Thanks for all the support on my recent Meme Mayhem videos. I have really enjoyed reading all of your comments. Feel free to suggest me any games to cover in my future videos below! ↓↓↓
tbh I don't think there is a consistent build going all in on one thing, I think you need 4 things, something to counter ultimates (bubble is great if you get it with armor but usually this is just getting a few brains), something to counter basic attacks (thorns, armor, ice), good damage from the start of the fight, and something that scales your damage throughout a fight. To recap: Ult counter Missile counter Starting damage and Scaling damage. Each one of these can be covered by being strong enough at the other 3, but ideally you should shoot for having a bit of all 4. I find ultimate builds to be the least consistent, though if you high roll they are extremely strong. I find that builds which incorporate 2 or more of these 4 pillars are some of the best. For example, if you get bubble, that is an immediate clue that you should start building ice and armor, and probably shoot for a scaling damage build. Bubble is such a good tank item that it allows you to just completely drop caring about immediate damage, as long as you get armor. Another build-around item is the item that gives brains income damage. Getting income is fairly easy, brains counter ultimates, and it's absurdly high damage from the start of the fight. That covers 2 categories at once. I don't think healing is a consistent build, either, unless you get a lot of healing items and can get the flex on heal item. You should get a bit of healing in many builds but there is usually no good reason to committing to getting mainly healing items. You generally shouldn't be taking +25 health regen unless the other options have zero synergy, or if you have healing synergy. Having lots of healing already does not mean you have healing synergy, it means you need other defensive items to amplify your effective HP so your existing healing becomes more efficient. If you have 300 health regen, 25 more is only like 8.25% more healing or something like that. Dodge is the equivalent of health being 5% more valuable which I would argue is a lot better, even if it's slightly less efficient in terms of healing. It means that as enemy damage scales, you ALWAYS take ~5% less damage (except ults or other weird effects). 5 armor, by the endgame, translates to maybe 8% less damage from an enemy that deals 60 damage per rock. A brain reduced enemies' ult charge by like 20, if the enemy has 200 ult charge that's 10% less damage from ults. You might be thinking that 8% more healing is comparable to these things, but what's being missed here is the context that regen is flat, while enemy damage continues rising throughout the game. Having items that scale with enemies is just more useful, as it means you can do more with less items. If an enemy deals 60 damage 10 times per second, and has 200 energy charge speed with a 600 damage ult (would actually be closer to like 740 with 60 strength but 600 is just easier for math) the enemy is dealing 720 dps, 600 from rocks and 120 fps from ult. 1 grey regen item flatly reduces enemy dps by 25, effectively. So 690. 1 armor reduces enemy dps by 50 (reduces the damage of 10 rocks by 5 each per second), down to 670. 1 grey dodge reduces enemy dps by around 30. Clearly armor gets better as the enemy has more attacks or attack speed, which they typically do later on. Ultimate countering is not super relevant unless you've reduced their normal attacks to a negligible amount of damage, or it's an enemy where ults are the main form of damage (kideo, buff rat, pop cat). I think regen is best against the non-chad final bosses since they have weird attacks that aren't ults but are still slow and big damage.
That's crazy ult build, and just as you mentioned, the lack of Early Grave perk does really suck, and also as other mentioned The perk that give you flex on every 120 heals is an absolute must have if you are heavy on healing, believe it or not flex actually doesn't hurt you (it will display 0 dmg every time flex hit yourself) so it doesn't really make you die faster
Thanks for the info bro, I always had trouble seeing whether flex was damaging myself. Muscle memory is excellent since HP regen is a solid stat point in all builds. Thanks for watching.!
yeah it took me a while to figure out that emojis actually don't deal damage by default unless their text specifies that it does. Rock deals damage, brain and ice doesn't. Flex and music don't deal damage.
Thanks for all the support on my recent Meme Mayhem videos.
I have really enjoyed reading all of your comments.
