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Path of Exile Map Crafting Guide By: fuzzywolf23


By this point in the league, new players may have leveled their first character and may be looking at maps for the first time ever. It can be a daunting prospect! There are a lot of maps to do and you can craft your maps in a number of different ways to increase the rewards and challenge that they offer. I’ve spent some time looking at how to run maps efficiently, and I wanted to make a general guide suitable for new players.

In this post, we will discuss the three stats on our maps that we care most about — increased item quantity, extra packsize and extra monsters — and how to get them.

TL;DR ReadyPlayerTHirty made a great visual cheatsheet that summarizes all this info.

Increased item quantity (iiq) increases the amount of items you get from monsters; importantly, iiq that is crafted onto a map increases the amount of maps that will drop for you! Extra packsize (ps) makes each group of monsters bigger; more monsters means more xp and loot. Extra monster packs (em) gives you more packs for even more monsters. The total bonus (B) of a map is the product of these three factors – (1+iiq/100)*(1+ps/100)*(1+em/50)

When talking about whether a particular crafting item is “worth it” for maps, I’ll be assuming average values for the factors *not* affected by the item we are talking about — 60 iiq, 23 ps and 0 em. This isn’t a full or complete analysis, but it will give us a good rule of thumb. Complete analysis will have to wait until I complete the spreadsheet I’m working on. Prices will come from poe.ninja and estimated map returns come from pathofmaps.com. All prices will be in chaos orbs (c). Keep in mind, that the value of drops you get from a map include more map drops.

I hope a few people find this post helpful!

Orbs of Alchemy

Orbs of alchemy cost about 0.6c. Using an orb of alchemy on a map will turn it rare, giving you between 3 and 6 modifiers and an average total bonus of 1.98. Alching your maps doubles their output and you should always, always use them on maps above tier 2. Even tier 1 and 2 maps should arguably be alched, but above tier 2 they should definitely always be alched.

Cartographer’s Chisel

Cartographer’s Chisels give quality to your maps. 1 quality is worth 1 iiq. You should always use chisels before any other crafting; 4 chisels on an uncrafted map will give you 20 quality, but it would take 20 chisels to get 20 quality on a rare map. Using 4 chisels on a map with everything else held average gives you an extra bonus of about 0.25. Since 4 chisels costs about 1.7c, you need to expect a return of about 6.8c on a base map before this becomes worth it. This happens around tier 12-13 maps.

Vaal Orb

Vaal orbs corrupt your maps. Corrupted maps cannot be chiseled or rerolled with chaos. It also makes zana cost about twice as much. However, 5 outcomes can occur when you corrupt your maps and three of them are good. Unfortunately, since the mods of the map usually get rerolled, you might end up with a map that your build can’t do; in that case, all you can do is sell it.

There is a 25% chance that nothing will happen except that your map becomes corrupted. There’s a 25% chance that your map will get rerolled with eight (8!) modifiers; in this case, your map will have very high ps and iiq. There’s a 25% chance that your map will become unidentified; running unidentified maps gives you an extra 30 iiq. There’s a 12.5% chance that your map will be bumped up a tier and rerolled. There’s a 12.5% chance that your map will be rerolled at the current tier.

All told, you get a weighted average of 0.32 map bonus for a cost of about 1c, so any map with an expected base return of 3c or higher is a good target for vaal orbs. This occurs at about tier 8.

Vaal fragments

Vaal fragments, when placed into the map device along with your map, will add 5 iiq to your map, giving you an average bonus of about 0.06. The cheap ones cost about 1c, so you need a base return of about 16 c to make them worth it. This only happens for tier 16 maps. If you are heavily investing into your maps, crafting and rerolling and using sextants and zana to get extra packsize and extra monsters, they might be worth it as low as tier 13.

Scarabs are a new kind of fragment introduced in betrayal league. Currently, there is a premium on their price because they are new and because there is an achievement associated with their use. Currently, for the average player, it’s almost always better to sell scarabs instead of using them. If you are spending heavily on your maps, they might be worth it for you, but then you probably also don’t need my advice. In a month, when the price has dropped on scarabs, I’ll revisit the question.

Cartographer’s Sextant

Now we’re starting to have fun. Using a cartographer’s sextant on a map *in your atlas* will give an effect on that map and nearby maps which is drawn from a pretty long list; each effect lasts until you’ve run a map in its area three times. There are some pretty sweet effects in there, but the simplest ones to understand are the ones that give extra monsters. About 40% of sextant rolls will give you eight extra monster packs. Your average map will have 50 monster packs in it, so this represents a bonus of about 16% more monsters and thus 16% more xp and loot. 25% of sextants have an effect that is good, at least situationally, but is harder to quantify. When weighting for the 40% of rolls that we care about, we expect the average sextant to give us an extra bonus of about 0.13.

If you decide to use sextants and you get a bad modifier, you can use another sextant on that map to reroll the modifier, and you should definitely do this.

Apprentice cartographer’s sextants can be used on maps up to tier 5, though sometimes you can get a tier 6 map within its area of effect. They cost about 0.7 c, so you need a return of about 5.6c to make them worthwhile. Thus, they are only worth using if you are running a tier 6 or higher map that you can catch in its area (such as a map you’ve shaped after following zana’s questline).

Journeyman cartographer’s sextants can be used on maps up to tier 10, though sometimes you can get a tier 11 or higher map on the edge of its area of effect. They cost about 2c, and so you need about 16c expected return to make them worthwhile. Thus, they are only worth it when you can catch a higher tier map in their area of effect, like if you’ve shaped a map.

Master cartographer’s sextants can be used on any tier of map. They cost about 3.5c, and so you need an expected return of about 25c to make them worthwhile. This occurs with tier 15 and tier 16 maps.


Lots of prophecies have effects that are great to have on maps.

Tempest prophecies will add storm effects in your map that have various effects, but they will also give you an extra 30 iiq. They cost about 2c, and so they are worth it for any map with an expected base return of about 5.5c. This occurs for all red maps. If you’re doing tier 11 or higher maps, its worth it to have a tempest prophecy ready to trigger.

​Plague of rats, plague of frogs, the hungering swarm, and soil worms and blood all add extra monsters to your map just like sextants. They cost about 1c, and so they are worth it for any map with a total return over 6.25c. This occurs for maps above tier 8.

​Bountiful traps adds six strongboxes to your map. Each strongbox spawns three packs of monsters upon activation for a total of 18 extra packs — more than double a sextant modifier. This prophecy costs about 3c, and thus will be worth it for any map that makes you more than 5c in returns — any yellow or red map, basically. However, you probably won’t be able to buy as many as you want to, and so I use mine for red maps only.


​You can pay zana to add modifiers to your maps for you. The cost of these range from 1 to 15c per map. If the map is corrupted, an additional cost in vaal orbs is added to the cost. For average players, using zana mods on corrupted maps is almost never worth it.

​Last league, there were several zana modifiers that added flat iiq to your map in addition to their other effects. This league, there are none, and so we judge the effect of the modifier by itself. If you choose no modifier when you open a map, zana will add up to 8 iiq to your map depending on how much of her questline you’ve done.

​Some zana mods provide indirect benefits. Alternate of the same tier mod is very useful for getting maps that you’ve missed, and in this way you can make sure you have the map bonus for every map up to tier 10.

​The shaped modifier adds 5 levels to the map in the device, so you can run tier 5 maps as tier 10s or tier 10s as tier 15s. Going from tier 5 to tier 10 gives you an extra 6c in expected returns, but zana only charges you 2c. Going from tier 10 to tier 15 gives you an extra 20c in expected returns, but zana only charges you 6c. Additionally, using zana to shape a map makes it cheaper to use sextants. You can, e.g., use white sextants around a tier 5 map then run it at tier 10. For pure money, this is pretty unbeatable.

​Torment and anarchy mods add just a couple monsters to your map at the cost of 2c. These are absolutely not worth it for the average player. Perandus is likewise not worth it; spectral mobs drop nothing and the perandus chests are low value payouts with no chase items.

​Breach and Harbinger cost 4c each and add about as many monsters as a sextant mod, which suggests that you need a map return of at least 25c to make them worth it. So, you can use them on tier 15 or 16 maps or if you’re just really interested in doing breach or harbinger content for other reasons. The same goes for Abyss, except it costs more.

​Domination costs 3c and adds 3 shrines to your map, each of which are guarded by 3 packs. This makes them add more monsters than a sextant. An expected map return of 16.7c or higher makes this mod worth it — tier 14 and up.

FFXIV Job Selection Guide By: AwwYiss2


“What job should I choose?” – literally everyone ever.

Hi, welcome to a beginner’s job overview as of patch 4.5. The goal of this guide is to help you make an informed decision on what job(s) to play as you journey through FFXIV.

Note that the game designers do keep the jobs very balanced by making frequent and minor adjustments, without drastically changing how they play. I also want to highlight the fact that the game’s job system allows one character to be any and every job, so do not stress over your initial job choice too much. If time permitting, I encourage you to explore multiple jobs in order to get a greater understanding of how they all interact with one another.

Do keep in mind that this guide wants to showcase what the jobs are like at level cap, and most jobs will feel incomplete and slower paced before reaching it.

This guide will split the jobs into 5 major categories based on distinct role archetypes, and provide a comprehensive overview of each job’s playstyle, strengths, and weaknesses, as well as any notable quirks.

If you are new to XIV, I highly recommend reading the Master Beginner’s Guide as well.

Commonly Used Abbreviations & Concepts:

  1. GCD – Global Cooldown: A default 2.5-second cooldown timer linked to most abilities to limit ability spam. When one ability tied to the GCD is used, every GCD abilities will be subjected to the cooldown as well. This can be reduced via character stats or job abilities.
  2. oGCD – Off Global Cooldown: These instant abilities ignore the GCD restriction, and typically have a resource requirement and or recast timer to prevent spam.
  3. Weaving – The act of using oGCDs in between GCDs.
  4. DoT – Damage Over Time.
  5. AoE – Area of Effect: Affects multiple targets.
  6. Rotation – Sequencing of job abilities in order to maximize effectiveness.
  7. DPS – Damage Per Second: can also refer to damage output or damage dealer. PDPS stands for personal damage, while RDPS means raid damage.
  8. CPM – Casts Per Minute: A measurement of ability usage frequency.
  9. Combos – Abilities designed to be used in a set sequence in order to gain bonus potency and effects.


Donned in heavy plate armor and armed with an array of defensive cooldowns, the tank role is meant to take the brunt of incoming damage. They are also in charge of positioning enemies while holding their attention. All tanks have a defensive stance that increases survivability and threat generation, at the cost of damage output, as well as an offensive stance that enables higher damage potential. Note that tanking in FFXIV is more methodical than reactionary, as fight mechanics and tank busters are mostly scripted and predictable. Skilled tanks will minimize their use of the defensive stance in order to deal maximum damage, all while planning out their defensive cooldowns in order to safely survive incoming damage.

Paladin (PLD) –

Available from the beginning as Gladiator – starting city is Ul’dah


The classic sword and board tank. Excels at providing support to allies with holy magic.

  • Weak snap-aggro generation, so a paladin cannot be the main initiator in combat without taking a heavy penalty in opener damage output
  • No gap closer
  • Low aoe damage output
  • Switching between the defensive & offensive stances is clunky, as they are tied to the GCD
Special notes:
  • Paladins have potent defensive cooldowns but have generally lengthier recast timers
  • They can use Sheltron to guarantee blocks with their shields frequently, making them excellent at mitigating large singular hits
  • Requires an above average amount of key binds to play their kit effectively due to having many situational abilities
  • The only tank with a powerful ranged attack, Holy Spirit, but the cast time of it can make it tricky to use while handling mechanics
  • Can become impervious to most damage with Hallowed Ground, and bypass certain mechanics that other immunities cannot
Rotation & Playstyle:
  • Alternate between a physical and magical damage phase
  • Has a DoT that is naturally maintained through its rotations
  • The overall rotation is very rigid, and complexity comes from effectively utilizing support skills
  • Blocking enables shield swipes for extra damage, so a skilled paladin will time their blocking skills to maximize casts

Warrior (WAR) –

Available from the beginning as Marauder – starting city is Limsa Lominsa


The axe-wielding, offensive tank. Does comparatively more damage than its counterparts by roughly (4-5%), and the preferred pulling tank currently.

