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A guide to Battlecast Brawler Hyper Roll for patch 10.13

A guide to Battlecast Brawler Hyper Roll for patch 10.13

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This is a guide to a battlecast brawler hyper roll build I've been working on in patch 10.13. (Or HyperBeam HyperRoll as i like to call it)


Down below I've shown what the comp should look like at various stages of the game, as well as the general strategy and itemization.

Hyper roll builds have disappeared from the meta with the introduction of set 3.5, mostly to to the nerfing of key 1 cost units like Poppy and Xylah, the removal of the Void alliance, and level 4 rolling odds changing from 60% to 55% for 1 cost units.
However, I think with the massive buffs to Illaoi and the battlecast synergy and it's units, as well as the massive increase in odds for 3 cost units from 10% to 15% at level 4 make this build viable if you abuse those odds to find an early Cassiopeia, and get 4 battlecast online early after hyper rolling at stage 3-1. You're almost guaranteed to have her on round 3-2, often you will even find 2 copies or a 2 star Cassiopeia on your first hyper roll. I think by shifting the focus of hyper roll builds away from 3 starring a board of 1 and 2 cost units, and focusing more on abusing the 15% odds for 3 cost units, and focusing on 3 starring a few one cost units, and getting super early 2 star 3 costs who unlock important synergies, hyper rolling can be quite good again.
Anyways, here's the rundown of the comp:

The build focuses on building Illaoi and Cassiopeia as your carries. The compound effect of all the buffs to Illaoi and battlecast have made her tankiness and power increase exponentially, especially at 3 star. Combining the buffed heal from battlecast with the bonus HP she got this patch, 10% more armor and magic resist steal and the massive 50% increase from 4 second to 6 second steal duration, allowing her to stack up much more at a single time makes her a way stronger unit at 3 star than she was in 10.12. Combining this with the right set of items easily rivals Poppy in the golden days of the Candyland build. As for Cassiopeia, despite getting a nerf to DPS, the amount of damage instances she does is very powerful with the battlecast synergy. With Blue Buff and Morellonomicon, you'll be dealing 2 instances of tick damage on your opponents entire team very early into the fight, triggering tons of blasts/heals. When played in this comp, she is a way stronger carry than she is in the Vanguard Mystic build, despite being nerfed. The 4 battlecast synergy has been buffed enough that it can crush early game and carry you through mid, until you find Urgot later, and the 6 battlecast alliance has been buffed enough to make this build viable in the late/top 4 portion of the game. Buffs to Nocturne and Kog'Maw aren't huge, but still relevant. This comp also makes great use of spatula. If you can get battlecast spat, you can run 6 battlecasts at level 6, without needing to to wait all the way to level 8 to find Urgot. The 480 damage blasts/heals at earlier stages of the game will pretty much ensure you steamroll.
In summary, the comp wants to have long fights with an unkillable Illaoi and Malphite 3 star in the front, buying time for Cassiopeia's damage over time, and your battlecast procs to do work, while the combination of Ionic Spark and Illaoi's resistance reductions massively increase your damage output as your tanks run endlessly into the opponents units and debuff them to oblivion.

Super Early Game (Stage 1-2)

In the super early game, you should econ as much as possible. Focus on making interest at all times, and only deviate from this if it means picking up an Illaoi, Cassiopeia, Malphite, or Nocturne. You want to hang onto as few units as possible that don't go into the level 5 comp shown below. Holding onto one Kog'maw is a good idea, but 2 starring him before you roll down your gold at 3-1 isn't worth it. It costs way too much in interest gold and you will always be able to 2 star him very early with your hyper rolls, and having him 2 star isn't the most important thing. What really matters is having him for an early 4 battlecast synergy. If you can sell Cog'Maw to make interest it's generally worth it, as you can always find another copy during your hyper roll. You want to streak for maximum econ without ever breaking your streak, which usually means loss streaking until the crug round. This also ensures you get first/early pick at the carousel. Getting the right items, specifically an early bramble for your Illaoi, is important for this comp, so it's normally the best approach. I wouldn't recommend committing to win streaking unless you're entering the first PVP rounds with 2 star units and some solid completed items, or if you lucked out and got Cassiopeia on stage 1. Ideally you want between 40-50 gold for stage 3-1, at which point you hyper roll to 0 and try to 3 star Illaoi Malphite and Nocturne, while 2 starring Kog'Maw, and finding Cassiopeia 1 or 2 star. Consider holding onto Blitz crank and Vi during your roll, until you find the 4 battlecasts so you can play a 4 brawler start as a backup plan if need be.

Sidenote: picking up as many 1 cost and 3 cost units as possible while you're rolling down your gold will slightly increase your chances of 3 starring units and hitting Cassiopeias by removing some units from the pool. This isn't huge but it can be the difference between hitting a 3 star unit a round or two earlier, which does matter.

Early Game (Level 4-5)

Level 5
You want to get Illaoi to 3 star as your top priority, while looking for Malphite and Nocturne 3 star along the way. Kog'Maw 3 star is nice but it isn't worth the bench space and gold and will ultimately slow you down too much. Getting him to 2 star early is all you need. The other goal is to find Cassiopeia 2 star early during the hyper rolls, but never roll specifically for her, as a 1 star Cassiopeia is all you need early on, and you should get her to 2 star extremely early naturally with your hyper rolls now giving you 15% chance for 3 cost units in the early game anyways. The only 3 star unit that is absolutely crucial to the comp is Illaoi. Malphite makes the comp much stronger if you can 3 star him, but the comp can function without him. 3 star Nocturne is much like Zoe in Candyland; a nice bonus if you find him, and quite useful with his 4 second stun, but you don't need him 3 star. It's always worth the econ and bench to hang onto him though. Since this is a hyper roll build, you never spend money on exp until you are fully ready to go to level 6, where your odds for finding 1 cost units decrease drastically. Once you find Illaoi 3 star, you should go to level 6 if you aren't anywhere near finding Malphite and nocturne 3, but if you have 5 or more copies of either of them, and if the units aren't being heavily contested, it's worth staying at level 5 longer and rolling down again for 3 star on all your 1 costs first. Be patient with your gold, and try to econ up to 30-50 gold before rolling down each time, instead of rolling all your gold as you get it, unless you are dying and have no other option. You usually want to run the 5 units shown above, however if you failed to find 4 battlecast, you can run 4 Brawler instead, although this isn't as good. The other main thing to consider is running Zed instead of Malphite. Zed can be worth it if you ended up with a 3 star Nocturne, or if you somehow didn't find 2 star Malphite on your first hyper roll, which is incredibly unlikely. Otherwise the 2 Brawler front line with 4 battlecast is your best option.

Mid Game (Level 6-7)

Level 6
level 7
At this point, hopefully Illaoi and as many other 1 costs as possible are 3 starred, or 1-2 copies away from being 3 starred, and you have 2 star Cassiopeia. The best option at level 6 is to add a Mystic to further increase your units durability. Soraka is great, and her healing has great synergy with the innate tankiness of your units. Karma is also great to link to your Cassiopeia. If you can't find a mystic the option of throwing in a 2 star Zed or a Fizz is also okay. Running Infiltrator in the place of Mystic can actually be better up until late game if Nocturne is 3 starred. At this point in the game, you don't want to be rolling any more. Just econ up and pick up more brawlers, and finish 2 starring everything you can, and finishing 3 star units unless it becomes unrealistic to keep looking for them. At level 7, you want to add in two brawlers and take out the mystic, for 4 brawler 4 battlecast. Adding Vi and Gnar provides much more valuable front line to buy time and drag out the fight for your Cassiopeia and battlecast procs to do work, as well as providing you with lots of CC. If the game is going well, i prefer to econ up to 50 on level 6 and slowly pump gold into exp, while remaining at 50 gold, then pump all my gold into levels to jump strait to level 8 right after, but if you are being pressured it's fine to go to 7 sooner if you're taking too much damage.

Late Game (Level 8-9)

Level 8
Level 8 alt
Level 9
At level 8, add your Mystic back in (Soraka being the best). You don't have much to do here as far as your build, aside from trying to find Urgot and Viktor, if you don't already have him, to go to 6 battlecast. Once you find Urgot, either replace Cog'Maw with him (or Nocturne if you never 3 starred him) or take out 2 of your brawlers and go for 6 battlecast, 2 brawler, 2 mystic. If the game goes to Level 9, you can simply play 4 brawler 6 battlecast. If you're facing heavy magic damage lineups that don't require you to strengthen your front line as much (such as Gangplank/Riven and 6 sorcerers) you can consider 4 mystics instead of 4 brawlers. This is especially effective if you have dragon scale on Illaoi, and practically allows her to 1v9 against those kind of comps.

Spatula Variation

Level 6
Level 9
If you get a spatula, you can make battlecast spat and put it onto your Malphite. Malphite carries Ionic spark in this comp, so giving him the ability to output some magic damage is nice while hes tanking for you, but more importantly he has tons of hp to work with so he will survive on the front line for much longer with battlecast heals and keep that ionic spark aura up for longer.
With battlecast spat, you can add Viktor in at level 6 for the 6 battlecast synergy. The DPS increase to 480 for each battlecast proc at this early in the game is brutal, and also makes Illaoi unkillable with the increase heal. You can play 4 brawler 6 battlecast at level 8 now as well, and at level 9 you can play a mystic on top of the normal comp, while dropping one of your less useful battlecasts.

