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I also use the Fast Walker boots when I'm ahead - movement speed is clear speed.
Voodoo Doll is very specific, something you'd choose beyond what your build is going for imo. Better in higher difficulties.
Mermaid Tears is good for multiplayer where the healing is far more valuable imo, having 1 person go for healing / shield can be useful. Singleplayer it can be good depending on specific characters / builds.
Anything Dash related can be amazing depending on your character and talents. Making enemies vulnerable via dash, dashing back to deal damage, auto attack increases after dash + talents can deal a ton of damage. You can stack that crit chance with other things like high damage powers / ults - really good imo.
Green Armor / Fairy Dust again is more support based and is fine on the side if you already have damage - it can be a bit hard to be better then going pure damage in some ways because damage = less time wasted = more profit for doing things.
Really? "Damage taken within 1 second cannot exceed 50% of your maximum health" is an effect that you can't think of any use for at all?
Every single item you listed I would be happy to see except for cauldron, porridge. and maybe hourglass. It's truly a baffling list to me. Water of Life is fine by you but Swan Cloak is bad? You prefer Vorpal Blade over Ring of Dispel?
-Goldilock
I never "pick it" but if I don't want to waste re-rolls I could use it on Monkey King/Melusine. Monkey King has innate strength so I could capitalize on it. Melusine can grab orbs easy and she is kinda forgiving build wise. Honestly its strength up-time is really not bad at all, and like only the 3rd Chapter Boss doesn't drop orbs. But yeah feels hard to get into lol.
-Voodoo doll
I agree that's a tough one to pick, as I think the trash enemies are really the ones more likely to end your run xD, but damage is damage I guess lol.
-Mermaid tears
Imo this item is really good, especially for Nightmare/Challenge's healing reduction.
Just 1 or 2 can really help your sustain be much better.
Monkey Blue Stance/Beo if you pick Rampart/Scarlet especially with shape-shift.
Melusine in coop with this is lol.
You can take the Goblet/Swan legendary (heal on defense), you're much harder to kill on any hero, and the healing orbs also heal for more.
What I haven't tested is how does Carmilla's Boiling Blood interact with this. Also maybe this helps the starting talent Life Tab be interesting? not sure.
-Eternal Rose
It's disgusting for champions that can dodge-big attack/effect, just did a run with Beowulf and his new option for Raging Chain Ult (Dragon spits a fire ball when you dodge), it was so funny.
Aladdin/Scarlet AA builds can use it, their dash attack is also great.
Even Gepetto cause really you can just keep dodging and let the puppets do the work. There's a build around Pipers Dash leaves a Tune thing, but never tried it.
Very strong item if you plan around crit damage, and just get things to make dash a little more spammable.
-Green armour
Agree that's a tough one to pick, just cause it scales of taking random stuff as well. Especially now that merchant doesn't sell double common items effect.
Aladdin with Master Thief has potential though, and scaling damage through armor is possible, although too much RNG involved tbh.
-Fairy dust
It can be good?, but I feel unlike Mermaid tear, the value will only "feel good" if it's maxed for shielding heroes, but still it's not terrible cause shielding is not nerfed by nightmare/challenge modes.
There is a funny interaction with Geppetto (dunno if it's intentional/fixed?), the shield it procs counts for his talent that makes your power hit all puppets.
-Vajra
This item's damage I think was super nerfed (haven't seen the previous version).
It can help as an early point to give you a punch of damage just to hopefully snowball faster, bigger deal on Nightmares/Challenge where XP is scarce. It's like an "extra talent".
Some interesting champions can squeeze its value.
Gepetto with dash starting trait.
Monkey King' dash/sprint.
Scarlet Dash/Combo point (I use that if I am playing around AA Wolf form).
Aladdin's Carpet Ult Second option Dash/Mini Carpet (lol laaaate game).
I dunno if it's "worth", but honestly in some runs, it's what helped make the run "lift off".
-Swan Cloak
I like playing around the Goblet better (heal on defence, cause I am sloppy).
But actually this with a couple of Mermaid Tears, and if you have reduced Dash CD/Charges can be really stupid on anyone lol. I don't really pick it before I know my damage is good, but it can be really good on no innate sustain heroes (Snow/Gepetto).
For challenge modes definitely helpful.
-Ring of Dispel
Like Eternal Rose, it's really good for heroes that have these dash builds.
I find it really good on Beowulf, he has no innate access to vuln, and his Fiery Slash (dash attack) is imo his easiest to make work build, as he has a lot of AA talents, and he is melee anyways.
Gepetto with the Dash talent, can be good, but his best starting talent is probably the special gives puppet.
Monkey King with sprint, cause even though he can apply vuln with the special, this makes it easy to just stay in red/sprint/vuln everything/kill them without the hassle of changing stances.
I don't like it on "just anyone" though, cause it can bait me into getting killed.
-Golden Coat
This can be nice for when you want to make a challenge run without the wells, it's good on low vitality heroes/situations. It used to be a lot less situational (I think it was if more than 25% HP now it's 50%). I stopped picking it after the nerf tbh, but for challenge runs I think it's still an option to consider.
-Father Time's Hour Glass
I don't like this item lol. Maybe there's something I can't see. I guess the idea is "clutch saves" but it's just hard to tell if it is working? how does it scale with other cd reducing stuff? Maybe that's the issue.
-Fast Walker Boots
I mean if you have an excess of armour to spare, it's ok, but I never feel movement speed to be a "make or break" stat in the game.
It feels nice when you have it though lol, but I think the game is balanced around the base movement speed, armour just feels more valuable than movement speed to me, don't have enough skill to not get hit.
Piper/Gepetto probably feel good with it. they can DPS while moving.
For a challenge run without Map/Teleports probably worth actually?
-Cauldron of Dyrwynch
The downside can be alleviated with Mermaid Tears (or maybe you don't care about heals or have too much of it anyways), but it's just an extra punch to Vitality for Ogre Blood. It was even nerfed from 100 to 60. The extra Vitality is useful obviously.
-Mad Hat
Doesn't justify the slot it takes imo, pretty bleh to me.
I wish that item really enticed you into possibly getting killed lol.
Maybe harsh unfix-able armour penalty, but "absurd" damage to shards percentage.
Where is the "madness"?
-Witch's Broom
This is can be funny on Geppetto with his starting dash talent, I do take extra armour to compensate for the downside though. He only has a tiny intangible frame on defence, so this helps him a lot imo. But again..picking the dash talent over the special makes a puppet one, then not get the broom /shrug. Rocket Launcher is fun anyways though.
Aladdin's Carpet Dash is a good candidate I think, cause it keeps baiting me into damage (unlike the ult you're not intangible), but it's just the talent comes waaay too late lol.
Monkey King has sprint I guess, but he already has a lot of intangible/spammable block/life steal to play around, and red stance already penalises you lol
I just don't see it good for "average" dashes, but if I have a lot of dashes, it's probably worth, I don't play around it though tbh.
-Balor's Eye
It's a super good item if you start getting charges and the ability's cd is reasonable/reduced.
Sometimes you end up with too many charges/cd reduction for your damaging ability, and this helps make it all worth it.
It's even less situational now that they changed it that it just takes away the charges and empowers the ability without having to "wait for charges" or play around skills that proc the ability indirectly.
It was nerfed though, from 150% to 100% I think?.
Sometimes you want the charges cause the ability does something else that is "defensive/utility", but a it's an easy item to utilise/invest into.