  • High average damage output for single & multi targets
  • Stances are oGCD, so switching stances mid-combat feels smooth and reliable
  • Unchained negates the damage penalty attached to the defensive stance, which allows the warrior to generate a high amount of threat without giving up much damage
  • Ability to quickly close in on enemies with Onslaught
  • Party shield (Shake it Off) has a short 90 seconds cooldown
  • Otherwise powerful mitigation ability Inner Beast can only be used while in tank stance.
  • Tank stance, (Defiance), does not offer direct damage resistance, and the bonus healing only works for healing spells, not abilities.
  • No co-tank support utilities
Special notes:
  • Holmgang is an ability with a relatively short cooldown that can prevent the warrior from dropping below 1 health for a short duration. This allows the warrior to frequently survive otherwise lethal attacks with proper healing support
  • Relatively low amount of key binds required to play, due to skills having two forms depending on the warrior’s stance
Rotation & Playstyle:
  • Lower average CPM
  • 10-second burst windows every 90 seconds via Inner Release, which negates resource costs and guarantees critical hits for 10 seconds
  • One damage buff to maintain
  • Heavily punished for not properly executing or delaying the burst phases

Dark Knight (DRK) –

Requires access to Ishgard in Heavensward expansion and start at level 30


Wielding the greatsword, the dark knight excels in fights with heavy magic damage, and empower strikes with dark magic. There is a heavy emphasis on mana management in order to maximize damage and survivability

  • The dark knight can use The Blackest Night to create a powerful shield around the user or an ally very frequently, making it one of the best defensive abilities in the game
  • Dark Mind lets the user heavily mitigate magic damage on a short 1-minute timer
  • Can approach enemies quickly using Plunge
  • No party-wide shield/mitigation
  • Dark Mind does nothing for physical damage, so its strength is very encounter-specific
Special Notes:
  • High CPM due to the amount of Dark Arts spam
  • Double resource management with mana and blood
  • Absolutely stellar at tanking dungeon mobs with its aoe kit once max level
  • Dps stance and tank stance can be both enabled at the same time
Rotation & Playstyle:
  • Primarily only uses a 3-hit combo while weaving in Dark Arts to empower various abilities for extra damage
  • Requires frequent weaving and double weaving due to the sheer amount of Dark Arts usage
  • Resource management is key in dealing damage and being able to activate key abilities in the right time


Keeps the party alive through healing and resurrection. Simpler damage abilities to compensate for the added healing responsibilities. Healers in FFXIV are not meant for sustained healing. They rely primarily on their oGCDs to counteract predictable incoming damage while maximizing their damage uptime, contrary to many other MMO titles.

White Mage (WHM) –

Available from the beginning as Conjurer – Starting city is Gridania


The most straight-forward, regen based healer. Has overall high potency damage and healing GCDs, but relatively low mobility.

  • Great mana management tools like Thin Air which negates mana cost for a short while, and Assize that recovers 10% mana per cast
  • Mana efficient GCD heals
  • Holy is an excellent aoe that stuns and deal high damage to enemies around the user. Especially great for dungeons with packs of enemies
  • Benediction can instantly restore an ally to full health
  • No party wide mitigation abilities
  • Very few instant-cast spells, so weaving and movement windows are more limited compared to the other two healing jobs
  • No party damage utility
Special notes:
  • A very beginner friendly healing job due to having very straightforward abilities, and is the only one you can choose from the start. However, the limited oGCD options can sometimes make the job surprisingly difficult in high level content
  • Have a large variety of aoe healing tools, but in practice, are tricky to utilize, as most of them are tied to the GCD or have limited range
  • The developers have commented about reworking the current job gauge, lilies, as it is currently not a useful/reliable resource to aid with the job’s performance
Rotation & Playstyle:
  • Two dots to maintain
  • Throws some hard-hitting rocks
  • Limited mobility options, so smart positioning to maximize healing and damage potential is key

Scholar (SCH) –

Available from the beginning as Arcanist in Limsa Lominsa, which is a dps role until obtaining the job change at level 30. Shares levels with the Summoner job


Tactical healer with incredible flexibility, strong mitigation tools, and a powerful pet to aid with healing. An integral part of the SCH kit involves gathering Aether charges with Aetherflow and using unique abilities that consume them.

  • Incredibly potent oGCDs options
  • Excellent mana management thanks to Aetherflow and Energy Drain
  • Pets provide very substantial healing, which allows the scholar to dedicate more time and resources to deal damage
  • Excellent mobility having two instant cast spells to use in place of the primary dps GCD, at the cost of a little damage potential.
  • Provides great offensive party support with Chain Stratagem and Fey Wind
  • Relatively expensive and inefficient GCD heals
  • Pet management controls can be clunky or unresponsive
  • Weak aoe sustained aoe healing, especially when out of Aether charges.
Special notes:
  • Suffers more from button bloat than most other jobs in the game due to the combination of pet commands and numerous utility spells
  • The more powerful skills all cost an aetherflow stack to use. Smart usage of resources is needed to be effective
Rotation and Playstyle:
  • Two dots to maintain
  • Has to position the pets properly in order to maximize their effectiveness
  • Uses an arsenal of aetherflow abilities to mitigate/heal/deal damage at a set pace. Over consuming aether stacks can leave the scholar out of options

Astrologian (AST) –

Requires access to Ishgard in Heavensward expansion and start at level 30


Time-mage inspired, versatile healer. Astrologians can draw and manipulate cards from their divining deck in order to empower allies with powerful buffs. Has two healing stances to either provide heals over time or shields.

  • Have some of the best rdps increase buffs in the game
  • High mobility due to Light Speed eliminating cast time for a short duration, and has a shorter primary damage GCD cast time (Malefic)
  • Can provide damage mitigation with Collective Unconscious and shields in Nocturnal Sect
  • Semi-dependent on rng to draw the right cards
  • Tend to struggle more with mana due to limited mana management tools
  • Slightly weaker aoe damage options in dungeons
Special Notes:
  • Can be both regen or shield based healer based on stances
  • A very powerful aoe ability, Earthly Star, requires a 10-second priming time to reach maximum potential, so planning and party cooperation is critical
  • Due to the limited aoe coverage of certain healing options, the overall healing output can be severely hindered in an uncoordinated environment
Rotation & Playstyle:
  • Only one, high-duration dot to maintain (Combust)
  • Card actions are woven constantly between dps spells, and the astrologian has to evaluate party status and available cards on the fly in order to maximize their effectiveness

Melee DPS

All jobs in this category excel at dishing out damage up close. They have combo attacks that have positional bonuses when used from the flank or rear. Melee dps roles are highly mobile, and mastering them requires being comfortable using that mobility to maintain uptime and proper rotation on targets.

Dragoon (DRG) –

Available from the beginning as Lancer – starting city is Gridania


Supportive spear wielding damage dealer. Specialized in flashy jump attacks and long combo chains. Offer great party damage utilities.

  • Critically, the only job in the game that can apply a piercing resistance down debuff for jobs with piercing damage (bards, machinists, and red mages)
  • Can massively boost party critical hit rate with Battle Litany and increase a friendly player’s personal damage with Dragon Sight
Special Notes:
  • Blood for Blood is a double-edged buff that can sometimes mean taking lethal damage from incoming damage
  • Blood of the Dragon is an essential status maintained by performing combos, losing it will be detrimental to a dragoon’s dps
Rotation & Playstyle
  • A fixed, 11-GCD rotation with a fair dose of positional requirements
  • DRG has a self-buff, a resistance debuff, and a DoT that all need to be maintained full-time, but these are a natural part of your main single target rotation
  • Slowest GCD among all melee dps, but has numerous oGCDs for single & double weaving

Ninja (NIN) –

Available after reaching level 10 on another job, and picking up the quest: My First Daggers in Limsa Lominsa


High utility, dagger-wielding dps. Has the ability to create a variety of elemental Ninjutsu spells by weaving various combinations of hand-signs called Mudras.

  • Trick Attack increase target’s damage taken by 10% for 10 seconds every 60 seconds, providing huge rdps increase when coordinated properly
  • Shade Walker and Smoke Screen are great tools to aid in aggro management, and even open up more damage centric openers on tanks
  • Provides slashing resistance down debuff
  • Ten Chi Jin allows the ninja to cast 3 enhanced ninjutsu back to back, but requires the user to be stationary for an extended period of time
  • Lower pdps vs most other dps jobs in the game, so contribution will be hinged on proper utility usage
Special Notes:
  • Failing the rear-positional requirement on Trick Attack or using it at a poor time is fairly detrimental to a ninjas rdps contribution.
  • Huton increases attack speed by 15%, making ninja one of the faster-paced jobs available.
Rotation & Playstyle:
  • Only three positional attacks
  • One simple tri-hit combo with 3 different finishers
  • High CPM job with heavy amount of weaving using oGCDs and mudras
  • One of the jobs most negatively affected by high latency/ping due to how rapidly mudras and oGCDs have to be executed

Monk (MNK) –

Available from the beginning as Pugilist – starting city is Ul’dah


High damage, positional oriented melee dps using fist weapons. Has very fast GCDs thanks to the maintenance of Greased Lightning. Has a non-traditional combo system by having each weapon skill shift the form the monk is in, opening up different weapons skills in the process.

  • High average dps
  • Minor physical damage party buff via Brotherhood
  • Offer bonus party healing with Mantra
  • On the lower end for utility
  • Failing to manage the Greased Lightning buff correctly during an encounter is detrimental to damage output
  • No ranged attacks
  • No disengage tool
Special Notes:
  • One of the busiest jobs during downtime due to Meditation and Form Shift to help manage resources and Greased Lightning
  • Can be one of the hardest jobs to optimize at the highest level, due to the potential complexity to use Tornado Kick properly
  • Enmity reduction skill aside from the role action is costly to use
Rotation & Playstyle
  • Constantly dancing between the flank and rear position to maximize positional bonuses, and unleashing a flurry of punches and kicks to deal high damage
  • Has a slower phase with Riddle of Fire
  • Dot, debuff, and damage buff is maintained fairly naturally through executing weapon skills

Samurai (SAM) –

Available in Ul’dah once level 50 on another job, and own the Stormblood expansion – The Way of the Samurai


The katana-wielding, “selfish” dps. Provides next no utility but has the highest damage potential vs other melee roles. Heavy emphasis on resource planning and usage.

  • Amazing personal damage output
  • Good mobility
  • Only two weapon skills with positional requirements
  • Powerful aoe options
  • Only utility is the ability to put up slashing debuff, which two other jobs have access to
  • TP dependent for sustaining aoe damage, especially at lower levels
Special Notes:
  • Only melee that has a skill with a cast time, Iaijutsu
Rotation & Playstyle
  • Has multiple opener combinations based on skill speed stats and encounter timings
  • Has to maintain a pair of damage and speed buff with a relatively long duration
  • Generates Sen & Kenki by executing three different weapon skill combos
  • Iaijutsu, the combo finisher, has three different effects based on the number of Sen consumed
  • Kenki is primarily used to fuel oGCD attacks woven between GCDs

Physical Ranged DPS

Specializes in dealing damage from afar, while being some of the most mobile jobs in the game. Both available jobs provide powerful utility tools for the party, such as Palisade to reduce incoming physical damage, and restore mana through Refresh. Usually tasked with handling more mechanics compared to other jobs due to having superior mobility and ranged attacks.

Bard (BRD) –

Available from the beginning as Archer – starting city is Gridania


A bard deals damage from afar with a bow, and has access to an extensive arsenal of supportive tools. It is primarily a DoT centric job with a multitude of proc based offensive skills that offer a very dynamic and fast paced combat style.

  • Being ranged and having only one skill with a cast time, bards can basically move about the battlefield without restrictions
  • Offensive utilities include increasing party crit rate through songs, direct hit rate with Battle Voice, and enemy damage taken with Foe Requiem
  • Defensively, they can increase the effective HP of the party via Troubadour, dispel selective debuffs with Warden’s Paean, and increase target’s healing taken by spells through Nature’s Minne
  • The only source of piercing debuff is locked behind a DRG’s Disembowel, which plays a critical role in a bard’s personal damage output
Special Notes:
  • Personal damage output is also more heavily hinged on party composition and gear than average due to the job’s heavy synergy with offensive utilities and critical hit rate
Rotation & Playstyle:
  • A loose rotation structured around three distinct song phases
  • Dynamic gameplay due to the high numbers of proc-based abilities the player have to micromanage
  • Highest average CPM of any job when played at a higher level

Machinist (MCH) –

Requires access to Ishgard in Heavensward expansion and start at level 30


Burst damage style ranged dps using firearms. Can summon a turret that deals sustained single target or aoe damage. Has a reloadable ammo resource and a unique heat meter that empowers various ballistic attacks.