Items

Carousel Priority is Spatula > Chain Vest > Cloak > TeaRod > Belt/Gloves

It's essential that you prioritize getting Bramble first, Blue Buff second, then two additional tank items for Illaoi and Morellonomicon as a third priority, and lastly Ionic Spark or Rapid Firecannon are luxury items (they help you win more if you're ahead, but don't stabilize you if you're behind).

Basically, Bramble vest is the most important item in the comp, with Blue Buff being a close second. They are the only irreplaceable items. Bramble plays a crucial role in carrying you through all stages of the game. It's value on tanky units, especially at 3 star, is too great to ever pass up. It will do a ton of AOE damage, and it creates quite a lot of damage instances throughout the fight to fuel battlecast.

Ideally, Illaoi wants Bramble, Dragon Scale and Quicksilver. I believe these items best leverage her stolen resistances from her spell and increase her survivability.
The armor from vest, plus the negating of crits, coupled with 20% evasion from quicksilver, makes her very durable against physical damage.
The magic resist provided by Dragon scale and Quicksilver bring her magic resistance extremely high, and she ends up taking almost no damage when incoming magic damage is reduced by 50% by scale before even considering her resistances.
The immunity to crowd control from Quicksilver is very important on her as well, as it allows her to cast without interruption, and she can't be stunned before she has a chance to steal resistances. Stacking up a few casts in the first 10 seconds of the fight is enough to make sure she is always working with added armor and magic resist.
Getting these 3 items isn't imperative though, as long as you have bramble you can replace one of the other slots. Warmog's works fine in giving her more raw HP to leverage her mass stolen armor and magic res, and gives her more HP to stay alive and heal back up with battlecast procs. Titan's resolve is also an acceptable replacement as she is one of the units who can actually get it to 50 stacks and then stay alive and heal back up for a long time thereafter to make good use of the item to its full potential.

Cassiopeia wants Blue Buff and Morellonomicon. With this combination of items, she can dish out tons of damage over time as long as she has a tanky front line to buy time for the damage to do its work, as we've seen in builds like Vanguard Mystic and Mystic Protectors. Given two sources of tick damage on every unit that she casts on, not only does she melt entire teams, she goes rapid-fire with the battlecast procs, even managing to stay alive through rapid healing if she gets jumped on the back line.

The last item is Ionic Spark. This is best on Malphite 3 star, but can be on any Brawler. I don't recommend putting it on Illaoi because it offers less defensively and we just want to make her as tanky as possible with her 3 slots. Combining the magic resistance debuff aura and Illaoi stealing 60% resistances every cast from whoever she hits, your team will be able to easily melt enemies.

Almost all item components have good use in this comp, but BF Sword is quite a dead item. The best you can do is make a Zeke's Herald or GA with it.

Other notable items if you happen to get them:

Rapid Firecannon - Great on Cassiopeia, and allows you to position her as safe and far away as possible. Any Bows you pick up should go towards building this item. It didn't make the cut for the item build, but it would be the next best thing that isn't on the core 6 item list. Don't prioritize bows on the carousel over anything else for this item, but it's nice if you end up with one.

Protector Spat - Spatula should be built into battlecast spat, but if that ends up being impossible, or you pick up the full item on a later carousel, it can be great for Cassiopeia to perma-shield once you activate protector synergy with Urgot. Jarvin and Karma can be played until you find Urgot, to get protector and dark star.

Thief's Gloves - If you end up with extra Sparring Gloves you can just combine them onto Nocturne or victor to get some value out of them.

Frozen Heart - If you have spare chain vest and tear drops, this is a nice item to have on either a brawler, or on Nocturne.

ZZ'Rot Portal/Redemption - If you end up with these, they're nice on Nocturne, as he will jump to the back line, cause havoc, then give you benefits for dying.

Positioning

Depending on what brawlers you're using, there are two general approaches to positioning Cassiopeia. If you have all your brawlers up front, it's best to have her to the second row against one of the edges, with a brawler directly in front of her. If you're running Blitzcrank, you can put him in the corner with Cassiopeia next to him. This will give her a target to attack in between casting her spell. Since she only needs to hit once to gain full mana with blue buff, she should be able to distribute her poison to most of the enemy team from the safety of the back row before the pulled unit dies, forcing her to move up closer.

Malphite (or whoever ends up with Ionic Spark) should be towards the center to maximize the aura's effect. Illaoi should also be centered. Her and Malphite are the tankiest units assuming they're three starred, and it's also best to have her near the Ionic spark to ensure she stacks magic resistance reduction from Tentacle Smash and ionic spark onto the same units, helping your team burst down targets better.

Nocturne can typically kill off a target during his 4 second stun duration, so having him jump onto a key spell caster such as Lulu/Xeraph or a carry is important. In the top 4 and above, his positioning becomes increasingly more important as you can target specific players more easily.

Cow'Maw isn't the most impactful unit, so he should be positioned in such a way that he will tankenemy Blitzcranks.

In general, I prefer to play towards one side in the early game, to better help your units focus fire, and cause battlecast to target the same unit. later on, I typically prefer to spread out more.

Pros and Cons

Pros:

- Counters Vanguards and Mystics. Cassiopeia with Morellonomicon melts them, and Illaoi's spell turns their own strength against them, making her ridiculously tanky and stripping them of their alliance bonuses.

- Counters Protectors due to Cassiopeia 50% shield reduction.

- Not Super contested in general. Not many players are 3 starring these units, and with hyper rolls you can get your hands on the highly contested Cassiopeia before anyone has a chance to empty them out of the pool.

- Good in Trade Sector, Neekoverse, Star Cluster, Superdense Galaxies.

- Easy Top 4 if you get some 3 stars at a reasonable time, or hit your items on Cassiopeia and Illaoi

Cons:

- Easy Bottom 4 if you get unlucky with your hyper rolls

- Can struggle against Blasters with the 80% true damage from Giant Slayers against your High HP units, and heal reduction from Red Buff. If more than two players are going blaster brawler, you shouldn't go for this comp, as your units will be contested as well and 3 starring the important ones could become impossible.

- Can be weak against sorcerers. Burst damage comes in less, more intense damage instances, and doesn't let you proc enough battlecast heals. Their units often don't have much resistance to steal making Illaoi less effective and more vulnerable, as well as losing value on HP% burn from Cassiopeia since their units are fairly low hp.

- Bad in Binary Star and Galactic Armory. Risky in Littler Little Legends Galaxy. If you snowball early you can crush the game easily, but if you take a bit too long hitting your power spikes, you'll be in a rough spot.

That's it for the guide, thanks for reading! I hope you give this comp a try and have fun!

If you have any feedback or questions, feel free to DM me!
submitted by vice4862 to TeamfightTactics [link] [comments]

Porom: Actually a White Mage - Analysis/Discussion

Hi everyone,
We are finally receiving a Final Fantasy IV white mage to the Global game, and wow what a healer she is. I will get into it when I discuss her kit, but Porom is perhaps the strongest burst healer we will ever see.

Porom

Game of Origin: Final Fantasy IV
Roles: Magic, Support, Healer
Weapon Type: Staff
Crystal Color: White

Stats

HP: 4/5
INT BRV: 4/5
MAX BRV: 4/5
ATK: 3/5
DEF: 2/5
SPD: 3/5

Who They Are

A young white mage from Mysidia. Calm and polite, she keeps her troublesome younger twin brother in line. She joined Cecil's party to keep an eye on him after he attacked Mysidia on the King of Baron's orders, but became an ally after learning to trust him.