Feel free to suggest me any games to cover in my future videos below! ↓↓↓
Awesome build, if it had the Flex per 120 healing it would scale the ultimate like crazy :)
@@NCanastro 100%, I need to remind myself that ulti scales with strength too :^)
tbh I don't think there is a consistent build going all in on one thing, I think you need 4 things, something to counter ultimates (bubble is great if you get it with armor but usually this is just getting a few brains), something to counter basic attacks (thorns, armor, ice), good damage from the start of the fight, and something that scales your damage throughout a fight.
To recap:
Ult counter
Missile counter
Starting damage
and Scaling damage.
Each one of these can be covered by being strong enough at the other 3, but ideally you should shoot for having a bit of all 4. I find ultimate builds to be the least consistent, though if you high roll they are extremely strong. I find that builds which incorporate 2 or more of these 4 pillars are some of the best. For example, if you get bubble, that is an immediate clue that you should start building ice and armor, and probably shoot for a scaling damage build. Bubble is such a good tank item that it allows you to just completely drop caring about immediate damage, as long as you get armor. Another build-around item is the item that gives brains income damage. Getting income is fairly easy, brains counter ultimates, and it's absurdly high damage from the start of the fight. That covers 2 categories at once.
I don't think healing is a consistent build, either, unless you get a lot of healing items and can get the flex on heal item. You should get a bit of healing in many builds but there is usually no good reason to committing to getting mainly healing items. You generally shouldn't be taking +25 health regen unless the other options have zero synergy, or if you have healing synergy. Having lots of healing already does not mean you have healing synergy, it means you need other defensive items to amplify your effective HP so your existing healing becomes more efficient. If you have 300 health regen, 25 more is only like 8.25% more healing or something like that. Dodge is the equivalent of health being 5% more valuable which I would argue is a lot better, even if it's slightly less efficient in terms of healing. It means that as enemy damage scales, you ALWAYS take ~5% less damage (except ults or other weird effects). 5 armor, by the endgame, translates to maybe 8% less damage from an enemy that deals 60 damage per rock. A brain reduced enemies' ult charge by like 20, if the enemy has 200 ult charge that's 10% less damage from ults. You might be thinking that 8% more healing is comparable to these things, but what's being missed here is the context that regen is flat, while enemy damage continues rising throughout the game. Having items that scale with enemies is just more useful, as it means you can do more with less items. If an enemy deals 60 damage 10 times per second, and has 200 energy charge speed with a 600 damage ult (would actually be closer to like 740 with 60 strength but 600 is just easier for math) the enemy is dealing 720 dps, 600 from rocks and 120 fps from ult. 1 grey regen item flatly reduces enemy dps by 25, effectively. So 690. 1 armor reduces enemy dps by 50 (reduces the damage of 10 rocks by 5 each per second), down to 670. 1 grey dodge reduces enemy dps by around 30. Clearly armor gets better as the enemy has more attacks or attack speed, which they typically do later on. Ultimate countering is not super relevant unless you've reduced their normal attacks to a negligible amount of damage, or it's an enemy where ults are the main form of damage (kideo, buff rat, pop cat). I think regen is best against the non-chad final bosses since they have weird attacks that aren't ults but are still slow and big damage.
That's crazy ult build, and just as you mentioned, the lack of Early Grave perk does really suck, and also as other mentioned The perk that give you flex on every 120 heals is an absolute must have if you are heavy on healing, believe it or not flex actually doesn't hurt you (it will display 0 dmg every time flex hit yourself) so it doesn't really make you die faster
Thanks for the info bro, I always had trouble seeing whether flex was damaging myself. Muscle memory is excellent since HP regen is a solid stat point in all builds. Thanks for watching.!
yeah it took me a while to figure out that emojis actually don't deal damage by default unless their text specifies that it does. Rock deals damage, brain and ice doesn't. Flex and music don't deal damage.
whatever will also heal you when you hit yourself with flexes :)
100%, I think they mentioned that in their latest update too.
best game of 2024 for me easy... thankyou for your content my broski...
@kianjavid6705 Glad you enjoy the game very much!
Any idea when will the full game come out?
@@christianjayet8323 No ETA atm, the developers are waiting for Steam to approve their game
More videos!
@@WildWarrior26 good to see ya Wild