  • Super mobile, having only one ability with that needs to be channeled
  • Dismantle is a powerful mitigation tool that reduces enemy damage for a short duration
  • Hypercharge on your turrets give a vulnerability debuff on targets hit
  • Punished quite harshly for messing up its strict 1-minute rotation cycles, and making mistakes can quickly snowball into heavy loss in damage output
  • Ping and raid composition dependent to do optimal rotation/damage
Special Notes:
  • The rotation changes completely once max level via the use of Flamethrower to enter overheat window
  • Developers have spoken about reworking the job significantly in the next expansion
Rotation & Playstyle:
  • One of the most rigid and strict rotations of any job
  • The rotation revolves around the skill Wildfire that amplifies all damage dealt by the user during its 10-second duration, so the player is tasked to fit in as much damage as possible during that window for a huge burst of damage every minute
  • The other resources, ammo and heat, are all used to support the wildfire window to maximize its damage
  • Execution is heavily affected by latency due to strict weaving requirements in the burst window

Caster DPS

High damage magic attackers. All three caster jobs have a varying amount of cast time to limit their mobility, and have ways to reduce incoming magic damage through the use of Addle and Apocatastasis. They can also transfer their mana to an ally with Manashift. Summoners and Red Mages are also capable of reviving downed players during battle

Red Mage (RDM) –

Available in Ul’dah once level 50 on another job, and own the Stormblood expansion – Taking the Red


The ranged & melee caster hybrid. The red mage uses black & white magic to build up mana in order to unleash a powerful melee combo with a rapier against foes. Every other spell that has a cast time normally will be instant, thanks to its unique mechanic, Dualcast.

  • Grants bonus party damage through Embolden
  • Can heal players with Vercure and revive them with Verraise
  • With the help of Dualcast, a red mage can revive players more rapidly than any other job in the game
  • Lowest pdps among the three available caster roles
  • Displacement requires a large safe space to execute and has a lengthy animation lock, so using it incorrectly can lead to positioning problems or death
Special Notes:
  • Only mana recovery tool is through the role action Lucid Dreaming(LD), so overspending mana on expensive spells like Verraise or being revived without LD available can lead to awkward situations
  • Generally considered the easiest dps job in the game, as there is no buffs/debuffs to upkeep, and recover from death well due to its simplicity.
Rotation & Playstyle:
  • Elemental magic are used to build up mana, while oGCDs are woven behind Dualcast windows
  • The rotation is dynamic and priority-based due to certain spells locked behind procs
  • Mana is consumed to fire off flashy, enchanted melee combo attacks that lead up to a powerful magic finisher based on black & white mana balance (Verholy | Verflare)

Summoner (SMN) –

Available from the beginning as Arcanist, and shares levels with the SCH job – starting city is Limsa Lominsa


Dot based caster with burst phases and pets. The goal is to build resources and Summon Bahamut by using a similar resource system as SCH, Aetherflow.

  • Highly mobile by having a wide variety of instant-cast spells
  • Relatively high single target damage, and exceptional sustained aoe damage
  • Ability to revive downed players
  • Provides small dps and healing boost through Devotion
  • Pets can boost magic or physical damage through Contagion or Radiant Shield, respectively
  • Incredibly punished by death, due to possibly resetting multiple layers of resources that take a long time to gather, on top of having to resummon the pet
Special Notes:
  • Requires a long setup before engaging in combat to set up a proper opener
Rotation & Playstyle:
  • 2-minute loops
  • Spend 3 aether stacks to enter Dreadwyrm Trance to deal minor burst damage
  • Enter Dreadwyrm trance twice in order to Summon Bahamut and deal devastating burst damage

Black Mage (BLM) –

Available from the beginning as Thaumaturge – starting city is Ul’dah


Turret-style, staff-wielding mage specialized in black magic (Fire, Ice, Lightning). A “selfish” job with the highest damage potential in the game, at the cost of having no utility and relatively restricted mobility.

  • Highest potential dps job in the game
  • Recovers mana quickly via Umbral Ice so death is not as punishing
  • Great burst aoe damage
  • No party utility aside from role actions
  • No ability to revive downed teammates
  • Longer than average cast times on most abilities, so when movement tools are exhausted, damage potential will drop significantly during movement heavy mechanics
Special Notes:
  • Manaward is a powerful shield that sometimes allows black mages to ignore otherwise fatal mechanics
  • Cannot recover mana via most means in Astral Fire
  • Being effective in combat will typically require extensive fight knowledge and planning, so it is generally more challenging to bring this job to the progression stage of high-end content. This is further exacerbated by having no combat resurrection
Rotation & Playstyle:
  • Wants to minimize movement in order to maximize time spent casting
  • Maintains dot damage with various varieties of Thunder
  • Fire III & Blizzard III (or Transpose) to switch between fire & ice
  • Deal massive damage during the fire phase while quickly recovering mana with Umbral Ice
  • Have to adapt rotation on the fly due to having traits that have a chance of eliminating the cost and cast time of certain spells

Thank you for reading!

FFXIV Introduction and Master Beginner’s Guide By: AwwYiss2


Welcome to – An Intro to FFXIV and what to expect from Eorzea

About this guide/FAQ –

With an influx of WOW refugees from an overall disappointing release of WOW:BFA, and the announcement of 5.0, Shadowbringers expansion, I thought to compile a list of useful info for someone who is interested in or new to FFXIV. This guide will contain a concise overview of most aspects of the game, such as how to get started, how to reach the end game, and what to do once you get there. Not every section will be useful to everyone, and nothing here should be taken as absolutes, but I hope new players can be directed here for an up to date(4.5), one-stop shop for a comprehensive overview of the FFXIV experience.

About the game (Pros and cons list will be partially subjective):

FFXIV is a subscription-based, classic tab-targeting MMO. It is currently on its 5th year, at the tail end of its second expansion, Stormblood(SB). The game, at its core, is still a Final Fantasy game. Meaning that it’s heavily story driven, and its primary focus in on PVE. You don’t need prior experience with other FF titles to enjoy this game. And no, it is not too late to start 🙂

  • Thriving and generally friendly community.
  • Welcoming for all skill levels.
  • Aesthetically/stylistically pleasing, and has seriously fantastic music scores.
  • Praised for the superb story-telling and writing as an MMO title.
  • Unique character system that allows players to do everything on one character, including becoming every job (all it takes is a simple gear change to enable a whole new set of skills). No need for alts and multiple story completions.
  • Overall stellar end game encounter and combat design.
  • Deep social and non-combat activities such as housing and crafting (among many more features).
  • Great controller support and seemless cross-platform play with PS4.
  • Lesser emphasis on PVP content relative to most other titles. Players can still very much enjoy the activities available, but usually not as the primary focus.
  • Old engine has strange quirks/limitations, and some players report server stability issues.
  • The initial playing experience and combat in general is incredibly slow for a MMO vet. Many players abandon the game simply because there is a mountain of mandatory quests barring them from getting into the outstanding expansion/current contents. If quests aren’t your thing, then you might struggle with this aspect.
  • Content releases are predictable and consistent. They are not looking to remake the game with each update, so you always know what to expect (new raids, dungeons, story, etc).
  • The game director has previously said that they don’t expect players to stay subbed 100% of the time. The game can be taken month-by-month, based on individual goals.
  • There is a cash shop containing mostly cosmetic items as well as level/story skip potions. Does not offer any advantages in gameplay, and is not part of a pay-to-win model.
  • Jobs offer no customizations/skill trees/etc, but is very well balanced compared to most titles.
  • There is a strong emphasis on dealing damage regardless of your job choice.
  • The Global Cooldown (GCD) is 2.5 seconds. Combat will be slow-paced until further Off-GCD and GCD reduction abilities are introduced as you level up. Don’t be discouraged by the early levels, and know that the combat builds on itself in layers through encounter and rotation complexity.
  • There is a no time-limit free trial, with a level cap of 35 on all classes/jobs. Note you can’t go back to this after adding a full license.
  • The base game called the Starter Edition contains A Realm Reborn (ARR), and is good until level 50. If you buy the Stormblood expansion, it will also include Heavensward(HW), the 1st expansion. This gives 5 new jobs, 1 new playable race, as well as raising the level cap to 70. The complete edition will include everything, and any edition can be upgraded to collector’s edition for extra mounts/minions/etc.
  • The base game comes with a 30-day subscription, but subsequent playtime has to be purchased at roughly $13-15 USD.
  • On PC, the game platform is either Steam or Non-Steam. Game licenses /accounts / purchases are separate from the two, so you will not be able to switch between them once committed.
  • There is an Official Benchmark Tool to see if your system can handle the game.

Your First Character

  • Gender / Clan / Race / Appearance have no meaningful impact on gameplay mechanically, pick what pleases you. This can be changed later with a Fantasia Potion (Only one is given for free when you play, otherwise it costs real $ to obtain more).
  • Your server will be in North America(NA), Europe(EU), and Japan(JP). Each region will have Data Centers(DC) which contain Worlds, and the Worlds within the DC will be able to do most content together (raiding, dungeons, and etc).
  • All NA DCs servers are located in the West Coast.
  • There is a DC shuffle (NA|EU) coming early next year (2019), and every affected player will be given a free transfer.
  • Some worlds will have a preferred status, meaning that every source of experience will be doubled for a limited time. These servers are generally lower population, and is great for if you want to level multiple jobs. Feel free to take advantage of this before the aforementioned DC shuffle.
  • Starting base class will dictate your starting city, but the storyline all converge at level 15 when you unlock the ability to travel to other cities and pick up new jobs/classes. Go with what you find interesting based on the Official Job Action Video / Official Job Guide.
  • If you want to read a more in-depth write-up, please check out this Comprehensive Job Overview & Selection Guide
  • Tanks and Healers will have shorter queue times for group content typically, due to players having preference for damage dealing roles.

Starting out and the journey to end game:

  • Most content in FFXIV is locked behind the Main Story Quests (MSQ, denoted by a quest symbol with a meteor-shaped background). Unless you buy a story skip, you will need to do every single one. They range from basic overworld fetch quest to instanced combat. This will be your primary source of XP on your first job. It is generally recommended that you focus on completing these and not get side tracked too much.
  • A special kind of quest denoted by a blue background means that it will unlock some sort of feature upon completion. This can mean new job skills or access to glamour(cosmetics) and more. These are generally important and worth exploring. Remember to pick up your advanced job at level 30!
  • Plain side quests, deonoted by a yellow (!), are mostly optional and are done for a small amount of xp or extra lore. Some do unlock optional rewards/content, so you can check under this progression and level-locked content guidefor some bonus items of interest.
  • Multiplayer instanced activities are done either via the Duty Finder(DF, default keybind “U”), or the Party Finder(PF). The DF is the game’s automatic match-making system, where as the PF will be the manual option. Dungeons and Trials you come across the game as you progress is usually done through the DF. Leveling dungeons (15-47, 51-59, 61-69) are a great source of XP if you happen to need them.
  • A feature located in the DF is the Daily Roulettes. They are categories of activities pooled together (such as all leveling dungeons, or all trials) to increase the use of older content by providing rewards/incentives for players of all level ranges that complete them. Note the bonus reward is only applied once daily per category.
  • Side quests, Fates (Overworld events), Leves, and Beast tribes, are also sources of solid XP.
  • You can treat the FFXIV leveling and story experience largely as a single player game, with numerous multiplayer dungeons and trials sprinkled throughout the journey. The early game does not do a good job making it easy to play/quest together with friends (Aside from the dungeons and trials).
  • The game isn’t meant to be rushed. If you find yourself bored of the endless fetch quests and dialog, you are probably not alone. The 1-50, 2.0-2.4 ARR MSQ experience is generally considered super slow, but the buildup will all be worth it. Keep in mind that patch content was meant to be drip feed to players over months/years. Feel free to branch out and take breaks.
  1. Starting out, you should attune to all the big/small aetherytes (teleport spots) when you pass by them. You can set large Aetherytes as preferred/home to reduce cost.
  2. Each base class has a hunting log you can complete for some early XP. The weekly challenge log is also a great place for various rewards when you first start out.
  3. Do the novice quest line at level 15, gives you gear and a nice ring that boosts XP. Located at major cities’ adventurer’s guild (Green sprout icon).
  4. Use Chocobo companion in combat when you can, they are cheap & helpful(unlocks at lvl 30). Ability to ride them will be unlocked via the main story in the early 20s once you join a Grand Company(GC). You’ll need 200 GC seals to purchase it (Fates or Hunting Log are easy ways)
  5. Vendor gear is useful for replacing outdated stuff.
  6. Do use Gil on teleports. Time > money. Note you can also click on the aetherytes in the mini-maps to teleport (hold Ctrl to bring to top).
  7. Sprint is an ability unlocked by default. Remember to use it.
  8. Logging off/staying in sanctuaries (area near aetherytes) give you “rested” bonus xp towards leveling. You’ll notice a small moon-shaped symbol next to your XP bar.
  9. You interact with the Market Board(MB) via Retainers. You can look at price comparison and history when buying off of the MB or listing something w/ your retainers (also get retainers and send them out. They can still do ventures while selling). You can have 2 retainers for free.
  10. Read your tool tips and don’t disable in-game help. Remember to look at the traits and role actions too. Equip all of your role actions as you get them.
  11. Starting at level 50, you will start earning Tomestones of Poetics and you can buy some of the best level 50/60 gear available from Auriana and Hismena (Locked behind HW). I recommend to not use Gil on the MB for gear from this point onwards.
  12. You’ll unlock the quest for the Zodiac/Anima relic weapons at 50/60. These are purely for glamour now so consider these end game activities.
  13. Crafting and gathering is completely optional. It’s a large commitment if you want meaningful objective returns. Feel free to take these as a way to break monotony from questing. (More on this later).
  14. I recommend using the legacy control scheme if you are using keyboard & mouse. Without going into too much details, it essentially boils down to how the camera will play weird quirks with your movement while casting and moving away from your target. Standard controls do allow a more complete control over character facing and is useful for warriors in particular, however. I encourage you do give both a try, even if you are coming from WOW.
  15. Default UI and keybinds leaves a lot to be desired in terms of convenience and accessibility. Customize early, and customize often. There are a lot of UI features that are hidden out of plain sight. (And the Official Guide)
  16. Macros are tricky. They are coded to not queue properly, so do not tie them to a GCD and only use them when you fully understand how macros work in this game.
  17. Be friendly, say you are new when joining group duties for the first time. Most people will be mindful. A quick and easy resource for encounter guides is the series done by MTQcapture. Also check out this handy tanking infographic.
  18. When using the DF on the JP data center, include all other language options to reduce queue time.
  19. When you need to travel to the Waking Sands later on, teleport to Limsa, then teleport to the arcanist guild aetheryte, and take the ferry.
  20. There is a timer’s tab (Default Ctrl + U) that shows you when various weekly caps reset.
  21. Early zones may seem quiet and inactive, but that’s because the majority of the player base hang out in certain end game hubs, cities, or housing wards. There is also no global chat aside from the Novice Network(NN), so many players will be conversing in their Free Company(Guild) chat or in private Link Shells (private chat rooms).
  22. The NN is a channel populated by mentors who have satisfied the requirements set by the game designers, and have the ability to invite new players in order to provide help. Ask anyone with a Crown symbol next to their name to do so. The quality of this channel is inconsistent, as mentors are not always helpful (but they can be), so use this at your own discretion.
  23. After subbing to the game, remember to get a recruit a friend code. /r/ffxivraf is an option if you have no preference on who gets credit.
  24. You can optionally add a 2-factor authentication to improve account security and gain a free teleport location.
  25. There is a Companion App for mobile that grants another cheap/favorite teleport spot and MB tools.
End game – Finally! Now that you are 70 and caught up with the MSQ, what’s next?
Gearing –
  • Gear helps you do more damage, or take more hits, and is vital for tackling challenging content. Thankfully, it is not too difficult to catch up on gear to do current patch content.
  • When you first get to 70, remember to complete your final job quest to pick up a set of item level (ilvl) 290 armor and weapon.
  • The next “easy” set (ilvl 330) to get is obtainable with centurio seals from Satsuya / Other similar NPCs. These can be gotten via Hunts. Hunts are a great way to earn end game currency as well. Join a hunting LinkShell(LS) in your server by shouting (/sh) in major cities/hubs.
  • Dungeons currently award up to ilvl 355. Treat this as a means to access the various roulettes and ilvl gated content.
  • The various roulettes mentioned before should also reward you with Mendacity and Genesis tomestones. They can be exchanged for 360/390 gear respectively.
  • On top of which, there is a series of 24-men alliance raids in each expansion that award upgrade tokens that augment tomestone gear by +10 ilvl. The current relevant alliance raids are Royal CityLighthouse, and Monastery. They are the equivalent of LFR from WOW and not too challenging.
  • Normal mode raid gear is also an option – rewards up to ilvl 380 gear. The Omega Raid series is the one for SB.
  • SB has also introduced a series of large scaled, instanced based content called Eureka. It is a long, roundabout, and grindy process to get up to ilvl 380 gear and ilvl 385 weapon. This will ultimately lead to the completion of a Relic Weapon as well.
  • Lastly, crafters are now able to create up to ilvl 380 Rakshasa gear, and will serve as the fastest but maybe costly way of gearing up for higher-end content. Rakshasa gear can be traded in and upgraded to ilvl 390 Yama gear withJ’tandhaa
  • In general, always expect there to be one set of crafted gear, and two sets of tomestone gear relevant to the most recent content.
  1. ilvl is generally the way to go. If you are unsure, pick the one with the higher ilvl.
  2. Weapon > Chest/Leg > Glove/Helm/Boots > Belt > Accessories in terms of stats distribution and influence.
  3. You may affix materias to gear, and doing so is crucial if you plan on tackling high-end content. More on this in that section.
  4. Full 4.4 gearing guide by /u/Atosen
Crafting(DoH) & Gathering(DoL) –
  • Probably the most intricate and nuanced crafting system in the genre. – Slightly high barrier of entry.
  • Great source of income as most crafted and gathered items are tradable/sellable to players.
  • Gatherers and Crafters are their own jobs, meaning that they have numerous skills, job quests, and their own rotations that have to be learned and mastered.
  • It is typically an all or nothing ordeal, because every DoH jobs have their own cross-job skills that can be used by all other DoH jobs. And as such, they are extremely vital in completing difficult recipes.
  • DoHs are the primary source of housing items, glamour, raid consumables, and many other useful items, but are not required at all for most content.
  • DoHs also allow players to repair their own gear, or (Over)meld materia to gear.
  • I recommend getting BTN/MIN leveled first. Gathering your own materials will make leveling the crafters much less costly.
  • The general leveling order of crafters is – Everything to 15, CUL to 37, CRP/WVR/ALC to 50, everything else to 50, then 60/70. This order prioritizes getting the more powerful aforementioned cross-job skills to ease the leveling process.
  • The systems in place are complex, and it takes time and resources to fully understand. It is best explained by this wonderful guide if you want to explore further.
  • Crafting Calculator is helpful for figuring out macros.
What else can I do? –
  • There are a large number of mounts, minions, titles, and achievements to collect, and great resource regarding this is apkallufalls.
  • Housing can also be an lengthy endeavour if you want to secure a prime location and fully furnish it.
  • Try picking up a different job! They are all unique and have their own story and mechanics. For leveling alts, repeating the highest leveling dungeon available for tanks/heals is the norm (short queues), but dps might find the best results from spamming Palace of the Dead floors 51-60.
  • Fishing, unlike its gathering counterparts, is generally more time consuming and is basically its own minigame. It can take a lot of time to collect them all.
  • Dive into a Deep Dungeon, you can go for challenges or use it as a alternative way to level up combat jobs (DoW/DoM).
  • The Gold Saucer is another side area filled with minigames and unique rewards.
  • “Glamour is the true end game” is thrown around for a good reason. There are numerous glamour communities focused on composing absolutely stunning media. GPOSERS | Light Party | EGI
  • Squadrons management.
  • Treasure hunting.

High-End Content

Here we are. These are some of the more challenging aspects of FFXIV, and is why some players choose to pursue the combat side of FFXIV. They reward players with the best available gear and is a noticeable step-up in difficulty from anything else you’ve done up to this point. Expect to die/wipe, a lot, but it will all be worth it. The Ultimate Difficulty raids are some of the hardest content any MMO has to offer. All of these are balanced and done by 8-men parties, normally consist of 2 tanks, 2 healers, and 4 dps jobs. There is an excellent blog post by Bokchoy about diving into savage you should check out. I will go over these from the easiest to the most difficult.

Extreme Trials –
  • Single fight format.
  • Lenient enrage timer and mechanics that focus more on individual performance.
  • Rewards a weapon only slightly worse than raid counterparts.
  • Has no weekly lockout on loot.
Savage Raids –
  • A souped-up version of the regular raids. Somewhere around the mythic difficulty of WOW raids (Most easier, some harder).
  • Requires more planning, execution, as well as individual performance than extreme trials.
  • 4 Bosses per tier, 3 tiers per expansion, with the last boss of each tier having a “Faust” or “Door” version that have to be completed before tackling the real final form.
  • Bosses generally ramp up in difficulty with each floor.
  • Loot is capped at one chance per week. Tokens are awarded to be exchanged for specific pieces as a safeguard for bad luck.
Ultimate Raids –
  • Only two available so far – UCoB and UWU.
  • Brutally difficult. Requires incredible skill, teamwork, and practice.
  • Awards the ultimate bragging rights, rare titles, as well as cool looking weapons for glamour.
  1. Use the Party Finder for anything extreme +, not the Duty Finder. (Unless you are in JP).
  2. Everything aside from Ultimate is doable via the PF. But statics (a 8-man raid team) will form to increase consistency and better loot distribution. You can find them in various discords or /r/FFXIVRECRUITMENT.
  3. Proper preparation is expected. This means getting the best gear available, with the right melds, and have high-powered consumables to help you eek out the most performance.
  4. Check out The Balance Discord. This is your go-to resource for job guides, gearing, raid strategies, and mentors who will be happy to answer job/encounter specific questions. Make sure you read all the pinned information first.
  5. Advanced Combat Tracker is the only “addon” available used to track player performance. This is only available on the PC clients and is technically against ToS, but Square Enix will turn a blind eye as long as you don’t harass other players with information from it. This tool should just be used as a tool to help you improveThere will be consequences if you harass players with information obtained by this, you have been warned.
  6. ACT can be further augmented with Cactbot and Special Spell Timers.
  7. fflogsxivanalysis, and xivrdps are tools to help you analyze player performance.
  8. There is an in-game system in place to evaluate readiness for these content called Stone, Sky, Sea. You can calculate rough dps with the corresponding calculator.
  9. Some may disagree, but I recommend that you don’t pick black mage as your first high end content progression job. Not because they are not viable (they are by far the most potent dps job), but rather, it’s better to understand what raiding entails before diving head first as one of the hardest jobs to play well at those settings. You are still more than welcomed to try it first, but keep an open mind that sometimes its okay to try alternative raiding jobs.


  • Unlocks at level 30, and gear has no effect on player stats.
  • Has its own tailored/simplified set of skills/abilities for balance reasons.
  • 3 Main game modes:
    1. A three team, up to 72-player objective based brawl called Frontlines.
    2. A moba style, 24 v 24 game mode called Rival Wings.
    3. Small team, arena based mode called The Feast. (4 v 4 rankes and 8 v 8 unranked).
  • The Revival Wings Discord is your best bet in getting into Rival Wings matches.
  • Official PVP Guide.
  • Rewards are mostly cosmetic (Mounts/Titles/Glamour Items), in addition to some XP and tomestones.

Extra Misc. Resources
  • xivstyle and ffxivcollection (need to hit the translate button up top) are great sites to browse armor sets.
  • Garland Tools/Data is an amazing tool to look up items/npcs, as well as a timer for gathering nodes.
  • The Lore Train is a great place to refresh yourself on story that you might have missed (Up till SB).
  • ReShade can add more graphics customizations at the cost of performance. Great for taking screenshots.
  • Mudfish is a very inexpensive and potentially helpful VPN to deal with high ping.
  • Master List of Resources Doc – compiled by MierinEronaile

Brawl Stars Crow Tips and Guide By: JssttIsMe


I was one of the fortunate that received Crow as their first legendary brawler. He might be very hard to play, but he’s so much fun. People often compare him to Spike and Leon and think he’s weak. However, he’s not! He might need some changes, but other than that, he’s quite formidable!

1: Stay at a distance.

-No, you can’t finish him off. No, he isn’t low enough. Yes, he’s very low, but if I go near I’ll die. You’re just that squishy!

2: Don’t let the fast movement speed fool you.

-I had hard times with this because I thought I had Sonic Speed. Try to practise right-to-left movements from the point of the bullet. Does it come from the right? Go up-down. From the top? left-right or vice versa. IF you ever retreat in a straight line from the bullets, you’ll die. Also just a general tip for any other brawler, but bec of the fast speed of Crow and low health. This is a bit more essential. I had really hard times against Colts so I started to practise this xD

3: Poison: Don’t focus a single enemy, but multiple to gain faster Supers.