Abilities

As usual, these descriptions assume that Porom has all weapon and Extension passives equipped.
Ability Type Uses Description
Cry Support, Party BRV, Debuff, Buff 7 Raise party BRV by 50% of Max BRV. Inflicts Def Down I (-30%) for all targets for 4 turns. Raise own Light Arts (party Atk +10%/+30%/+50%) level by 2 for 8 turns.
Cry+ Support, Party BRV, Debuff, Buff while Light Arts III is active. Raise party BRV by 50% of Max BRV. Inflicts Def Down II (-60%) for all targets for 4 turns. 25% chance to inflict Confusion (BRV/HP Attack disable) for 4 turns. Raise Light Arts (party Atk +10%/+30%/+50%) level by 2 for 8 turns.
BRV Attack+ Magic, BRV, Party BRV. while Light Arts is active 1-hit magic attack at 100% of Atk. Raise party's BRV by 20% of Max BRV.
Mysidian Brilliance Heal, Buff 9 Restores 30% of target's Max HP. 300% of overhealing is converted to BRV. Raise own Light Wisdom (party Max BRV +5%/ +15%/+25%) level by 2 for 6 turns. High turn rate.
Mysidian Brilliance+ Heal, Buff while Light Wisdom III is active Target Max BRV Up I (+20%) for 8 turns. Restores 50% of target's Max HP. 300% of overhealing is converted to BRV. Target HP Damage Reduction (HP damage reduced by 70%) for 2 turns. Raise own Light Wisdom (party Max BRV +5%/ +15%/+25%) level by 2 for 6 turns. High turn rate.
HP Attack+ HP, Party BRV while Light Wisdom is active HP attack. Raise allies' BRV by 50% of HP damage dealt.
HP Heal Attack All HP, Support 3 Restore party's HP by 20% of Max HP. Raise party's Atk for 3 turns.
White Wave Heal, Overheal, Self BRV, HP, Party BRV, Buff Recast: Slow Restore party's HP by 30% of Max HP. HP restore may overflow up to 120% of Max HP. Raise own BRV by 60% of Max BRV followed by an HP attack. Restores allies' BRV by 50% of HP damage dealt. Party HP Damage Reduction (HP damage reduced by 70%) for 2 turns. Extends active Light Arts and Light Wisdom by 3 turns.
Porom's kit is actually simpler than in might appear to be at first glance. While she has empowered versions of both of her basic abilities, they unlock they building up levels of her unique buffs Light Arts and Light Wisdom and once they are activated they will stick around as long as Porom does not let her buffs expire. To start with, Porom's buffs Light Arts and Light Wisdom are both buff auras that raise the party's Attack and Max BRV stats, respectively. Both buffs can be raised to a maximum of 3 levels and at max level provide a +50% to Attack and +25% to Max BRV. The third unique buff Porom can provide is called HP Damage Reduction and will reduce any HP damage the character takes while it is active. This buff can be provided by either Mysidian Brilliance/+ or White Wave.
Porom's first ability is Cry. This ability serves two options: first, to function as a party BRV battery, and second to enfeeble the enemy. The BRV battery is pretty strong and will raise everyone's BRV by 50% of Porom's Max BRV. The base form of Cry inflicts Def Down I while Cry+ improves this to Def Down II in addition to having a small chance to inflict a new debuff called Confusion. Confusion locks the enemy out of using any BRV or HP attack while it is active, making it a very powerful tool to shut down a boss if it connects. Cry is also the source of Porom's first unique buff Light Arts. Note that Cry will only raise the level of Light Arts by 1 unless Porom has her 15cp weapon passive equipped in which case it becomes 2 levels. This means it will take two uses of Cry to unlock Cry+.
Porom's second ability is Mysidian Brilliance which functions as a mixed single-target burst Heal and BRV battery. When used, it will restore an ally's HP by 30% of their Max HP; however, any overhealing done is converted into BRV at a ratio of 1:3, meaning that Porom can raise an ally's BRV by up to 90% of their Max HP using the base version of Mysidian Brilliance. Similar to Cry, Mysidiam Brilliance will raise the level of Porom's second unique buff, Light Wisdom, by 2 levels when used (1 without her 35cp weapon passive) so it will take two uses to get Mysidian Radiance+ unlocked. In its empowered version, Mysidian Brilliance+ grants the target a Max BRV Up I buff as well as restore 50% of the target's Max HP as with the base version of the ability, any overhealing will be converted into BRV at the same rate (for a maximum BRV gain of 150% of the target's Max HP). Mysidian Brilliance+ also provides the HP Damage Reduction buff for 2 turns, reducing any HP damage the target would take by 70%.
Once Porom gets her Light Arts and Light Wisdom buffs active, she gains access to BRV Attack+ and HP Attack+, respectively. BRV Attack+ will raise the party's BRV by 20% of Porom's Max BRV when used, and HP Attack+ will restore the BRV of Porom's two allies by 50% of the HP damage she deals.
Porom's Additional Ability is HP Heal Attack All. When used, all allies restore HP up to 20% of their Max HP along with provide a small Attack boost for 3 turns.
Finally, Porom's EX ability is White Wave which is on a Slow base recast speed. White Wave also comes with another new mechanic associated with it: HP overhealing. White Wave will restore the party's HP by 30% of their Max HP, and any excess healing will be added to their current health up to 120% of their Max HP. Along with the healing, White Wave will also raise Porom's BRV by 60% of her Max BRV before unleashing an HP attack and then restoring her allies' BRV by 50% of the damage done. The entire party will receive 2 turns of the HP Damage Reduction buff and Porom's currently active Light Art and Light Wisdom buffs will have their duration extended by 3 turns.

Passives

Mys Description CP Cost
Miracle Wave (Aura Staff) May equip EX ability White Wave. LB1: Slightly increases the self BRV raise (+10%) when using White Wave. LB2: Grants to party HP Damage Reduction (HP damage reduced by 70%) for 2 turns. LB3: Slightly raises recast speed of White Wave. 20
HP Heal Attack All Boost (Bloom Stone) HP Heal & Attack All use +2. 20
Genius White Mage of Mysidia (Mythril Staff) When using Mysidian Brilliance, Mysidian Brilliance+: Raises HP recovery amount; Extends the duration of Light Wisdom; Grants an additional stack of Light Wisdom. When using Mysidian Brilliance+: Improves effect of HP Damage Reduction. 20
Young Tactician (Healing Staff) When using Cry, Cry+: Raises BRV gain based on Max BRV; Extends the duration of Light Arts; Grants an additional level of Light Arts. When using Cry+: Low probabiltiy of inflicting Confusion to enemies for 1 turn. 20
HP Heal Attack All Extension When using HP Heal & Attack All: Slightly raises HP restored (+10%). 15
Protection Resonance Slightly raises party DEF (+30%) 5
Mysidian Brilliance Extension Mysidian Brilliance use +1. When using Mysidian Brilliance, Mysidian Brilliance+: Tremendous boost to BRV granted by HP recovered in excess of MAX HP. When using Mysidian Brilliance+: Target: 8 turns MAX BRV Up I; Slight HP Damage Resist boost. While Light Wisdom active: HP Attack becomes HP Attack+. 15
Light Wisdom Boost Guard Moderately raises MAX BRV (+40%), slightly raises DEF (+20%) while Wisdom of White Magic is active. 5
Cry Extension Cry use +1. When using Cry, Cry+: Slight boost to BRV granted based on MAX BRV; Slight DEF Down boost, duration +2; While Light Arts active: BRV Attack becomes BRV Attack+. 15
Light Arts Speeds Boost Moderately raises MAX BRV (+40%), SPD (medium) while Power of White Magic is active. 5
White Magic Aptitude Slightly raises party MAX BRV (+10%), ATK (+10%) with active buffs. 20
Charged Mysidia's Radiance Increases the max uses of Mysidia's Radiance by 1. 15
Buff Boost Slightly raises MAX BRV (+10%) with active buffs. 10
Charged Cry Increases the max uses of Cry by 1. 10
Heal Up Slightly raises HP received (+10%). 10
Quick Mysidia's Radiance Slightly raises turn rate of Mysidia's Radiance (+10%). 10
Busybody Slightly raises party SPD (small) with active buffs. 10
Chain Bonus Slightly raises BRV damage dealt during Chain Attacks (+10%) 5
Quick Cry Slightly raises raises turn rate of Cry (+10%). 10

Artifact Passive Priority

Unlike most characters that have a relatively obvious top 3 artifact passives to choose from, Porom is so focused on one stat that there really is no obvious third artifact choice. White Mage's Talent Boost will improve Porom's aura from her crystal strength 50 passive while +330 MAX BRV will help Porom with her party battery. She does so little damage that Attack is not a worthwhile investment and nothing scales off of Initial BRV.


Pros

Cons



Closing Thoughts

Porom is possibly the strongest healer we have received so far, but she sacrifices offensive power to achieve this feat. She might protect her allies from taking BRV Breaks or HP damage and can healing back whatever gets through, but Porom herself has very little capability to BRV shave and will not be unleashing HP attacks as frequently. This is offset a little bit more by Porom also providing strong party auras to Attack and Max BRV, making her allies hit harder.
This creates an odd dynamic; if you are able to avoid taking HP attacks right now or already have sufficient healing to deal with small HP attacks (both Freya and Lenna are relatively recent characters who can fill this role), then Porom's healing is overkill and will not make up for her poor offensive potential. However, if you run into a boss that is relentless in unleashing unavoidable HP attacks then Porom (or another strong burst healer) will feel near-mandatory. The Deuce boss feels like a big example of the latter.
I do not play the Japanese version of the game so I cannot say how necessary Porom will feel for future content so perhaps someone else can comment on this in the comments below. What I can say is that Porom feels like a very binary character kit to me; she either holds back the party with her unnecessary healing and poor turn efficiency or she is a saving grace that makes unbeatable fights possible. The problem is that she depends more upon the type of encounter available to be useful rather than her synergy with a team.

Acknowledgements

Thanks to all of the following:
u/inkwelder_ and the members of Tonberry Troupe for their infographics for new/recently awakened characters. You can find the Porom infographic here: Porom Infographic.
Rem for maintaining the valuable resource that is dissidia.db.
Safeena for the amazing Database resource.
The rest of The Crystal Chronicles podcast team. We record live on Twitch every Thursday at 9pm EST.
u/Macnol for their work on the Call to Arms threads. You can find a list of previous threads here: Index of Call to Arms Threads.
submitted by Xerink to DissidiaFFOO [link] [comments]

Chromie's latest rework - a mathematical breakdown, where it failed, and what it can improve on moving forward.

So, as I'm sure some of you have noticed, I post a lot about Chromie, and frankly have for a very long time. To clear the air about my position and expose any bias I might have, I will state that I don't think the hero has ever been OP or "unfun to play against", probably because I played her a lot and thus when going up against one on the enemy team had a pretty good idea of how they would play and how to counter them. I do respect the viewpoint though, and that's why my upcoming post on her rework and possible changes that could be made to it does it's best to keep that in mind. I'm not even close to GM, I'm not even the highest-leveled Chromie on this sub by a long shot, I'm just someone super passionate about the hero who nerded out over the past few days and did some MATHS and shit.

