someone who is fed without becoming a sitting duck for follow-up from their allies, particularly from not-quite full HP that you can chunk up to full with your burst through Bloodthirster under Barrier's shield. That kind of thing can be a little niche, though. And it's not like Heal wouldn't spot you some movespeed to reposition anyway, so long as you were able to use it while not standing still.
Building a Vamp Scepter item in lane does make Heal less necessary, although then again taking both can really hammer home that advantage to tip the scales of lanes you couldn't just get BF Sword first in them; or either better survive a heavy Poke lane that your support is not able to repel adequately, or keep your ability to pressure them with trades and kill threat while pushing if you were able to get the upper hand and the push.
I also feel like I get more value than the average player out of my Heal usage for the benefit of other players. I am quite good at using it for the speed as much as the health when it will make the difference, and I'm very good at quickly and accurately judging both when it will make the difference in either someone escaping or successfully engaging and then not immediately dying, and when it's worth a lot to make those things happen in that combat rather than a future one within the next few minutes.
It's also generally less punishing to waste when the durability is overkill than Barrier in that the HP is permanent, and it has a secondary output anyway. Although a Bloodthirster rushing build makes this significantly less relevant because the lifesteal will top you up efficiently either way.
LoLalytics has been at least slightly favoring Barrier to Heal over the last few patches since the buffs.
Here's a very important point, though; if you have an Enchantress as your support, Heal is statistically better on them because of their Heal Power and the fact that combining both Barrier and Heal onto a carry being targeted is so important.
So you can stack your Barrier with their Heal for better guaranteed survivability, won trades, and scaling for that duo's characteristic win condition than if one of you tried to take Ignite or Exhuast for all-in scenarios when those are better options for an engage support.
~
(The secret sauce for the right 2v2 matchups and against enough dive threat from other roles in the comp on ADC has always been Exhaust, though, especially when Ghost is in the nerfed part of its balance cycle. It makes for very strong all-ins as well as denials similar to barrier when you need them. It is very very good at taxing Flashes off people with slightly weaker positioning than you.
Exhaust does benefit from the statistical bias of not being a recommended pick and therefore being more often picked by players with enough experience/comfort on the champion to not just take the cookie-cutter recommendations in build, but it is just about holding winrate parity with Barrier with a reasonable sample size for MF in Global Emerald+ on LoLAlytics right now, albeit the coin-flip model 95% Confidence Interval for Exhaust is ~0.5% while it is much much smaller for Barrier given the nearly 14x pickrate.
But I think that if you're judiciously taking Exhaust into only the correct matchups and comps for it, you might be doing better than even the MF players who take it, but maybe default to it more often than you do.
I have straight-up killed so many people as MF in embarrassing fashion in the 2v3 or 1v2 when they try to gank me because of Exhaust, and then demoralized the people trying to pincer me in the jungle, or punish me for forcing a tower siege and collect my shutdown later on in the mid-game.
You've just got to be at enough of a range parity and not too much of a sustain disadvantage in the 2v2 lane matchup, which Vamp Scepter helps with; I used to do this a ton when I used to rush Eclipse back when it still had Omnivamp. And you're incentivized to take Exhaust as a tie-breaker when the enemy has divers on the map who aren't going to burst you from out of stealth before you can hit your summoner. It also helps if they don't have any artillery mages.
The more enemy melees, the more potential Exhaust has to style on skirmishes or singlehandedly counter engagements in teamfights once you have a Bloodthirster shield .)
@@ADC_Academy Because it got buffed so its cooldown is way lower. It has more impact now rather than heal.