-The main source of Super charge is his poison. Thing is: His poison doesn’t stack. It only resets the “timer”. By hitting multiple enemies, they will all give you charge towards the Super at the same time instead if you have just targeted once.

-In a 3v3 game. This is also great for once you get your star power. It would really help your team out!

-The poison will tick 4 times. During those “ticks”, it will show enemies in bushes and it prevents them from being able to heal!

4: In showdown, prioritise survival instead of attacking. In Gem Grab, learn how to go in and out from the middle to retrieve gems. In both gamemodes also use tip 2/3.

-Even with 0 power cubes, you can easily get 2nd, 3rd or 4th in Showdown. It does rely on the map though. Cavern Churn is really bad for example. As for getting power cubes: If you can destroy a box. Go for it, but if someone’s coming, give it to them. You can use that oppurtunity to charge your Super! As for Gem Grab, just poison everyone to gain fast Supers, if they are near death, perhaps try to kill them?

5: Use your Super to finish someone off or to retreat – ignore tip 1.

-This is self explanatory and pretty simple. However try to direct your Super slightly ahead of them. If they’re moving, you most likely land next to them instead of on top. Resulting in a lot of burst damage gone, but it stays and always will be a risk. If possible, try to atleast have 2/3 ammo bars ready in case you do miss.

6: You’re not a shotgunner.

-Just a reminder. You really lack burst damage. When you’re close and you hit all 3 knives, you still deal little damage. It’s really best to chip them down and wait for the moment to strike.

7: Use the water or large objects to reach further distances with your Super.

-When you aim for the half of the other side of water or a wall, you’ll actually travel completely over it. You can use this to lengthen the range of your Super or to make an OG Escape!

8: List of who to kill in Showdown:

-Dynamike/Barley – They are an easy kill. Especially when you target him with your Super. You do have to be a bit careful though!

-Piper – same thing as Dynamike, but better. With Dynamike you sometimes do need to chip him down first. For Piper, let her use her shots and close the gap with your Super!

-Richochet -Same as Dynamike as well. Chip it down a little bit and get in there with the Super.

9: List of who to not kill in Showdown:

-Bull, Pam, El Primo, Frank: Use those to build up your Super, but don’t risk it just to kill them.

-Leon: He’s annoying, fast and he’ll kill you. Try to poison him and keep him at bay, but other than that. Don’t engage.

Obivously: If they’re low. Just clean them or steal them, with or without Super. Duh!

10: Best/worst gamemodes:

-Gem grab, Showdown are aboslutely his best. He’s a little bit less potent because Pam is popular, but he’s still very good. It does take some practise! As for Showdown. Control every bush, keep your distance and he can easily get 1st, 2nd, 3rd or 4th in almost every game.

-Brawl Ball, Heist, bounty are less for him. He’s either not impactful enough (BB/Heist) or dies too easily without getting anything back from it (heist).

-Events: Crow might not be the most impactful brawler, but he is really fun! So use him if you want a blast from the events! but if you want more worth for your tickets. I would advice to use another brawler.

11: Don’t use auto-aim.

-Crow throws 3 knives at the same time. If you aim from a distance, you can hit 2 per shot, but if you auto-aim, it will almost always only be hit by 1 knife. Only if you’re on top of someone, use auto-aim to spam all 9 (3×3) knives into them.

Did I miss anything or is something completely wrong? I’ll add it or fix it! Hopefully this helped some of you!

FFXIV Blue Mage Blue Magic Guide By: ruan1387


Obvious spoilers regarding Blue Magic aside, BLU’s initial spells have been datamined and doing some research on my own, as well as using research contributions from the community, on the mobs/dungeons levels, I’ve put together a small guide on when you can learn spells, not just from where and from what. I’ve also included basic information on BLU-specific macros and quests, to help save your browsers from having a dozen tabs open at once 😉

Blue Mage Quests:

Blue Mage is first unlocked at Limsa Lominsa Lower Decks (X:10.0 Y:11.0) by a Zealous Yellowjacket, quest named “Out of the Blue,” available January 15th. Players must first complete the main scenario quest “The Ultimate Weapon.”

After unlocking Blue Mage, Job Quests for BLU are at levels 1, 10, 20, 30, 40, 50 & 50.

  • The level 10 quest requires that you learn Blood Drain,
  • The level 20 quest requires that you learn Mind Blast,
  • The level 30 quest requires that you learn Faze,
  • The level 40 quest requires that you learn 1000 Needles,
  • The level 50 quest requires that you learn Glower

*Note that these Job Quests are separate from gaining spell totems, which unlock a few new spells. These spell totems are gained after learning 5, 10, 10, & 20 other spells.

Blue Mage Specific Macros:

Base MacroSubcommandsExample
/blueaction “spell name” <Placeholder><t>, <st>, <me>, <1>-<8>, etc./blueaction “Acorn Bomb” <t>
/bluespellbook [subcommand]set “blue mage action” on, set “blue mage action” off, preset [active set 1-5], clear/bluespellbook set “Water Cannon”, /bluespellbook preset 2, /bluespellbook clear
/micon “<name>” blueactionN/A/micon “Acorn Bomb” blueaction
  • /blueaction is used for casting spells, much like /action & /petaction (/ac & /pac, perhaps /bac will work for shorthand /blueaction)
  • /bluespellbook is used to set (“equip”) Blue Magic spells or to unset them. You can do single specific spells as well as entire presaved spell sets (set up spell sets by using the new BLU Spellbook UI. For launch at least; up to 24 spells can be set at a single time, you can save up to 5 presets)

Blue Mage Specific Gear:

*Note that weapons are purely cosmetic for BLUs, the stats from the rest of their gear is weighted more heavily to compensate.

Blue Mage Specific Achievements:

AchievementHow to ObtainTitle
The More You Know I-VLearn 5/10/20/30/40 Blue Mage spellsBlue Blood (IV)
Smokin’ I-VIComplete 1/5/10/15/20/25 stages at the Masked CarnivaleMask of the Blue (VI)
The Harder They FallAchieve the “Giant Slayer” feat at the Masked Carnivale (#10 – A Little Knight Music)
Octopath TravelerAchieve the “Trouble with Tentacles” feat at the Masked Carnivale (#20 – Miss Typhon)Vezko’s & Talehon’s Guides
Something BorrowedAchieve the “Perfect Blue” feat at the Masked Carnivale (#25 – Dirty Rotten Azulmagia)Perfect Blue
  • Giant Slayer is obtained by not interrupting “King’s Will” throughout the fight
  • Trouble with Tentacles is obtained by not killing any of the tentacles that spawn in the 3rd Act
  • Perfect Blue is obtained by getting a score of 300,000 or higher. You have to get at least both “Total Mastery” & “Can’t Touch This” (Use all 6 elements + all 3 physical types & Take 0 Damage)

Learning Spells:

Important! You cannot learn spells while dead! So if you have friends helping you with harder spells, make sure they raise you before killing the monster!

  • If a monster uses the spell, then all the BLUs die, get rezzed, and it wasn’t a full wipe (lv70s helping during Primals for example), the BLUs can still learn the spell without having to see the spell used after they were rezzed. Just make sure everyone is alive!
  • To learn Blue Magic, all spells (with the exceptions of those listed under “Special Means”) are learned by defeating a mob after it has used the spell you’re looking for.
  • You do NOT have to be hit by the spell to learn it.
  • You may also learn the spell while in a party. If with other BLUs, every BLU will learn the spell at the same time if the party succeeds as a whole in their chance to learn.
  • The number of BLUs in your party does NOT increase your chance to learn a spell. It is not 1 roll per BLU per kill to learn, but a flat 1 roll per kill.
  • When defeating the monster who’s used the appropriate move, there is a % chance to learn the spell and that seems to be determined by the spell’s rank (exceptions being “Special Means” spells). ★☆☆☆☆ represents the easiest, highest % chance to learn and ★★★★★ being the hardest, lowest % chance to learn.
  • Note that all of the dungeon/raid/trial/Masked Carnivale spells have level requirements. All of the open world & totem spells are available at level 1. You must be able to enter the dungeon/trial, so you must be the minimum level for that dungeon/trial.
  • For many cases, spells must be learned from the mobs in the locations in this list, despite others appearing in the same family in other locations. Not every mob in a monster family uses the spell you’re hunting. Certain monster families use BLU magic regardless of the clue location, so simply seek out the lowest level/easiest one to farm. For example; it seems all Qiqirn can teach Faze.
  • An exception has been found with Chiggoes teaching Blood Drain instead of Bats. This is also true for Leviathan teaching Aqua Breath instead of Ultros. There may be other instances where, if a move of the same name is used, may be learned from monsters outside of their normal family.
  • Garuda’s & Shiva’s Primal spells can only be obtained from Extreme Mode difficulty, while Ramuh’s, Titan’s, Leviathan’s, & Ifrit’s can also be obtained from Hard Mode difficulty. There is currently a bug preventing Ifrit from also teaching Eruption in Normal Mode, that will be corrected in the next hotfix.
  • The difficulty of the Primal (HM vs EX) does not change the learn rate. The learn rate is just incredibly low for 5 star spells. Do whichever version of the Primal you can kill the fastest (except for Garuda and Shiva, where you have to do EX).
  • Also, it is important to note that you can learn spells from monsters higher than you, but you must be able to get to them (dungeons & trials must be unlocked, but you can be carried).

Below is a list of all the spells, sorted by region, focusing on the easiest locations

Spells learned by special means:

SpellLocation, EnemyLevelRankType
Water CannonDefault, Kraken1★☆☆☆☆M, Water
Off-guard5 Spells LearnedN/A★★☆☆☆M, N/A
Mighty Guard10 Spells LearnedN/A★★★★☆M, N/A
White Wind10 Spells LearnedN/A★★★☆☆M, N/A
Transfusion20 Spells LearnedN/A★★☆☆☆M, N/A
Moon FluteClear 10 Stages in The Masked Carnivale50★☆☆☆☆M, N/A
DoomClear 20 Stages in The Masked Carnivale50★★★★☆M, N/A
  • Talk to Wayward Gaheel Ja @Ul’dah – Steps of Thal (12, 12) to obtain Whalaqee spell totems if you meet the requirements

Spells learned in the open world:

SpellLocation, EnemyLevelRankType
The Black Shroud
Ice SpikesCentral Shroud (27, 24), Trickster Imps9★☆☆☆☆M, Ice
Acorn BombNorth Shroud (24, 28), Treant Saplings12-17★☆☆☆☆M, N/A
BristleEast Shroud (18, 24), Wild Boar20-21★★☆☆☆M, N/A
PlaincrackerNorth Shroud (17, 29), Clay Golem28★★☆☆☆M, Earth
Bad BreathCentral Shroud (18, 21), Stropers31★★★☆☆M, N/A
La Noscea
Bomb TossMiddle La Noscea (23, 21), Goblin Fishers/Goblin Gamblers5-7★★☆☆☆M, Fire
Blood DrainLower La Noscea (27, 16), Cave Bats7★☆☆☆☆M, N/A
Final StingMiddle La Noscea (15, 15), Killer Wespes13★★☆☆☆P, Piercing
Flying SardineEastern La Noscea (27, 35), Apkallu30★☆☆☆☆P, Piercing
FazeCentral Thanalan (Survivor Rats, FATE), Qiqirn Shellsweeper6★★★☆☆M, N/A
Self-DestructWestern Thanalan (27, 16), Glide Bombs12★☆☆☆☆M, Fire
Sticky TongueCentral Thanalan (26, 19), Toxic Toads14★★★★☆P, Blunt
Toad OilWestern Thanalan (15, 7), Giggling Gigantoads24★★★☆☆M, N/A
1000 NeedlesSouthern Thanalan (20, 10), Flowering Sabotender, “Flower Power” Levequest24★★★★☆P, Piercing
Drill CannonsNorthern Thanalan (Reverse Engineering FATE), Abandoned Vanguards46★★☆☆☆P, Piercing
LoomNorthern Thanalan (B rank Hunt), Flame Sergeant Dalvag50★☆☆☆☆M, N/A
Mor Dhona
Peculiar LightMor Dhona (13, 10), Lentic Mudpuppies45★★☆☆☆M, N/A
The LookMor Dhona (23, 11), Denizen of the Dark, “Necrologos: The Liminal Ones” Levequest45★★☆☆☆M, N/A

Spells learned from dungeons/raids:

SpellLocation, EnemyMin Level/iLvlRankType
Mind BlastThe Tam-tara Deepcroft, Galvanth the Dominator16★☆☆☆☆M, N/A
Level 5 PetrifyHaukke Manor, Manor Sentry27★★☆☆☆M, N/A
The Ram’s VoiceCutter’s Cry, Chimera38★★☆☆☆M, Ice
The Dragon’s VoiceCutter’s Cry, Chimera38★★☆☆☆M, Lightning
GlowerThe Aurum Vale, Coincounter47★★★★☆M, Lightning
Sharpened KnifeThe Wanderer’s Palace, Tonberry King50★★★★☆P, Slashing
Song of TormentPharos Sirius, Siren50/48★★☆☆☆M, N/A
Flying FrenzyPharos Sirius, Zu50/48★★★☆☆P, Blunt
High VoltageThe Binding Coil of Bahamut T1, ADS50/70★★★★☆M, Lightning
Tail ScrewSastasha (Hard), Karlabos50/80★★★★☆M, N/A
Ink JetSastasha (Hard), Kraken50/80★★★☆☆M, N/A
Fire AngonThe Wanderer’s Palace (Hard), Frumious Koheel Ja50/90★★★☆☆M, Fire (Bugged?)
Flame ThrowerThe Keeper of the Lake, Einhander & Magitek Gunship50/90★★★★☆M, Fire
  • There are reports of Fire Angon being reflected off of Ranged & Physical Barriers, despite being listed as a Magical spell.