Thus, the stated goals of this post:


-Make Chromie more fun to play for the people who enjoyed playing her prior to this or other reworks. From my general anecdotal experiences in various Twitch chats, it feels like most players including many former pros and GM players say that while the hero is stronger numerically, she's much less fun to play, and IMO her pick rate sitting at a fairly lackluster 11% in Storm League confirms that. She only has a 50% winrate, so it's also clear that she's not excelling even when played by those still enthusiastic about the hero or in situations that would be good for her to be drafted, as is the case with most niche picks. She's not the WORST hero in the game by a long margin, but if the dev comments on her 8-28 buff patch are any indication, it's clear that Blizzard's internal data probably has her struggling a bit too.
-Make her emphasis fully on spells rather than her current combination of spells and sand clone auto-attacks. She's a mage hero, and one with the longest range in the game. Nobody plays her to be a right-click bot, and yet right-clicks are a pretty big part of her damage - more than half her Q DPS if we're being exact here. This obviously isn't Whitemane rework levels of AA-focus, but it's still pretty high and if we look at other mage AA talents as any indication, it's obvious that people don't prefer or like those talents and prefer the focus for mages remain firmly on their spells. Yet because Chromie's AA gimmick is a baseline part of her kit, and not just an individual talent, obviously other parts of her kit were made deliberately weaker to compensate for that. I'd like to see that addressed, and think it would go a loooong way towards achieving stated goal number 1, which is to make her more fun to play.
-Buff her slightly in ways that aren't straight numerical changes. See my above point about why she could probably use some slight tweaking. I think throwing numbers at Chromie is exactly why her last rework (with Temporal Loop/Timely Surprise one-shot shenanigans) grew to be so problematic, and I don't want to see that become the case here and see this sub fill up with posts again about how she needs to be dumpstered. Frankly she's finally almost at a good place in the game and I think with some slight changes she could basically be almost perfect, or at least as perfect as she can be without pissing off people en masse.
-Fix her problematic level 1 and level 18 talent tiers. There are no real choices at 1 or 18, and I personally think this is a shame because if those tiers were fixed, the hero could actually have THREE separate, viable builds IMO - a Q build, a W build, and a generic "spellpower" build that doesn't hyperfocus on either ability but rather buff them both mildly.
-What these changes are NOT proposing are increasing her burst, range, or other factors that players typically associate with frustration when playing against her. I can't stress that enough. I think her current damage is fine for the most part, albeit a bit too reliant on Q pierce at 18 to do anything meaningful. I think Loop is a nice setup ability but the full one-shot potential behind it again, isn't realized until 18 and even then only on the squishiest heroes in the game. As I've said already, Chromie is MOSTLY fine and my goal isn't to make her OP, just improve her talent diversity on certain tiers and make her a bit more fun to play for people who liked playing her previously.

The numbers breakdown:

-Q = 122 damage per second, reliant on a line skillshot that can be blocked by PVE, structures, or other enemy heroes other than your intended target. 20 mana cost, 15 range. Q damage per second calculated assuming you land both the primary Q missile as well as the sand clone Q missile that does 40% damage.
-W, assuming all 3 drops land on a single-target = 43.71 damage per second. Unlikely that all 3 drops will hit, however has the benefit of being AOE. That said, even assuming a unicorn situation where all 5 members of the enemy team potato into all 3 hits of the ability it is still only a baseline 218.55 DPS...that's sad, IMO. Slightly less than double damage per second compared to hitting both Q missiles, a situation that is far more likely to occur, though obviously significantly more mana-friendly due to W's cooldown vs Q's cooldown. 65 mana cost, 13 range, but due to the nature of the vector can reach around 21 range (rough estimate). I wouldn't consider the max range that valuable given the drop delay - enemies will be able to predict the drop of the third hit and dodge it completely, making that range useless.
-AAs = 76.5 damage per second during Q setup period (basically casting a Q first to set up the sand clone), then 114.8 damage per second for every second thereafter, point and click, can't miss barring blinds or evade abilities/talents. No mana cost, 7.5 range.
So we can already see two things: number one, that Chromie's AAs are not an insignificant part of her damage, even assuming you are a god and can constantly land both the primary Q missile AND the secondary Q missile, and number two, that her W unless operating under basically impossible conditions is very lackluster damage-wise. This leads to a pretty boring playstyle where your Q feels like a clone setup for braindead free AA damage until level 18 when suddenly your power spikes off the charts, and your W feels like something you just use for waveclear, and MAYBE to pressure an enemy team in a chokepoint.
A "waveclear-only" ability isn't strictly a problem for a mage except that Chromie's has the unique advantage of getting completely dicked by long CC chains - unless someone is actually capable of moving you will only hit someone with 2 W hits (there's a small Venn diagram area where the hitboxes of two Ws overlap). This "Venn diagram" area is actually so small that you cannot fit two hero hitboxes into it, meaning you'll only get that particular value on a singular target, even if there are multiple people caught in something like a RoF/Mosh Pit. Other mages do not have this issue, not even Gul'dan due to the size and drop speed of his vector spell. Note that I use Corruption as the comparison here because not only are Corruption and Dragon's Breath both triple-drop circular vector spells, they also share an identical cooldown and identical damage on each hit (lmao). The original comparisons to new Dragon's Breath being "Sand Corruption" were not far off, even though Chromie mains were called hyperbolic for saying as such.

Fundamental problems with Chromie's rework:

-To put it simply, auto-attacks on sand clone are too strong and thus make the level 1 Q talent where you gain a third sand clone auto-attack too valuable to pass up. They also make Mobius Loop at 5 wholly unappealing because it does fuck-all for your sand clone autos, though Proper Greeting and Bronze Talons mathematically both have their strong suits and have a healthy competition with one another (tl;dr Talons is good if you have a target you want to hit who is unlikely to be affected by CC or your spells and the enemy has an easy fat target like tanks/Azmodan/Fenix that you can nail with Q to get the proc - so basically hypermobile heroes and heroes with spell shields who can pop them to as a response to Proper Greeting procs, OR in comps where you have literally 0 CC outside of your own Trap slow and Slowing Sands).
-Because the level 1 Q quest is so good, it basically makes taking Piercing Sands at 18 somewhat inevitable to get maximum value out of the triple Qs you can set up. Bear in mind, I think Chromie's Q hitting PVE was fundamentally a nerf and I don't think it was a good idea in retrospect. I get that the goal was to "increase counterplay/reduce frustration" by making it so that players could juke behind minion waves or their buildings and not get gibbed over walls and whatnot, but because of this change the hero is now very reliant on her AA gimmick to deal consistent damage AND you could argue that she honestly doesn't feel like a real hero until you get pierce at 18. Regardless, I understand that this change is probably here to stay and I think there are ways we can work around her jank power distribution while still keeping the PVE Q block in. (More on this in "Proposed Changes" below.)
-Building into W just feels like shit because of how lackluster the damage is. It's clear that her power pie was distributed based on the rare unicorn chance that she will hit all 3 Ws on a single target, but given the winrate and pickrate of W talents we can honestly see that this isn't a winning strategy, especially when Q gives you more consistent value (and probably would even if sand clone AAs were removed tbh). To clarify, W would have to hit at least 6 times (as in, any combination of players in any combination of hits that would equal 6) to match the DPS of just Chromie's primary Q missile...saying nothing of her sand clone AA damage and secondary Q missile damage. Obviously Chromie talenting into W doesn't mean she can't use Q, so I did the math on simply the bonus 3rd sand clone AA and tertiary Q missile, and landing each one is an increase of 67.66 DPS. W talents are only an increase of 32.14 DPS, though bear in mind this is for 3 hits on a single target only. Here's where it gets stupid: the third sand clone AA by itself is an increase of 32.8 DPS. This means that unless you are consistently hitting at least two people with W for multiple hits of the ability or you simply cannot stay in 7.5 range to AA* at any given time it is universally better to build into Q talent at 1 solely for the extra AA, even if you never land a single tertiary Q missile in your goddamned life. See where this is a problem?

The Proposed Changes (aka the meat of this post):

