A list of puns related to "Big Synergy"
Finals just ended for me, so I just started playing TFT again. After 2 days of playing, my impression of the current meta revolves around hypercarries. Single units that are individually strong enough to carry your team.
If early game doesn't give me strong direction via reroll units or trait augments, I find myself too often flexing support synergies and waiting until I hit a carry. I want to know what you guys think of comps you can hit most games.
The crux of my question is basically, which ~6 unit synergies are better than something like Socialite/Enchanter/Bodyguard/Scholar flex? Braum/Taric/Seraphine/Janna/Yuumi are all characters that I feel like I could put in any comp I run.
I can start off with 5 Chemtech, because obviously it's meta. No complaints here.
5 Mutant falls under the early direction sorta thing for me. It's good, but not something I find myself pivoting into ever. 3 mutant max if I hit Kai'sa.
6 Arcanists seems fake to me. I can't justify this over just having Lux/Viktor in the flex comp.
6 Challengers is the same problem for me. My units all die before I can blink. Fiora, Yone, and Kai'sa are all good I just can't justify having all the other squishy units.
6 Assassins is the same story as the two above. Carries me through midgame, but I pretty much always transition to 4 or less. If I commit, then it's another hypercarry problem. The others don't do much.
6 Bruisers seems good, but I haven't tried yet, it just doesn't seem like enough damage. Which then leads me back to hypercarry problem.
5 Mercenary seems to need super highroll, or you just pivot out during midgame.
6 Yordles can top 4 for me, but is losing consistency for me as I climb back up the ladder. Also falls under early direction for me.
5/7 Innovators falls under early direction too. I also hate the innovator start, it seems to lose to everything, then midgame I can't find Heimer or Seraphine because they just have super good synergies to splash.
6 Scrap. Is this good? I haven't seen/tried it.
5 Syndicate is just Akali/Shaco. This time it even has a transition to the flex comp.
6 Snipers/ 6 Twinshot are just Jhin or Urgot hypercarry.
6 Bodyguards have no damage and needs 7 units.
Having made this, I've had to consider 6 Academy or 5 Scholars. These actually seem good. Thoughts?
Dear all, I am currently painting Morgok's Krushas from Underworlds and I just love those orruk. I also like some Kruleboyz and thinking about to build a Big Waaagh army.
However, when I look at the rules, it seems most orruk leader can only affect their own subfaction. How can I synergy between Ironjawz and Kruleboyz? Or is it better to stick with one faction?
Will Tilray Beat Estimates
Premise: Use Polearm Master + Sentinel + War Caster + Menacing/Goading Attack + Booming Blade to trick an unfortunate melee enemy into constant opportunity attacks. I have decided to name this the Ring of Pain due to the nature of the synergy.
Polearm Master (as relevant):
The core of this synergy. By making enemies that enter your range trigger opportunity attacks, this effectively puts an invisible ring around you that triggers opportunity attacks when an enemy crosses it (hence the name I gave it). Halberds are the best weapon for this synergy, letting you follow up however you need without triggering AoOs from the enemy.
Sentinel (as relevant):
Stops creatures from travelling too far in or out of the ring, effectively binding them into it. When the Battle Master maneuvers exhaust or the enemy starts retreating, this also enables a crude form of the Ring of Pain where you walk towards the enemy to put them inside the ring, instead of the enemy moving back into the ring.
War Caster (as relevant):
Enables the use of Booming Blade for AoOs, further punishing the enemy for retreating. Also enables the use of Halberds for
Booming Blade:
Further discourages the enemy from escaping. It's free anyways, so why not use it?