Spells learned from trials:

SpellLocation, EnemyMin Level/iLvLRankType
SnortThe Dragon’s Neck, Typhon50/80★★★★☆M, Wind
4-Tonze WeightThe Dragon’s Neck, Ultros50/80★★★★☆P, Blunt
Aqua BreathThe Dragon’s Neck, Ultros50/80★★★★☆M, Water
MissileBattle in the Big Keep, Enkidu50/90★★★★☆M, N/A
DiamondbackThe Steps of Faith, Horde Armored Dragon50/90★★★★☆M, N/A

Spells learned from Primals:

SpellLocation, EnemyMin Level/iLvLRankType
EruptionThe Bowl of Embers (Normal/Hard/Extreme), Ifrit20, 50/49, 50/67★★★★★M, Fire
Mountain BusterThe Navel (Hard/Extreme), Titan50/57, 50/67★★★★★M, Earth
Veil of the WhorlThe Whorleater (Hard/Extreme), Leviathan50/60, 50/80★★★★★M, Water
Feather RainThe Howling Eye (Extreme), Garuda50/65★★★★★M, Wind
Shock StrikeThe Striking Tree (Hard/Extreme), Ramuh50/65, 50/85★★★★★M, Lightning
Glass DanceAkh Afah Amphitheatre (Extreme), Shiva50/95★★★★★M, Ice
  • Currently Ifrit is bugged and you cannot learn Eruption from The Bowl of Embers (Normal), this will be addressed in the BLU hotfix soon.

Below is a list of all of the spells, sorted by level/ilvl, as well as some alternative locations.

Spells by Level:

SpellLocation, EnemyMin Level/iLvLRankType
Water CannonDefault, Kraken1★☆☆☆☆M, Water
Bomb TossMiddle La Noscea (23, 21), Goblin Fishers/Goblin Gamblers5-7★★☆☆☆M, Fire
FazeCentral Thanalan (Survivor Rats, FATE), Qiqirn Shellsweeper / Central Thanalan (16, 19), Qiqirn Shellsweeper / Eastern La Noscea (Careless Whiskers, FATE), Qiqirn Gullroasters / Eastern La Noscea (26, 32), Qiqirn Gullroaster6, 9, 30, 32★★★☆☆M, N/A
Blood DrainLower La Noscea (27, 16), Cave Bats / Central Shroud (25, 18), Chigoe7, 5-9★☆☆☆☆M, N/A
Ice SpikesCentral Shroud (27, 24), Trickster Imps9★☆☆☆☆M, Ice
Off-guard5 Spells Learned, Whalaqee TotemN/A★★☆☆☆M, N/A
Self-DestructWestern Thanalan (27, 16), Glide Bombs / Copperbell Mines, Flambeau / Halatali, Gas Bomb / Haukke Manor, Lady’s Candle12, 17, 20, 28★☆☆☆☆M, Fire
Acorn BombNorth Shroud (24, 28), Treant Saplings / Central Shroud (22, 16), Treant Saplings12-17★☆☆☆☆M, N/A
Final StingMiddle La Noscea (15, 15), Killer Wespes / The Sunken Temple of Qarn13, 35★★☆☆☆P, Piercing
Sticky TongueCentral Thanalan (26, 19), Toxic Toads / Western Thanalan (15, 7), Laughing Gigantoad14, 22★★★★☆P, Blunt
Mighty Guard10 Spells Learned, Whalaqee TotemN/A★★★★☆M, N/A
White Wind10 Spells Learned, Whalaqee Totem / Battle in the Big Keep, EnkiduN/A, 50/90★★★☆☆M, N/A
Mind BlastThe Tam-tara Deepcroft, Galvanth the Dominator16★☆☆☆☆M, N/A
BristleEast Shroud (18, 24), Wild Boar20-21★★☆☆☆M, N/A
Toad OilWestern Thanalan (15, 7), Giggling Gigantoads24★★★☆☆M, N/A
1000 NeedlesSouthern Thanalan (20, 10), Flowering Sabotender, “Flower Power” Levequest / Southern Thanalan (16, 15), Sabotender Bailaors / Cutter’s Cry, Sabotender Desertors24, 26, 38★★★★☆P, Piercing
Level 5 PetrifyHaukke Manor, Manor Sentry27★★☆☆☆M, N/A
PlaincrackerNorth Shroud (17, 29), Clay Golem / Southern Thanalan (23, 12), Sandstone Golem / Copperbell Mines (Hard), Gogmagolem / Masked Carnivale #3, Zipacna / Masked Carnivale #25, Azulmagia28, 29, 50/48★★☆☆☆M, Earth
Flying SardineEastern La Noscea (27, 35), Apkallu30★☆☆☆☆P, Piercing
Bad BreathCentral Shroud (18, 21), Stropers / Heliostropers / Masked Carnivale #19, Reflective Rebekkah31, 50★★★☆☆M, N/A
The Ram’s VoiceCutter’s Cry, Chimera / A Relic Reborn: The Chimera, Dhorme Chimera / Masked Carnivale #21, Apademak / Masked Carnivale #20, Azulmagia38, 50★★☆☆☆M, Ice
The Dragon’s VoiceCutter’s Cry, Chimera / A Relic Reborn: The Chimera, Dhorme Chimera / Masked Carnivale #21, Apademak / Masked Carnivale #20, Azulmagia38, 50★★☆☆☆M, Lightning
Transfusion20 Spells Learned, Whalaqee TotemN/A★★☆☆☆M, N/A
Peculiar LightMor Dhona (13, 10), Lentic Mudpuppies45★★☆☆☆M, N/A
The LookMor Dhona (23, 11), Denizen of the Dark, “Necrologos: The Liminal Ones” Levequest / Amdapor Keep, Anantaboga45, 50★★☆☆☆M, N/A
Drill CannonsNorthern Thanalan (Reverse Engineering FATE), Abandoned Vanguard / Northern Thanalan (16, 15), Magitek Vanguard H-2 / The Keeper of the Lake, Magitek Vanguard46, 50. 50/90★★☆☆☆P, Piercing
GlowerThe Aurum Vale, Coincounter47★★★★☆M, Lightning
Moon FluteClear 10 Stages in The Masked Carnivale, Whalaqee Totem50★☆☆☆☆M, N/A
DoomClear 20 Stages in The Masked Carnivale, Whalaqee Totem50★★★★☆M, N/A
LoomNorthern Thanalan (B rank Hunt), Flame Sergeant Dalvag / The Tam-Tara Deepcroft (Hard), Dantalions50, 50/70★☆☆☆☆M, N/A
Sharpened KnifeThe Wanderer’s Palace, Tonberry King / Upper La Noscea (A Rank Hunt), Marberry50★★★★☆P, Slashing
Song of TormentPharos Sirius, Siren50/48★★☆☆☆M, N/A
Flying FrenzyPharos Sirius, Zu / Outer La Noscea (A Rank Hunt), Cornu50/48★★★☆☆P, Blunt
EruptionThe Bowl of Embers (Normal/Hard/Extreme), Ifrit20, 50/49, 50/67★★★★★M, Fire
Flame ThrowerBrayflox’s Longstop (Hard), Gobmachine G-VI / The Keeper of the Lake, Einhander & Magitek Gunship50/55, 50/90★★★★☆M, Fire
Mountain BusterThe Navel (Hard/Extreme), Titan50/57, 50/67★★★★★M, Earth
Veil of the WhorlThe Whorleater (Hard/Extreme), Leviathan50/60, 50/80★★★★★M, Water
Aqua BreathThe Whorleater (Hard/Extreme), Leviathan / The Dragon’s Neck, Ultros / Masked Carnivale #20, Ultros50/60, 50/80★★★★☆M, Water
Feather RainThe Howling Eye (Extreme), Garuda50/65★★★★★M, Wind
Shock StrikeThe Striking Tree (Hard/Extreme), Ramuh50/65, 50/85★★★★★M, Lightning
High VoltageThe Binding Coil of Bahamut T1, ADS / The Binding Coil of Bahamut T2, Nodes & ADS / Masked Carnivale #15, Bestial Node50/70, 50/73★★★★☆M, Lightning
Tail ScrewSastasha (Hard), Karlabos / The Peaks (24, 10), Crag Claws50/80, 61★★★★☆M, N/A
Ink JetSastasha (Hard), Kraken50/80★★★☆☆M, N/A
SnortThe Dragon’s Neck, Typhon / Masked Carnivale #20, Typhon50/80★★★★☆M, Wind
4-Tonze WeightThe Dragon’s Neck, Ultros50/80★★★★☆P, Blunt
Fire AngonThe Wanderer’s Palace (Hard), Frumious Koheel Ja50/90★★★☆☆M, Fire (Bugged?)
MissileBattle in the Big Keep, Enkidu50/90★★★★☆M, N/A
DiamondbackThe Stone Vigil (Hard), Cuca Fera / The Steps of Faith, Horde Armored Dragon50/70, 50/90★★★★☆M, N/A
Glass DanceAkh Afah Amphitheatre (Extreme), Shiva50/95★★★★★M, Ice

Rainbow Six Siege Solo Play Strategy Guide By: Solesurvivor80


I made an attacking strat for the non 5-stacks playing in siege. This can be used for solo players, and even 2-stacks or 3-stacks.

I am not an expert or diamond player, i am just about to hit level 200 and was looking for tips on all kinds of sites, combined them, and this is what i came up with.

If you have any addition or more tips to make this more successful , please let me know in the comments so i can add this.

Loadout and operator choice:

  1. If you play solo preferred is an operator such as Jackal, IQ, Nomad, Dokkaebi or Maverick
  2. If you play as a 2 stack or more, look at the bottom of this strat to see deffferent operator combo’s you can use.
  3. Blitz, Zofia, Buck, Fuze or Sledge could work too, but they are less silent when moving/using their gadgets
  4. Take an Acog if you the map has alot of long hallways or lines of sight, take another sight like holo if the map is more close quarter combat. Taking a shotgun as a primary is only used for rushing er meming as far as i know.
  5. Equip your side arm with a silencer (when possible) to be more silent,

There are very few benefits to using a suppressor on a gun in Rainbow, it decreases the damage of your weapon and it’s ttk. In the close quarters of Siege, even with a suppressed weapon, gunshots are loud and can easily be be heard a room or two away, there are no recoil benefits, and as the cherry on top, it makes your gun longer, which can give you away at times to a fast peek + prefire. Also, the lack of a “near mid” indicator is a very minor benefit as you should be landing your shots 90% of the time, and when you hit your opponent they still get an indicator of your location. The lack of a bulletin trail also doesn’t help that much because if you can still hear the general direction of the shots. And finally, if you kill someone, there is a killcam in Siege, meaning that a person with a mic can broadcast to the entire team your exact position, nullifying the slight stealth benefits of the suppressor. The only thing the suppressor is good for is if you miss your target they don’t get an exact location of where you are but still a general location, and that’s not worth the kill you could have gotten if you had a flash hider to reduce recoil so then you actually hit your target instead of potatoing

I really dont recomend using a suppressor on pistols. Sure it can be good for resetting teammates, but if you switch to your pistol to shoot cams you are just wasting time and making yourself vulnerable. Might as well use the muzzle break so you can fight back if you are dry in your primary.