Suffice it to say, I think Dragon's Breath at this point needs a fundamental change to its design to not only be effective at what it is supposed to do, but also in general just to be fun to use. Its current design is a move that largely punishes potatoes or players stuck in a "no-win" situation where they either have to eat the second and third W hits or face greater threats like CC chains for trying to facetank it by not moving during the first hit. My proposed change is to simply turn Chromie's W into a single ability with 3 separate charges, keeping its current damage, radius, and drop speed, giving each charge an individual mana cost and allowing all charges to return at once similar to Junkrat Q/Zarya grenade. What this does by default is make W talents more appealing by allowing good Chromie players who can "read" their opponents correctly the option to build into that move and deal respectable damage, especially as an alternative to matchups where Q may not be a reliable source of damage (into summoners, Anub'arak, Nova/Samuro/Rexxar, etc). What this would NOT do is bring back Loop one-shots, because with a .75 drop delay the Looped target will only eat one charge of the damage same as they do now...they will have to be more careful on how they move immediately after Loop though to make sure Chromie doesn't read their movement and plop another in their path. I think this is a fair change, even if it comes with slight numerical nerfs to W to compensate. (I don't think she will need this though due to other proposed changes I have below.)
To follow to that, I think that the sand clone gimmick should either be scrapped, or if nothing else the AA component of it needs to be removed. I actually like the sand clone thematically and am fine with it mirroring Q - I think it would be neat if it could go further and also mimic her W, adding further dimension to Chromie's "prediction mage" theme. I get that two invisible Ws dropping anywhere would definitely be tilting AF for the enemy team though, so this change could either come with W returning to being visible or, as I stated earlier, simply keep the sand clone mirroring only Chromie's Q and nothing else.
What this change would aim to do is frankly tone down how stupidly effective her AAs are compared to her actual abilities. I can't think of a single person who originally picked up this hero to be an auto-bot; IMO there's Hanzo and Junkrat for that long-range/AA hybrid flavor and they were both designed around that purpose (Junkrat with splash AAs, Hanzo with AA-related talents/build). Nothing about Chromie's 2016 release hinted at "right-click guys for the same DPS as your spells", not even OG Bronze Talons which for the record I do think suffered from a lack of meaningful competitive options until Timely Surprise in 2018 and that's why it was picked all the time.
Regardless, I think Sand Blast should have 1-target pierce made baseline if sand clone autos are removed. I think if you remove clone autos the damage numbers will simply default to W being unilaterally the best build outside of playing for the very binary power spike at level 18 from Piercing Sands, which I don't think is super healthy for her design. Chromie's autos paired with clone autos were actually one of the few ways the hero could damage people standing behind a Zagara minion, and if you remove the strength of those she'll need some sort of extra power to compensate, IMO. That said, this is a change that might not wholly be necessary if other aspects of her kit are made better, such as the W change I proposed above. This could be a wait-and-see sort of change, I admit.
Alternately, if 2-target Q is too strong baseline, it could be an alternate reward to her level 1 quest, removing the tertiary missile altogether. Incidentally this would give her more power in the early game by completing the quest, while not completely dumpstering the 18 talent's viability, while also giving players the freedom to pick something else on 18 if they feel like 2-target Qs are good enough to pressure the enemy team. I think this is a pretty healthy change that makes her a little less hot-and-cold when it comes to damage dealing, especially when it comes to early game vs late game.
Her level 5 talent tier will need a bit more parity, especially if clone autos are removed. Bronze Talons' power budget currently factors in the extra autos from clone, including if you complete the level 1 Q quest - while I like the synergy between the two talents, I think if clone autos are removed Bronze Talons as a whole will need to be redesigned. I think the simplest change is to bake in a functionality that mirrors the strength of her old sand clone when this rework originally went live, which is that sand clone's Q damage is increased from 40% to 50%. This was originally nerfed in an attempt to increase parity between her level 1 talents, but failed miserably, and I think with the other changes I've proposed here the extra 10% clone damage could probably come back.
Mobius Loop in its current form is really bad, and even with a full mana refund or something added in will probably continue to be bad. While my proposed changes to W would make it get more value by default, I think we can do better by making the ability an active on a 60-90 second cooldown that returns all her W charges at once instead. This seems kind of strong and I'm open to feedback on this one, but I think without some bold changes to W and W talents that Q will still be the dominant build and this was just one thing I could think of to make W more appealing.
For her heroics, I think Slowing Sands could probably use the level 18 functionality made baseline to make it more appealing compared to Loop. I like Sands as an easy way to proc her current Greeting talent at 5, but since the straight nerfs that came with her latest rework that made it only a 5% slow baseline it just has really minimal use outside of Greeting procs, and you can rely on your Time Trap slow talent or allies for those procs. It could probably use some slight buffs. I honestly have no idea what to make the 18 upgrade if the spell armor reduction is added to the level 8 version. Suggestions more than welcome here.
Her survivability options on 11 are actually okay except for Here and There. This is where I actually make a pretty bold change for her baseline Q sand clone, which is actually that rather than leaving a clone where Chromie previously cast her last Q, sand clone is now an active that Chromie can choose to place anywhere within 7.5 radius of her, with say a 10-20 second cooldown. I think this is a bit of a "berf" in that it's probably a nerf to fairly aggressive/mobile Chromie players who are constantly moving and placing new Qs in very forward locations, but probably a buff to more strategic Chromies who want to aim their shots at the perfect angle to hit their intended target. The change is kind of playstyle-defining and I'm not 100% sure it's what she needs, but I also think this could not only serve as a way of making Here and There more appealing (by giving more control over where you teleport to), but also a decent workaround to Q being blocked by various things until level 18. This might serve to reduce reliance on her level 18 pierce talent as well, which I always welcome.
Fast Forward is in a similarly poor spot compared to the other 14 options. By 14 Chromie basically has zero mana tension, making half the talent effectively useless. With some simple MATHS we can see what sort of DPS increase Fast Forward is vs the other two:
-Fast Forward, assuming you always get the proc and ALWAYS hit your secondary Q missile from sand clone, turns Q from a 122 DPS move to an 282 DPS move. This however doesn't affect her W, so the overall total DPS is 282 from this talent under perfect conditions - basically spamming because the CDR is so fast, never moving, and always hitting Q WITH also hitting the secondary Q missile. Bear in mind that this talent does not proc from a long-range sand clone Q, meaning you must position in such a way that the primary missile will always travel 50% of its distance. Shifting Sands works similarly so I don't factor that into DPS contributions, though Quantum Overdrive does in fact get CDR from all sand clone hits, making its actual DPS higher than what I calculated in theory.
-Quantum Overdrive, assuming you always achieve the CDR from Sand Blasts for it (again, we're assuming perfect conditions for everything here), will be available every 24 seconds and is a flat 25% spellpower increase for 8 seconds - or basically, two Q casts and one W cast (we won't factor in Loop usage here for simplicity's sake). Factoring in the CD, this is a 54.1 DPS increase - not nearly as impressive, though worth noting that the upfront damage is much larger AND and as I stated above, you actually get CDR from every sand clone missile, meaning its value increases exponentially with the Q quest on level 1 as well as how good you are at landing multi-Q hits.
-Shifting Sands has math that is much harder to calculate due to its stacking increase, but because I love you all I did. Suffice it to say, assuming you do not let the stacking spellpower buff fall off, it is a 151 DPS increase on Q until it ramps up at 38.5 seconds (not directly, mind you, this is just on average, I wasn't calculating 10 individual DPS increases and pasting them here lol), then a 181 DPS increase for each second it remains fully stacked. This is actually less than Fast Forward, though you can also add in 58ish DPS for W hits (again, assuming all 3 hits on a single target only), making the total value of the talent 209 DPS until stacked, then 249 DPS after.
So this is still less than Fast Forward, right? So why the hell are people picking it, you might ask? Simply because at any point if you miss a Q, the entire value of Fast Forward is lost, whereas with Shifting Sands you retain the spellpower unless you whiff a second Q hit in that original 8-second window. Basically, you have to land 1 Q every 8 seconds to get value out of Shifting Sands. Fast Forward, if you ever don't proc it, you don't have a level 14 talent during that and the window between your next Q.
(That said, doing this math actually made me realize that Fast Forward might be better than I think it is and I might give it a try in my next match, hehe.)
To be honest, all Fast Forward might need to be competitive is for the CDR to occur even if a secondary or tertiary Q missile hits, rather than requiring it to be the primary one. Since Fast Forward only buffs Q and not W, I think this is a fair buff that would reward consistently good aim with more sustained damage relative to Q, while still leaving Shifting Sands the favorite for a more forgiving slow spellpower increase and Quantum Overdrive for Loop/burst shenanigans.
As a final point, while I think that a lot of my proposed baseline changes to the hero would by default make Piercing Sands mildly less appealing at 18, I'm still not sure what to do to completely increase her talent diversity on this tier, especially because her ulti upgrades are frankly kind of lackluster. This is an area where I sort of ran out of steam brainstorming, to be completely honest with you. I actually think both of her ultis are really boring baseline and couldn't come up with interesting 18 upgrades for either. Lend me your brains on this one, HotS subreddit! What would you do to make Chromie's Piercing Sands talent less appealing while making her ulti upgrades more appealing? I'd love to see what we can all come up with!


In Closing:

These changes, whether implemented as a whole or by their parts in certain areas, would IMO serve to give the hero three viable build paths:
-1st build path, "Q path": Q talent at 1 for second pierce target, newly-designed Bronze Talons at 5 for the extra clone Q damage, Here and There at 11 for mobility shenanigans thanks to being able to manually place your clone target in advantageous locations, Fast Forward at 14 to put a further emphasis on landing good Qs and edging out W as a big part of your damage pie, and Piercing Sands at 18 for obvious reasons.
-2nd build path, "W path": W talent at 1, Mobius Loop at 5, any survivability option at 11, Quantum Overdrive at 14 to take advantage of the new Mobius Loop W charge reset, Piercing Sands at 18 could still be appealing with this build but I also think Blessing of the Bronze or Temporal Loop upgrade depending on your ulti choice could be good here.
And a final "generic spellpower path" that doesn't build strictly into improving Q or W separately and would instead opt to modestly increase the damage of both, with perhaps less binary gains than building fully into one spell: which would feature Timewalker's Pursuit at 1, Proper Greeting at 5, any survivability option at 11, Shifting Sands at 14 (though I think Quantum could work here too), and maybe Q pierce or Blessing at 18.
While I appreciate anyone who has read this far, for those who don't have the fortitude here is a simple tl;dr:
-W is no longer 3 vectored hits that drop at the same time but rather 3 circular AOEs that can be dropped individually but all return on the same cooldown similar to Junk Q/Zarya Q. If this is OP, reduce the size of the AOE so opponents have greater windows to dodge, or (possibly) make the landing point visible again (less a fan of this though tbh).
-sand clone autos removed to put more damage back into her spells and less into boring right-click talents/builds (her right-click damage is about 2/3rds the DPS of Q!). Her current design with sand clone AAs means that the level 1 Q quest that adds an extra sand clone is dramatically more value than the other two quests simply for the extra AA damage, which is a bongos DPS increase in comparison. Rather than gut the entire sand clone thematic, which I think is cool, I think simply removing the AAs would do loads for her talent diversity.
-manual sand clone placement on a modest cooldown to work around the newly-implemented Q PVE block. An alternate solution is to change her level 1 Q quest from a third sand clone to a singular pierce upon completion, allowing her once the quest is completed to have Q hit two targets for each missile instead of just 1. Either way if sand clone placement is made manual I think the level 1 Q quest will have to be changed, because otherwise manually placing two clones would probably make her a bit too "busy", and I don't want her to be butt-blastingly difficult to play for anyone who isn't a main. I think both manual Q placement and changing the Q quest at 1 to reward one-unit pierce would be fine, without sending her balance out of control, but obviously I can't say for sure.
-Some talent retooling and rebalancing to promote better diversity on certain tiers (namely 1, 14 and 18). I could use some help on brainstorming better ult upgrades at 18 than what she currently has.
-NO increases to damage or range except incidental increases from things like easier Q secondary missile hits or more control over W landing points. These would be offset by the removal of sand clone autos, as well as less reliance on Q pierce talent at 18, making her power curve less exponential.
-no changes to Time Trap, which I think after the rework is a beautifully-designed ability as-is and the talent tier representing it (level 2) is one of the most balanced talent tiers we actually have in the entire Heroes of the Storm game.
If you made it through all this without rage-quitting over the mere mention of Chromie, I appreciate your time, and am looking forward to having some discussions here. Are these changes too much? What do you think the hero needs to become a bit more fun to play, while not dramatically increasing her power level or the frustration factor that other people have playing against her? How would you improve her talent diversity with her current design? I look forward to seeing what everyone has to say!
submitted by Thundermelons to heroesofthestorm [link] [comments]