Menacing Attack:
Used
... keep reading on reddit β‘βOf the 26 players in the NBA who have defended over 300 pick and rolls as the big this season, Karl-Anthony Towns ranks 7th in points allowed per possession, according to Synergy: 1. Turner 2. Gobert 3. Jokic 4. Ayton 5. Poeltl 6. R. Lopez 7. KAT 8. Harrell 9. Embiid 10. Vucevicβ
KAT has taken a noticeable stride forward on defense this season. Itβs not great defense, and itβs still not as consistent as it needs to be, but itβs absolutely been a noticeable improvement. Itβs been typical the last few years for the offense to fall apart when KAT is off the floor, but the defense this year is also taking a noticeable hit when heβs off the floor. Heβll never be a Gobert or Embiid, but with his offensive ability, it feels like if he can become an even average defender as he moves into his prime, that would be a huge development for the Timberwolves.
I couldn't have done it without y'all. I start on Monday and report directly to my supervisor, Mr. Mal Clay, Junior Assistant to the Head of Creator Equity. Rory McFarrell, Assistant Guest Services Head, and Chief Executive Board Producer, Parks Valley, will also report to Mr.Clay from now on.
Savon couldn't get into details about my pay now but said it should be in line with what Complex paid Joe to be the Chief Cultural Officer.
https://preview.redd.it/fb0in0y75wk71.jpg?width=744&format=pjpg&auto=webp&s=56cdffaba12b636d40faeb7e5fd2d5972268101a
As previously described in my other post, I was not yet able to include field effects yet. These were the numbers so far:
Unit | Damage Value | Buffs |
---|---|---|
1. Ibara - Braveshift LB | 1.99 T damage | assuming self buffs applied, -35% rod imperil, +15% dark amplify, -130% dark resist, +150% LB damage boost supported by Kryla, Yoshikiri, Relm |
2. Dark Fina & Sol - Braveshift LB | 1.45 T damage ^((adjusted from 1.5, I used the -5% extra double)) | assuming self buffs applied, -35% rod imperil, 25% earth amplify supported by Faisy) |
3. Shui Yu - Braveshift LB | 1.41 T damage | assuming self buffs applied, -35% rod imperil, -130% water imperil supported by Relm, NV Locke etc. |
But when using the optimal, currently available field effect for each of them, their damage changes in the following way:
Unit | Damage Value | Buffs |
---|---|---|
1. Ibara - Braveshift LB | 2.09 T damage (5% increase) | additional +25% LB field effect |
2. Shui Yu - Braveshift LB | 1.78 T damage (26% increase) | additional +150% SPR field effect (450% SPR total) |
3. Dark Fina & Sol - Braveshift LB | 1.51 T damage (3.4% increase) | additional +25% LB field effect |
As you can see, using the field of Setzer for SPR increase leads to a huge damage increase on Shui Yu. I tested it while fighting the dummy and the buff applies on top of her 300% self buff. Still, it is another support unit that would have to join the team. In case anyone is interested, when building my Shui Yu for Demon Killer she got an extra of 720 SPR just by Setzers field. Pretty big! Feel free to share if I did any mistake or miss something, but I felt like this is worth to share :)
I love big, splashy turns where youβre just comboβing off left and right, not in the infinite, CEDH sense, but more so in the ridiculous, janky, I canβt believe that just worked or that I pulled off that synergy kind of way. But I also donβt want a deck thatβs only fun for me, that causes me to be hated off the table instantly... for example I have a special place in my heart for Sen Triplets but just know that if I pull that deck out, the groans are sure to follow. And I like playing for everyone to have fun, not just me. So I can play Sen with my playgroup sure, but Iβm also looking for that deck I can take to a table of strangers, cold, and just know that because of what the deck does, itβs going to be a good time.
So what deck do you bring to the table that you love to get going, because once it does itβs just an absolute blast? Like whatβs that deck you know is going to give you a great game every time, win or lose, because it just plays super fun? Iβm not looking to durdle or play the same line every time, Iβm really looking for that variety is the spice if life deck that gives you those turns that you wish you were filming because they were just that epic? And if you can, link your list because Iβd love to check them out and see what youβre having the most fun with these days.
So Iβm really looking to make a Big Waaagh Army, but most of the rules I see for abilities are specific to Ironjawz or Bonesplittaz.
Are there any abilities on warscrolls that just work with Orruks?
Could that change in 3rd edition? (Iβm not optimistic just hopeful)
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