  1. Equip a claymore ( or smokes/flashbangs when there is no claymore option available)

When the preperation phase begins:

– Always save your first drone (preperation phase) , so you can use this drone to scout where you want to enter the map. Your drone is basically a second life (or third, since you have 2 drones)

  • Side note: If the objective is in the basement, its best to clear from top to bottom and use flankwatch/flankdrones/claymores to prevent defenders from going back into already cleared rooms
  • Side note: The closer your point of entry is to the objective, the more dangerous the entrypoint will be, so keep that in mind.

– Leave the drone outside the area you want to enter, and look on your compass where it is roughly located (North, south/ west etc.) , if you have time left, position your drone so you can see as many windows/doorways as possible and spawn at the closest spawnpoint (you can change this while in the prep phase)

  • Side note: Try not to go alone but go with a teammate If the enemy has a Caveira running around, it is smart to not enter the building by yourself to prevent an interrogation that screws up the whole attackround for your team.
  • Side note: Ask your team members who play Thermite or Hibanan (hardbreachers) to drone ahead for you, since their role is to keep alive to open reinforced walls/hatches thay need rooms to be claered fro them to enter safely anyway.
  • Use your claymore to prevent a runout from another floor if you are going to rappel.

– If you have the diffuser and are not in the position to plant, leave it outside as close to the objective as possible (or give it to another player)

– When the round starts first watch your drown if there are broken barricades (spawnpeekers) at the side you want to enter and give callouts when you see things like broken barricades or spawnpeekers.

– Go get your drone and pick it up and shoot the outside default cams close to you.

– Choose a window or door and melee, or shoot out a bottom part and deploy your drone, choose a safe spot to hide or go prone and let the drone enter the building through small hole. Since youi only open up a small section the enemy cannot easily jump out on you.

– Scout the rooms that are near, look up and at the doorways/windows for things like; Opened hatches, killholes and or gadgets like Grzmt mines, Valk cams or Kapkan/frost traps

– Choose the safest way to enter. When you enter a doorway it is also possible to melee the bottom 2 rows and shoot out (silenced gun preferred) some leftover debris to crawl in under the door without destroying the barricade itself.

– Now listen closely for enemy sound and noises and leave 1 drone behind in the other direction then you are moving to use as a flank warning. This flankdrone can be placed in an open spot or a hidden spot and its purpose is to prevent enemies from flanking you. You can watch it yourself from time to time, or you can ask a dead teammate to watch your flankdrone) .Most enemies will shoot the drone when they see it, so if you haver to check your drone by yourself and it is destroyed, you know that an enemy is close.

  • Side note: You can also use your drone to get audio cues, not only visual cues.

– If you have a claymore at your disposal you can use this as a secondary flankwatch when you enter a room with multiple entry points. If you have smokes equipped you can use these to smoke off chokepoints or hallways with multiple doorways when you want to cross safely,or use them to distract defenders (you will alert the defenders anyway while using smokes, so keep that in mind)

  • Side note: You can place claymores in an angle so only 1 beam covers the doorway/staircase. Use red carpet or flooring to make the beam very hard to see. For example: on the red stairs of Kafe Dostoyevski

– Move quietly around the map and destroy as many enemy gadgets / cams with your silenced sidearm(crouch walk when possible) and hug the walls as much as possible (only run when you are in danger, because running makes alot of noise) and shoot the inside default cams closest to you.

– If your flankdrone is destroyed, the smartest play is to counter the enemy by asking your team for help and/or use your gadget (or second drone) to find the flanker. (try to keep that drone from being destroyed, so dont jump with the drone because that makes alot of noise)

– If you don’t know what the smartest path to objective is, look at the minimap to se where your teammates are attacking from and try to create a crossfire with your teammates and/or move towards the objective from a direction that is not yet already being cleared by your team. It is also an option to attack the other objective since the focus ot the defenders is on the rest of your team.

  • Side note: If you need a team members gadget to open or clear/open something like a reinforced hatch or Maestro cam, ask your team to come help you. If they refuse just continue on your own by choosing another path.

– Move to the objective while clearing rooms you droned out, you can use your gadet or clear it by using the “slice the pie” method. You can make callouts to close team members which rooms are already cleared/droned out.

– Keep an eye on the enemy teams numbers and operator. Why? When there are only anchors left, you can move faster because there is a fat chance that they are all anchored on the objective to prevent a plant.

  • Side note: If there are 1 or 2 roaming enemies left, it is also pretty safe to assume that the are anchored down in or close to the objective. Since time is on the defenders side you must move quitly but efficiënt.

– Keep killing the enemy 1 by 1, or flush them out of the objective by opening different lines of sight and/or vertical gameplay to get a plant off.

  • Side note: Flashbang can be used to mask the sight/sound of yourself, or a teammate trying to get a succesful plant. Be careful not to flash your teammates.

– Keep killing the enemy but play it smart. After a succesfull plant time is now on your side, so don’t peek to agressive or unnecessary.

– Defend the plant using the same different lines of sight and/or vertical gameplay, if you have a drone left you can use that drone to watch the plant from a safer place and only contect the defender(s) when they try to diffuse

– If you die, do not rage but help your teammates by telling them where you died and by whom and continue playing by watching the killcams, and or drones available and give your team information. Do not tell them what to do, just give them information what you see.

– If you fail, learn from your mistakes, make friends while you can and ask them to join your team the next time you play.

– If you win just retry / repeat and evolve.

Attacking operator combo’s for when you don’t play solo:

Countering gadgets on reinforced walls/hatches:

  • Thermite + Thatcher/Maverick = counter Bandit battery / Mute jammers + open reinforced walls
  • Hibana + Thatcher/Maverick = counter Bandit battery / Mute jammers + open reinforced walls
  • Thermite + Twitch = counter Bandit battery / Mute jammers / Mira mirror + open reinforced walls
  • Hibana + Twitch = counter Bandit battery / Mute jammers / Mira mirror + open reinforced walls

Create lines of sight on (reinforced) walls:

  • Blackbeard + Hibana = shoot 1 load of x-kairo pallets on a reinforced wall (headheight and before setting off, shoot the bottrom row with your gun) Blackbeard can use this narrow opening with his rifle shield to pick off defenders
  • Glaz + Ash/ Zofia = Openen up soft walls from a distance so Glaz can be safe and peek through these new lines of sight.
  • Capitao + Buck/Ash/Zofia = open up soft walls from a distance so Capitao can shoot his fire bolts through these new lines of sight.

Mobile cover system:

  • Blackbeard + Montagne + 3rd operator with good gun= Move together with Montagne: Montagne in front, Blackbeard taking cover behind him and walk/shoot enemies & 3rd operator is walking backwards covering the flank (It’s like a mobile cover system)

Roamer hunting:

  • Jackal + Lion = when Jackal finds his tracks, he pings them and let lion use EE1D to get 2 attackers try to hit 1 roamer (they are pinged while standing still due Jackal and get outline while moving due EE1D
  • Jackal + Lion + Dokkaebi = Same as above but even less chances for the enemy to survive because of the phonecall noise
  • Dokaebi + IQ = when Dokaebi calls the phones, IQ can see them on her gadget, so you can kill roamers together

Advanced Fuze deployment:

  • Fuze + Lion = Use EE1D to freeze enemies and then hit Fuze bomb (or reverse to detect enemies and fuse after the EE1D)
  • Fuze + Dokaebi = Use phonecall, wait 3 sec to freeze enemies and then hit Fuze bomb
  • Fuze + player with flashbang = Use flashbang in room to freeze enemies and then hit Fuze bomb
  • Fuze + Ying = Use candela’s in a room to freeze the enemies and then hit Fuze bomb
  • Fuze + Capitao = Set the part of the room on fire where there is not a fuze bomb set (or set the exits of the rooms on fire) and then hit Fuze bomb, so there is no escape

(Smoke) plant:

  • Jackal + Glaz + Montagne = They have 6 smoke grenades together, so you smoke the objective and let Montagne run in (when you have tracked an enemy Glaz has a good idea where to aim)
  • Ying + operator with smokes: Ying can flash the wholw room while you can get a plant off. Combine this with smokes and the chance you get hit weith a c4 is smaller

FIFA Mobile Transfer TXP Through Rare Cards Guide By: White_00


Since I know that many have been looking for more cards and others found them too, here’s the full list of cards that can transfer TXP between different positions:

Defense -> MidfieldMidfield -> DefenseMidfield -> AttackAttack -> Midfield
George Boyd (67 RM)Steven De Petter (68 CB)Ola Toivonen (73 ST)Michail Antonio (74 RM)
Stéphane M’Bia (75 CB)Idir Ouali (67 LW)Jordan Botaka (66 RM)
Panajotis Dimitriadis (62 CB)Teddy Chevalier (71 RW)Yoann Arquin (60 RM)
Mitch Hancox (61 LWB)Alan Judge (65 LW)Karim Ziani (66 RM)
Jamie Murphy (70 LW)Lasse Kryger (58 RM)
Daniel Candeias (71 RW)Lior Refaelov (71 CAM)
David Blacha (64 CAM)
Jóan Edmundsson (62 RM)
Veron Berisha (65 LM)
Bernard Mensah (57 RM)
Pascal Breier(62 RM)

As you can see, the players written in italic are newer additions.


How does this work?

I’ll give you an example:

If I were to move my 90 RW Chiesa into 80 CAM Dybala, I’d by one card in the Attack->Midfield column, then I’d melt Chiesa into him. Finally, I’d melt that card into my 80 CAM Dybala

Can I use their special cards version too?

No, only their base card can transfer TXP. The other versions of those players WON’T.

Can I change a card’s position using these cards?

No, these cards only let you transfer TXP, they don’t help you changing their positions (e.g. Dybala CAM->RM can’t happen) as the game currently doesn’t allow that.

Eventually program players will be available so long term investing isn’t really the look here.

Program players currently don’t allow to move txp.

I still dont get what is so special about those particular cards, why i cant use 1 rating higher or lower card?

Only these cards can move txp from an area (e.g. Attack) to another (e.g. Midfield). You can try other cards but they likely won’t do that,resulting just in a waste of coins.

How do I transfer from Attack to Defense and vice versa?

Currently you need to move through Midfield transfer players, for example:

To move my 90 RW Chiesa into my 80 RB Cancelo I’d by one card in the Attack->Midfield column, then I’d melt Chiesa into him. Next step is to buy a card in the Midfield->Defense column and melt the previously obtained card into the latter one. Finally I’d melt the remaining card into my 80 RB Cancelo.

I’d like to thank every person that helped me make this list. Thanks for all your efforts!

We highly doubt there are more base cards that can do the same so you can finally rest 😛

FFXIV Doman Riichi Mahjong Strategy Guide By: Elynnaad


With the announcement of Doman Mahjong (identical to the real-world equivalent of Japanese Mahjong, or Riichi Mahjong), if you’re intrigued by the game in the slightest and saw the threads when it was announced, you may have come across this video. This is a comprehensive run-down of all the rules of the game, including scoring and real-world play – you don’t have to worry about penalties and things thankfully as almost no digital version of the game will let you, but everything is covered regardless. It has been recommended to play the video on 1.5x or double speed, but there’s no real guide out there much better than this one on how to play.

Beyond that though, how do you win, and potentially more importantly, climb ranking? I’m going to go a little bit into ways that can help you, as well as get a feel for if this is something the community wants to see. I’m going to assume you’ve watched the guide or otherwise know the rules.

If you want any background, I’ve been playing the game for a few years, including some time spent talking with and playing against members of the European Mahjong Association (who are all a better player than I am). I’m no expert and I’m still at an “intermediate” stage of sorts, but what I’ve learned should help you get started.

First Things First: Just Play

If this is your first time ever playing the game, then just play it. Have some fun figuring out the different aspects of the game, throwing tiles around and finding the luck for that one big hand you’ll never see again. End up in furitentoo, have that big win denied and learn how not to make that mistake again. Just have fun.

Once you’ve had a few games (maybe 10-20, with friends or against random people) come back here and have a read further.

The Grand Strategy: Losing By Less

Before I get into individual strategies, I’m going to cover the aspect that will hold over long strings of games, and will eventually (hopefully) result in a slow-but-steady increase in rank:

Don’t aim to win, aim to minimise losses.

Sure, you want to win hands and you want to win games, or you’ll never gain rating. Bear in mind, there are 4 people playing this game and it depends moderately on luck; even most pro players out there have a game win rate of 30~35%, with greater than that extremely rare.