The Ultimate Dead Man's Hand Warrior Guide [WILD]

Howdy there, I'm Old Uncle Skeeter, self-proclaimed Dead Man's Hand Warrior fanatic, and today I bring you the most comprehensive and in-depth analysis of the DMH fatigue archetype as a whole.
A bit of backstory: DMH warrior is one of my favorite hearthstone decks of all time, and I've been obsessed with the supposedly "bottom tier" deck since its inception in KFT. It's a largely ignored deck, usually tossed aside for Odd Warrior, but I've always wanted to be part of the few to prove that with the proper pilot, this deck is no joke. (And I did!)
Last season I piloted DMH warrior for the first time to legend with a 72% win rate (23-9), using a slightly modified list from the streamer Tangshun1. Finally achieving my goal of legend with the unpopular sleeper deck, I have finally decided to spread the gospel and share my thoughts on the archetype, and try to bring it into the spotlight.
(Before I start, big shoutout to Dog, RenoJacksonHS, Tangshun1, and all of the other DMH pioneers out there <3)
Deck Code: AAEBAQcKsgjDFoUXxsMC38QCoM4Cn9MC8dMCyucCkvgCCkuiBJEG+Af/B/sMzM0Cjs4Cz+cCm/MCAA==
--Introduction--
Why DMH warrior over Odd? In this very aggressive meta, why not run the consistent aggro killer that is Odd Warrior? To simply put it: flexibility.
Pros Cons
Interruption Inconsistency vs. fast decks like Odd Rogue or Burn Mage
Flexible in any meta Weak to certain fatigue decks (Mill/Kingsbane rogue)
Un-Interruptible Win-con Clunky cards (Early Hero cards/DMH's in-hand feel awful)
Infinite value Difficult and expensive to craft
Odd warrior is good at one thing: beating aggro. But when it comes to slower matchups such as Jade Druid or combo decks like Shudderwock Shaman, Odd warrior cannot win these for the life of it. The deck cannot run even cards (duh), which means no interruption techs like Dirty Rat, Skulking Geist, or Unseen Saboteur. It also can’t run the hard removal that is Execute, or the fatigue win-condition of Dead Man’s Hand, which is invaluable for slow games.
Odd warrior is polarized in this regard. It’s an auto-win vs. aggro, and an auto-lose vs. slow decks, which DMH fixes, at the cost of lowered winrates into fast decks.
--Matchup Overview--
A small overview of common and uncommon matchups. Will update if more come to mind.
Auto-win Favored 50/50 Unfavored Auto-lose
Odd Warrior (Wins in fatigue) Even Shaman (Plenty of clears and removal) Mech Hunter (Clear their stuff and win, lose if you don't. Very binary) Big Priest (It's Big Priest, Rag off of Barnes is auto-lose) Kingsbane Rogue (Can't win through fatigue)
Jade Druid (Geist and fatigue) Odd Paladin (Easily wipes boards of dudes) Odd Rogue (Can be tough) Hunter Decks with DK (The deathknight has a lot of value) Mill Rogue (Oh no)
Shudderwock Shaman (Rat and fatigue) Treachery Warlock (Rat and fatigue, pray they don't burn DMH) Murloc Shaman (Same as Mech Hunter) Quest Tempo Mage (A tough one, pray to RNG and pull Vargoth or a Giant) Secret Mage (Very hard to deal with burn from hand. Not unwinnable but very hard)
Mind Blast Priest (Rat and armor) Pirate Warrior (Same as Murloc Shaman) Cubelock (A lot of pressure)
Mecha'thun Warlock (Rat) Reno Decks (Skill based matchup, win through fatigue)
The deck has favored matchups vs. various high tier and popular decks, with only really having weak matchups vs. niche decks, or overwhelming decks like Cubelock or Big Priest.
--Card Choices and Decklist--
As previously stated, the strength of the list is its flexibility in the meta due to how you can slot in different techs depending on what you face. Here are some explanations of cards that made and didn't make the cut, and the decklist for you guys to follow along at home.
Deck Code: AAEBAQcKsgjDFoUXxsMC38QCoM4Cn9MC8dMCyucCkvgCCkuiBJEG+Af/B/sMzM0Cjs4Cz+cCm/MCAA==
Core
Flexible Inclusions
Excluded Cards
--Piloting tips--
This deck is notorious for being a bit weird to wrap one's head around. With its funky win-conditions and unconventional card choices, the deck isn't welcoming to newcomers.
The deck is all about resource manipulation and conservation. A good DMH player will know how to win each matchup by playing towards their win-condition. Whether it's interrupting your opponent's resources or duplicating your own, one needs to be hyper-aware of their opponent's deck and what they need to do to win against it.
The deck wins in 3 ways:
--Interrupting your opponents win-condition (How to win vs. Combo)--
Mulligan: Interruption, Coldlight, Brann, Card Draw
--Fatiguing your opponent to death (How to win vs. Control)--
Mulligan: Fully dependent on the matchup, most of the time you want draw and removal. Interruption is great too.
--Stabilizing against your opponent (How to win vs. Aggro)--
Mulligan: Warpath, Blood Razor, Shield Slam, Slam, Drywhiskerer, Brawl, Scourgelord Garrosh, etc.
--Good general tips--
  1. Brawls can be a pain. Going infinite with a Brawl in your hand can be a terrible idea sometimes because if you never play both of the brawls, you will get an exponential amount of Brawls in your deck, and that can ruin your draws later on. Can't mill your opponent to death with your Coldlight tucked underneath 20 Brawls.
  2. Don't get greedy. Don't hold onto your Brawls or Executes all game because you want to cycle them back, sometimes you just need to clear that 7/7 or else you are really gonna pay later on.
  3. On the other hand, don't be wasteful. Don't toss away cards without getting maximum value from them. Don't play Drywhisker Armorer onto 2 minions and then shield slam the one drop. Don't use Shadowmourne on a singular totem. (Unless that's actually the best play, there are exceptions lol). The deck is about resource management, don't toss stuff away or else you'll regret it.
  4. Be efficient. This goes with the 2 last ones. Your Blood Razors, Shield Slams, and Warpaths are dispensable. These are the cards you want to be playing early because you don't normally cycle these. Play your wimpier clears early on, then cycle your big clears like Brawl for the late game. This is key for slow grindy control matchups wins.
  5. Know your combo's and synergies. You gotta know all the in's and out's of the deck and it's cards. The deck is one giant cluster of cards that work amazingly together, so it's your job to know which ones to play together. Examples include: DrywhiskeBrann, DrywhiskeBrawl, Warpath/Sleep, Blood Razor deathrattle/execute, etc. You eventually get a hang of all the things you can do in a turn and things you can set up for turns after.
  6. Master the blade.lmao Blood Razor and Shadowmourne are your win-conditions for Odd Paladin and literally every other aggro matchup. Learn how to maximize the battlecry and deathrattle of Blood Razor for huge clear turns with Sleep with the Fishes or to kill a 7/7 with Execute. Shadowmourne is not a joke either, that mini-flamestrike is game winning, use it when it's necessary and you can hit 3 things at once. Remember you can play Scourgelord, then Dr. Boom right after and you keep the weapon.
Watch some videos and see how the pros do it. Wild YouTubers and streamers occasionally play different variations of the archetype. Such as Roffle, Control, or streamers like Tangshun1 or RenoJacksonHS.
--Conclusion--
To wrap this gigantic post up, Dead Man's Hand Fatigue Warrior is much more powerful than people give it credit for. It is arguably a Tier 3 or higher deck, due to how it can slot into any meta, and deal with a majority of popular decks right now very effectively. There are folks like I_Knew_This_Dictator who hit top 100, or Jamerman who piloted the list smoothly into low legend. Not, of course, mentioning the G.O.A.T's like RenoJacksonHS or Tangshun1 who have also piloted the deck to high legend. The deck does not get the attention it rightfully deserves, it's not even on meta reports! One day DMH Warrior will get the support it deserves, but for now, I will continue to give my unconditional love to this deck, in all of it's "low-tier" glory.
Go ahead and shoot any questions you might have, I'd love to talk about anything Warrior or Hearthstone related, thanks for reading ya'll. <3
TL;DR: Here's a deck it's pretty good AAEBAQcKsgjDFoUXxsMC38QCoM4Cn9MC8dMCyucCkvgCCkuiBJEG+Af/B/sMzM0Cjs4Cz+cCm/MCAA==
submitted by OldUncleSkeeter to CompetitiveHS [link] [comments]

The Ultimate Dead Man's Hand Warrior Guide

Howdy there, I'm Old Uncle Skeeter, self-proclaimed Dead Man's Hand Warrior fanatic, and today I bring you the most comprehensive and in-depth analysis of the DMH fatigue archetype as a whole.
A bit of backstory: DMH warrior is one of my favorite hearthstone decks of all time, and I've been obsessed with the supposedly "bottom tier" deck since its inception in KFT. It's a largely ignored deck, usually tossed aside for Odd Warrior, but I've always wanted to be part of the few to prove that with the proper pilot, this deck is no joke. (And I did!)
Last season I piloted DMH warrior for the first time to legend with a 72% win rate (23-9), using a slightly modified list from the streamer Tangshun1. Finally achieving my goal of legend with the unpopular sleeper deck, I have finally decided to spread the gospel and share my thoughts on the archetype, and try to bring it into the spotlight.
(Before I start, big shoutout to Dog, RenoJacksonHS, Tangshun1, and all of the other DMH pioneers out there <3)
Deck Code: AAEBAQcKsgjDFoUXxsMC38QCoM4Cn9MC8dMCyucCkvgCCkuiBJEG+Af/B/sMzM0Cjs4Cz+cCm/MCAA==
--Introduction--
Why DMH warrior over Odd? In this very aggressive meta, why not run the consistent aggro killer that is Odd Warrior? To simply put it: flexibility.
Pros Cons
Interruption Inconsistency vs. fast decks like Odd Rogue or Burn Mage
Flexible in any meta Weak to certain fatigue decks (Mill/Kingsbane rogue)
Un-Interruptible Win-con Clunky cards (Early Hero cards/DMH's in-hand feel awful)
Infinite value Difficult and expensive to craft
Odd warrior is good at one thing: beating aggro. But when it comes to slower matchups such as Jade Druid or combo decks like Shudderwock Shaman, Odd warrior cannot win these for the life of it. The deck cannot run even cards (duh), which means no interruption techs like Dirty Rat, Skulking Geist, or Unseen Saboteur. It also can’t run the hard removal that is Execute, or the fatigue win-condition of Dead Man’s Hand, which is invaluable for slow games.
Odd warrior is polarized in this regard. It’s an auto-win vs. aggro, and an auto-lose vs. slow decks, which DMH fixes, at the cost of lowered winrates into fast decks.
--Matchup Overview--
A small overview of common and uncommon matchups. Will update if more come to mind.
Auto-win Favored 50/50 Unfavored Auto-lose
Odd Warrior (Wins in fatigue) Even Shaman (Plenty of clears and removal) Mech Hunter (Clear their stuff and win, lose if you don't. Very binary) Big Priest (It's Big Priest, Rag off of Barnes is auto-lose) Kingsbane Rogue (Can't win through fatigue)
Jade Druid (Geist and fatigue) Odd Paladin (Easily wipes boards of dudes) Odd Rogue (Can be tough) Hunter Decks with DK (The deathknight has a lot of value) Mill Rogue (Oh no)
Shudderwock Shaman (Rat and fatigue) Treachery Warlock (Rat and fatigue, pray they don't burn DMH) Murloc Shaman (Same as Mech Hunter) Quest Tempo Mage (A tough one, pray to RNG and pull Vargoth or a Giant) Secret Mage (Very hard to deal with burn from hand. Not unwinnable but very hard)
Mind Blast Priest (Rat and armor) Pirate Warrior (Same as Murloc Shaman) Cubelock (A lot of pressure)
Mecha'thun Warlock (Rat) Reno Decks (Skill based matchup, win through fatigue)
The deck has favored matchups vs. various high tier and popular decks, with only really having weak matchups vs. niche decks, or overwhelming decks like Cubelock or Big Priest.
--Card Choices and Decklist--
As previously stated, the strength of the list is its flexibility in the meta due to how you can slot in different techs depending on what you face. Here are some explanations of cards that made and didn't make the cut, and the decklist for you guys to follow along at home.
Deck Code: AAEBAQcKsgjDFoUXxsMC38QCoM4Cn9MC8dMCyucCkvgCCkuiBJEG+Af/B/sMzM0Cjs4Cz+cCm/MCAA==
Core
Flexible Inclusions
Excluded Cards
--Piloting tips--
This deck is notorious for being a bit weird to wrap one's head around. With its funky win-conditions and unconventional card choices, the deck isn't welcoming to newcomers.
The deck is all about resource manipulation and conservation. A good DMH player will know how to win each matchup by playing towards their win-condition. Whether it's interrupting your opponent's resources or duplicating your own, one needs to be hyper-aware of their opponent's deck and what they need to do to win against it.
The deck wins in 3 ways:
--Interrupting your opponents win-condition (How to win vs. Combo)--
Mulligan: Interruption, Coldlight, Brann, Card Draw
--Fatiguing your opponent to death (How to win vs. Control)--
Mulligan: Fully dependent on the matchup, most of the time you want draw and removal. Interruption is great too.
--Stabilizing against your opponent (How to win vs. Aggro)--
Mulligan: Warpath, Blood Razor, Shield Slam, Slam, Drywhiskerer, Brawl, Scourgelord Garrosh, etc.
--Good general tips--
  1. Brawls can be a pain. Going infinite with a Brawl in your hand can be a terrible idea sometimes because if you never play both of the brawls, you will get an exponential amount of Brawls in your deck, and that can ruin your draws later on. Can't mill your opponent to death with your Coldlight tucked underneath 20 Brawls.
  2. Don't get greedy. Don't hold onto your Brawls or Executes all game because you want to cycle them back, sometimes you just need to clear that 7/7 or else you are really gonna pay later on.
  3. On the other hand, don't be wasteful. Don't toss away cards without getting maximum value from them. Don't play Drywhisker Armorer onto 2 minions and then shield slam the one drop. Don't use Shadowmourne on a singular totem. (Unless that's actually the best play, there are exceptions lol). The deck is about resource management, don't toss stuff away or else you'll regret it.
  4. Be efficient. This goes with the 2 last ones. Your Blood Razors, Shield Slams, and Warpaths are dispensable. These are the cards you want to be playing early because you don't normally cycle these. Play your wimpier clears early on, then cycle your big clears like Brawl for the late game. This is key for slow grindy control matchups wins.
  5. Know your combo's and synergies. You gotta know all the in's and out's of the deck and it's cards. The deck is one giant cluster of cards that work amazingly together, so it's your job to know which ones to play together. Examples include: DrywhiskeBrann, DrywhiskeBrawl, Warpath/Sleep, Blood Razor deathrattle/execute, etc. You eventually get a hang of all the things you can do in a turn and things you can set up for turns after.
  6. Master the blade.lmao Blood Razor and Shadowmourne are your win-conditions for Odd Paladin and literally every other aggro matchup. Learn how to maximize the battlecry and deathrattle of Blood Razor for huge clear turns with Sleep with the Fishes or to kill a 7/7 with Execute. Shadowmourne is not a joke either, that mini-flamestrike is game winning, use it when it's necessary and you can hit 3 things at once. Remember you can play Scourgelord, then Dr. Boom right after and you keep the weapon.
Watch some videos and see how the pros do it. Wild YouTubers and streamers occasionally play different variations of the archetype. Such as Roffle, Control, or streamers like Tangshun1 or RenoJacksonHS.
--Conclusion--
To wrap this gigantic post up, Dead Man's Hand Fatigue Warrior is much more powerful than people give it credit for. It is arguably a Tier 3 or higher deck, due to how it can slot into any meta, and deal with a majority of popular decks right now very effectively. There are folks like I_Knew_This_Dictator who hit top 100, or Jamerman who piloted the list smoothly into low legend. Not, of course, mentioning the G.O.A.T's like RenoJacksonHS or Tangshun1 who have also piloted the deck to high legend. The deck does not get the attention it rightfully deserves, it's not even on meta reports! One day DMH Warrior will get the support it deserves, but for now, I will continue to give my unconditional love to this deck, in all of it's "low-tier" glory.
Go ahead and shoot any questions you might have, I'd love to talk about anything Warrior or Hearthstone related, thanks for reading ya'll. <3
TL;DR: Here's a deck it's pretty good AAEBAQcKsgjDFoUXxsMC38QCoM4Cn9MC8dMCyucCkvgCCkuiBJEG+Af/B/sMzM0Cjs4Cz+cCm/MCAA==
submitted by OldUncleSkeeter to wildhearthstone [link] [comments]

The Ultimate Dead Man's Hand Warrior Guide [WILD]

Howdy there, I'm Old Uncle Skeeter, self-proclaimed Dead Man's Hand Warrior fanatic, and today I bring you the most comprehensive and in-depth analysis of the DMH fatigue archetype as a whole.
A bit of backstory: DMH warrior is one of my favorite hearthstone decks of all time, and I've been obsessed with the supposedly "bottom tier" deck since its inception in KFT. It's a largely ignored deck, usually tossed aside for Odd Warrior, but I've always wanted to be part of the few to prove that with the proper pilot, this deck is no joke. (And I did!)
Last season I piloted DMH warrior for the first time to legend with a 72% win rate (23-9), using a slightly modified list from the streamer Tangshun1. Finally achieving my goal of legend with the unpopular sleeper deck, I have finally decided to spread the gospel and share my thoughts on the archetype, and try to bring it into the spotlight.
(Before I start, big shoutout to Dog, RenoJacksonHS, Tangshun1, and all of the other DMH pioneers out there <3)
Deck Code: AAEBAQcKsgjDFoUXxsMC38QCoM4Cn9MC8dMCyucCkvgCCkuiBJEG+Af/B/sMzM0Cjs4Cz+cCm/MCAA==
--Introduction--
Why DMH warrior over Odd? In this very aggressive meta, why not run the consistent aggro killer that is Odd Warrior? To simply put it: flexibility.
Pros Cons
Interruption Inconsistency vs. fast decks like Odd Rogue or Burn Mage
Flexible in any meta Weak to certain fatigue decks (Mill/Kingsbane rogue)
Un-Interruptible Win-con Clunky cards (Early Hero cards/DMH's in-hand feel awful)
Infinite value Difficult and expensive to craft
Odd warrior is good at one thing: beating aggro. But when it comes to slower matchups such as Jade Druid or combo decks like Shudderwock Shaman, Odd warrior cannot win these for the life of it. The deck cannot run even cards (duh), which means no interruption techs like Dirty Rat, Skulking Geist, or Unseen Saboteur. It also can’t run the hard removal that is Execute, or the fatigue win-condition of Dead Man’s Hand, which is invaluable for slow games.
Odd warrior is polarized in this regard. It’s an auto-win vs. aggro, and an auto-lose vs. slow decks, which DMH fixes, at the cost of lowered winrates into fast decks.
--Matchup Overview--
A small overview of common and uncommon matchups. Will update if more come to mind.
Auto-win Favored 50/50 Unfavored Auto-lose
Odd Warrior (Wins in fatigue) Even Shaman (Plenty of clears and removal) Mech Hunter (Clear their stuff and win, lose if you don't. Very binary) Big Priest (It's Big Priest, Rag off of Barnes is auto-lose) Kingsbane Rogue (Can't win through fatigue)
Jade Druid (Geist and fatigue) Odd Paladin (Easily wipes boards of dudes) Odd Rogue (Can be tough) Hunter Decks with DK (The deathknight has a lot of value) Mill Rogue (Oh no)
Shudderwock Shaman (Rat and fatigue) Treachery Warlock (Rat and fatigue, pray they don't burn DMH) Murloc Shaman (Same as Mech Hunter) Quest Tempo Mage (A tough one, pray to RNG and pull Vargoth or a Giant) Secret Mage (Very hard to deal with burn from hand. Not unwinnable but very hard)
Mind Blast Priest (Rat and armor) Pirate Warrior (Same as Murloc Shaman) Cubelock (A lot of pressure)
Mecha'thun Warlock (Rat) Reno Decks (Skill based matchup, win through fatigue)
The deck has favored matchups vs. various high tier and popular decks, with only really having weak matchups vs. niche decks, or overwhelming decks like Cubelock or Big Priest.
--Card Choices and Decklist--
As previously stated, the strength of the list is its flexibility in the meta due to how you can slot in different techs depending on what you face. Here are some explanations of cards that made and didn't make the cut, and the decklist for you guys to follow along at home.
Deck Code: AAEBAQcKsgjDFoUXxsMC38QCoM4Cn9MC8dMCyucCkvgCCkuiBJEG+Af/B/sMzM0Cjs4Cz+cCm/MCAA==
Core
Flexible Inclusions
Excluded Cards
--Piloting tips--
This deck is notorious for being a bit weird to wrap one's head around. With its funky win-conditions and unconventional card choices, the deck isn't welcoming to newcomers.
The deck is all about resource manipulation and conservation. A good DMH player will know how to win each matchup by playing towards their win-condition. Whether it's interrupting your opponent's resources or duplicating your own, one needs to be hyper-aware of their opponent's deck and what they need to do to win against it.
The deck wins in 3 ways:
--Interrupting your opponents win-condition (How to win vs. Combo)--
Mulligan: Interruption, Coldlight, Brann, Card Draw
--Fatiguing your opponent to death (How to win vs. Control)--
Mulligan: Fully dependent on the matchup, most of the time you want draw and removal. Interruption is great too.
--Stabilizing against your opponent (How to win vs. Aggro)--
Mulligan: Warpath, Blood Razor, Shield Slam, Slam, Drywhiskerer, Brawl, Scourgelord Garrosh, etc.
--Good general tips--
  1. Brawls can be a pain. Going infinite with a Brawl in your hand can be a terrible idea sometimes because if you never play both of the brawls, you will get an exponential amount of Brawls in your deck, and that can ruin your draws later on. Can't mill your opponent to death with your Coldlight tucked underneath 20 Brawls.
  2. Don't get greedy. Don't hold onto your Brawls or Executes all game because you want to cycle them back, sometimes you just need to clear that 7/7 or else you are really gonna pay later on.
  3. On the other hand, don't be wasteful. Don't toss away cards without getting maximum value from them. Don't play Drywhisker Armorer onto 2 minions and then shield slam the one drop. Don't use Shadowmourne on a singular totem. (Unless that's actually the best play, there are exceptions lol). The deck is about resource management, don't toss stuff away or else you'll regret it.
  4. Be efficient. This goes with the 2 last ones. Your Blood Razors, Shield Slams, and Warpaths are dispensable. These are the cards you want to be playing early because you don't normally cycle these. Play your wimpier clears early on, then cycle your big clears like Brawl for the late game. This is key for slow grindy control matchups wins.
  5. Know your combo's and synergies. You gotta know all the in's and out's of the deck and it's cards. The deck is one giant cluster of cards that work amazingly together, so it's your job to know which ones to play together. Examples include: DrywhiskeBrann, DrywhiskeBrawl, Warpath/Sleep, Blood Razor deathrattle/execute, etc. You eventually get a hang of all the things you can do in a turn and things you can set up for turns after.
  6. Master the blade.lmao Blood Razor and Shadowmourne are your win-conditions for Odd Paladin and literally every other aggro matchup. Learn how to maximize the battlecry and deathrattle of Blood Razor for huge clear turns with Sleep with the Fishes or to kill a 7/7 with Execute. Shadowmourne is not a joke either, that mini-flamestrike is game winning, use it when it's necessary and you can hit 3 things at once. Remember you can play Scourgelord, then Dr. Boom right after and you keep the weapon.
Watch some videos and see how the pros do it. Wild YouTubers and streamers occasionally play different variations of the archetype. Such as Roffle, Control, or streamers like Tangshun1 or RenoJacksonHS.
--Conclusion--
To wrap this gigantic post up, Dead Man's Hand Fatigue Warrior is much more powerful than people give it credit for. It is arguably a Tier 3 or higher deck, due to how it can slot into any meta, and deal with a majority of popular decks right now very effectively. There are folks like I_Knew_This_Dictator who hit top 100, or Jamerman who piloted the list smoothly into low legend. Not, of course, mentioning the G.O.A.T's like RenoJacksonHS or Tangshun1 who have also piloted the deck to high legend. The deck does not get the attention it rightfully deserves, it's not even on meta reports! One day DMH Warrior will get the support it deserves, but for now, I will continue to give my unconditional love to this deck, in all of it's "low-tier" glory.
Go ahead and shoot any questions you might have, I'd love to talk about anything Warrior or Hearthstone related, thanks for reading ya'll. <3
TL;DR: Here's a deck it's pretty good AAEBAQcKsgjDFoUXxsMC38QCoM4Cn9MC8dMCyucCkvgCCkuiBJEG+Af/B/sMzM0Cjs4Cz+cCm/MCAA==
submitted by OldUncleSkeeter to hearthstone [link] [comments]

List of AMA answers Hero Design and Balance.

EDIT: Formatting.
submitted by GojiTBs to heroesofthestorm [link] [comments]

MOST PROFITABLE BINARY STRATEGY Trading Review Binary Option Is My Forex System For You Two plus one new binary option strategy - YouTube Dope Ass TDI Method! Moneyyyyyyyy!!!

Forex Synergy PRO TDI Indicator What does Forex Indicator mean? A forex indicator is a statistical tool that currency traders use to make judgements about the direction of a currency pair’s price action. Synergy is a software download that shares one mouse and one keyboard between multiple computers. Simply move your mouse between your computers effortlessly. You can even copy and paste between computers. Synergy works on Windows, macOS, Linux, and Raspberry Pi. You only need a regular Ethernet or WiFi network connection, and no special hardware. Synergy Pro is the next generation of the Synergy trading method. It’s not the same as previous versions. Synergy Pro is a newly crafted Synergy design with redefined performance objectives, yet keeping the original principle of combining market forces of Price Action and Market Sentiment to produce higher probability trades. Synergy Pro is the next generation of the Synergy trading method. It’s not the same as previous versions. Synergy Pro is a newly crafted Synergy design with redefined performance objectives, yet keeping the original principle of combining market forces of Price Action and Market Sentiment to produce higher probability trades. STEP #5 – Open a Synergy trading chart. To open a Synergy trading chart, follow these step-by-step instructions. 1. Open MetaTrader 4.0. 2. In the Menu bar at the top of MetaTrader 4.0, click on File. 3. Select New Chart from the pull-down menu. 4. Select a currency pair. 5. In the Menu Bar at the top of MetaTrader 4.0, select Charts. 6.

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