The key overall is to win a hand when you have a very good chance of doing so, but otherwise know when and howto cut your losses; the eventual winner winning by tsumo will cost you a lot less, a draw will cost you practically nothing and someone else dealing into their ron will not only cost you nothing but also put you ahead of the person who dealt in.

I’m not sure how rating is going to change in FFXIV’s version of the game, but if the developers were clever about it, they’ll do it based primarily on placement and not much on actual score – a 2nd place will hopefully gain rating whether they lost by 100 points or by 40000 to a lucky yakuman, or even if your score ends up negative. That should hopefully mean that, despite being way, way behind 1st place, getting to or holding 2nd place should be your top priority. This will hopefully get you rating and you can continue your climb.

The lodestone specifically says in its mahjong play guide that your rating and rank points will be decided only on your placement and the other players’ ratings.

I will edit this section (more) later as the playerbase figures out how (much) rating changes on a game. For the record, I’ve played 5 games – two wins, a 2nd and two 3rd – and I’m now on R1549. It’ll have depended on my opponents’ R too, but it seems to follow similar systems I’ve seen (namely Tenhou’s system, though Japanese players are brutal so climbing is a lot harder there).

Reading Your Hand

Since I’m going to start getting into the nitty-gritty side of things, I’ll start putting up full hands, and I’ll be formatting them with code formatting, like this: 223m45677s999pEE Wh

This denotes a hand with three tiles of characters (man as I’ll use) of two 2 and a 3; 5 bamboo tiles (sou) of 4, 5, 6 and two 7; three dot tiles (pin), all 9; two East wind tiles and a White Dragon tile that’s just been drawn (note the space). Hopefully it should be easy to read this hand; I’ll use Wh for White Dragon and We for West wind, but nothing else shares an initial so it should hopefully make sense from there.

But this section is supposed to be not only about reading this syntax, but also how to read what to do with a hand, so let’s use that example. What would you discard?

Hopefully this one is simple – your hand is fairly close to ready and the White Dragon you just pulled can’t go with anything you have, so you just discard that Wh. Many of your draws will be like this, so knowing the tile is all-but-useless is the very first step. Of course, you will get the odd time you discard a seemingly-useless tile before you draw tiles later that, if you’d have kept that tile, would’ve made your hand ready faster or score a lot higher. That’s the nature of the game, you didn’t discard incorrectly but the tiles just fell that way.

Let’s have another example: 678m1345678s678p 2s

This one is a lot trickier and will depend on more factors than you can see immediately by these tiles, but if we assume it’s the first draw on the first hand (and count yourself lucky if that ever happens because you don’t need much to win a decent-scoring hand from here).

There are two obvious ways you can go from here: you can either go for a full straight (ittsu) of 1-9s since you only need a 9s to finish it, or you can go for a triple run (sanshoku) with the 678 in all three suits. Both score 2 han when closed, and both will give the same fu unless something drastically changes, so score will generally be identical either way.

The key here is that the straight option requires you to get a 9s, and then also to make a pair with what’s left (discarding from either the 678m or 678p twice and making a pair with the last tile). For the triple run option however, the hand is already ready – you actually only needed another 1s to win the hand with the triple run, making the 1s the pair.

Now that you’ve drawn a 2s though, what you can now do is discard the 1s and keep the 2s, hoping to make a pair out of that instead. This will give us the same triple run as before, but also “all simples” (tanyao) for another han, boosting the hand’s score. Since this is being counted as turn 1, you can discard the 1s and call riichi since your hand will be closed; this will add double riichi if you win, one-shot (ippatsu) if you win before or on your next draw, and with any dora, the score can start going crazy, easily into mangan or haneman territory.

That’s one example of how to increase a hand’s score. However, if it takes time to build that hand, someone else may win before you and that effort goes to waste. Let’s go into the next section doing the opposite: making a hand quickly.

Tile Efficiency

This is a concept I learned from the EMA guys I knew a while back, which is all about “how easy your hand is to complete”. Let’s look at another example, but this time we’ll look at a few groups instead of a whole hand. Take a look at each group and see what’s needed to complete a meld.

123m 46m 89m 23s SS R

  • Firstly, the 123m is done – you have a full meld here, so it’s not waiting on anything.
  • The second group is 46m – this is waiting on a 5m only. There are four 5m tiles elsewhere in the wall, in players’ hands or in the dead wall (or in discards if this isn’t turn 1, but we’ll assume it is). This is a centre wait.
  • The third group is 89m – this can become a run with a 7m only. Same as the previous group, there are only fourtiles of 7m to complete this run. This is an edge wait.
  • The fourth group is 23s, which can use either a 1s or a 4s to complete it. This allows you eight tiles to pick from to complete it (four of each 1s and 4s). This is a side wait.
  • The fifth group is SS. This can either be your pair as is, requiring no extra tiles to complete, or it can become a set of 3. To become a set, it needs another S; however, you already have two, so there are only two tiles available to complete it. It may be better to leave this is a pair in some cases. This is a set wait.
  • The sixth group is a lone R. This has little chance by itself of making anything, so if this is the last thing to do to win your hand, you are looking at three remaining R tiles to find one of to complete your pair. This is a pair wait.

So, in order of highest-to-lowest tile efficiency – the chance of actually drawing or someone discarding a tile you need to complete the group – you want groups of:

Side waits > Edge/Closed waits > Pair waits > Set waits

Of course, if you don’t care about calling and opening up your hand, set waits are fairly easy to call pon on since they can be from any player, while pair waits cannot be called at all unless it is for ron to win the hand.

There is one thing that puts closed waits slightly ahead of edge waits though. Take these examples: 12s 24s

  • The 12s edge wait can only be completed with a 3s. There is little you can do about this in 1 tile apart from hope you get a 3s.
  • The 24s closed wait can only win on a 3s as well, but what if you happen to pull a 5s instead? You can then discard the 2s and you have a 45s side wait instead. You can now win on either 3s or 6s, increasing your tile efficiency from before. It’s purely advantageous over the side wait as, in order to make the 12s more efficient, you need to draw a 4s to get 24s, which just puts you in the same position as this but 1 tile later.

Of course, if you have 123m and 123p then generally you want to keep 12s instead of going for efficiency as that boosts score (for triple run, sanshoku), but giving yourself more tiles to win on in the general case is a good practice to get into.

There are some groups that give more tile efficiency than the base 8 tiles of a side wait, or similar groups. These will be more fluid than standard, as you can adjust them to suit your needs. Here are some more example groups:

667p 6789m 1123s 246m 5588p

  • This first group, 667p, means you can either grab another 6p (two left elsewhere) and discard the 7p, or a 5p or 8p to complete a run and discard a 6p (another eight as per a standard side wait). This gives ten tiles to complete the group on.
  • 6789m lets you complete a pair with either the 6m or 9m, and leave the other three as a run. Each pair has three tiles elsewhere, so this gives six other tiles you can pick to complete. (You can also pick up a 5m which will allow you to find a 4m or 7m to complete two runs, which advances tile efficiency further to seven – you already have a 7m – and in a different way, useful if you already have a pair elsewhere).
  • This group can allow you to use the 11s as a pair and look for another 1s or a 4s to complete the 23 run. That’s six tiles available. You can also use a 1s to complete a set, but then you’re still looking for a 1s or 4s to complete a run, leaving only five tiles.
  • 246m allows you to find either centre wait of 3m or 5m, discarding the 6m or 2m respectively if you find one. This turns a normal centre wait of four into eight tiles, same as a side wait.
  • The last group, 5588p, counts for any two pairs, suits or honours, but the principle is the same. You’re waiting on a tile to make a set of three, and leaving the other as the hand’s pair. In this case, you’re waiting on a 5p or 8p, and you have two of each already. This leaves two of each tile, or four total tiles available for you to wait on.

Tile efficiency goes into much greater depth than this, and there are many more groups than what I’ve listed here, but these are relatively common and should give you an idea of where to start.

Riichi: The Name Of The Game

This game is more interesting in my opinion than other versions, purely because of this mechanic. If you watched the video (or already know) then you should understand the rules behind this and what the rewards are for taking the risk.

So when do you call riichi, when the opportunity arises? The answer, for a simple strategy primer, is also quite simple:

Pretty much always.

There are very few instances where you should not call riichi, like “if you’re less than 1000 points in front of someone and the game is about to end”. There are times you will need to know when not to, but for a general guide, you should pretty much always riichi when available.

The only time you absolutely mustn’t riichi is when you’re in furiten. If you have a hand ready waiting with 67p and you have a 5p in your discards, you are in furiten until you change your waits to not include anything in your discards. If you riichi, you cannot change your waits, which means you cannot leave furiten for the rest of the hand. You can only win by tsumo from that point, which reduces your chances of winning to about 1/4 of normal. (I have done this. Recently. Like, yesterday. I’m still kicking myself.)

Easy stuff, eh?

Defence: The Art Of Not Losing (By Much)

So you have a basic understanding of how to build a hand, and how to build it a little more quickly. Let’s set up a short scenario.

You’ve just been holding onto 2nd place, but you’re now dealer and you’ve just drawn a tile that will allow you to riichion turn 5. It’s a cheap hand but a win means you’ll get another turn as dealer (and another round to catch up in points).

Then disaster – someone ron‘d on your discard and you have to pay them 8000 points, pushing you into last place. As it turns out they’d called riichi the turn before and were ready, faster than you, on a better hand. So what can you do when you can’t see the opponents’ hands? How do you prevent yourself dealing into them?

There are a few things to consider: when to defend, and how to defend. Before either of those, though, there’s one thing that will be a good general rule to follow:

In most cases, you either push or you fold entirely – do not half-ass folding.

Of course, there is plenty you can do to fold while keeping options open, or push for a hand while minimising ron risk. As this is a basic guide for beginners, I’ll just recommend for now that if you try too hard to defend while still building a hand, you’ll be unable to do either effectively.

So, how about when to defend? It can vary heavily, but again, for a general beginners’ guide to strategy, we can leave it something like:

  • If your hand is not ready (you couldn’t riichi even if it were fully closed).
  • Even if it is ready, it’s not going to score too highly.
  • Even if it is ready, it’s got a bad wait (pretty much anything other than a side wait is “bad”, but we can cover that in more detail another time).

Based purely on your own hand, these are the things to think about when deciding whether to push or defend. If your hand is ready and will score a lot of points if you do win, then go ahead and push on. You’re about as likely to complete your hand as they are theirs; the reward outweighs the risk.

If your hand might score really well, but you’re waiting on a pair or are not in a ready state, it might be better to defend. In most cases, this will be defending entirely by breaking apart your hand and discarding the tiles that are safest to discard, even if it’s breaking up your highest-scoring parts of your hand.

Now we move onto how to defend. The first step is to go over some of the rules again, particularly those surrounding the state of furiten. If you suspect someone is ready (which when under riichi, it always will be when playing digitally…unless the game is life-like, but don’t count of FFXIV’s version being that way), then they have to obey the rules of furiten. You can use this to your advantage when defending against that. Let’s go over the basics of the rule again:

  • You cannot win on ron if one of your potential waits are in your discard pile (even if one of the other tiles comes up).
  • If you pass up a winning tile, you cannot win on ron on that same tile in the same turn from someone else. This expires on your next turn or when someone makes a chiipon or kan call.
  • If you have called riichi and pass up a winning tile, you cannot win by ron at all as you can no longer change your waits.
  • All instances of furiten (while they last) can only be won by tsumo.

So how do we use these rules to our advantage? There are some perfectly safe, and somewhat safe options.

The first rule means that anything in an opponent’s discard pile is perfectly safe from them. If an opponent has a 5p in their discard pile, you can safely discard one as they are either

  • not waiting on 5p, or
  • waiting on 5p, but in furiten, meaning they cannot claim your discard.

This does not make a 5p discard safe from the other two players (unless they also have a 5p in their discards), but it’s a safer choice than something you can’t see any copies of. These tiles are known as a player’s genbutsu tiles, and they can never be won by that player on ron that round. If you’re just starting out learning defence, this is your simplest and most effective defensive tool.

Another tile that is perfectly safe is the same tile the player to your left just discarded. Since a player cannot win by ron on a tile if they passed up that same tile within the same turn, it goes without saying that if two other players have passed up on the left player’s tile, they can’t win on yours if you discard the same one. Less common but common enough that it’s a good one to remember.

The last perfectly safe option is simply based on the discard piles and not on furiten. If you see three of an honour tile (a wind or a dragon) out on the board, you can almost 100% safely discard the fourth. I say “almost” because someone could be waiting on it to win by Thirteen Orphans (kokushi musou, one of every honour tile plus any one more), a very rare yakuman hand. By this, if you see four of another honour tile on the board or in your hand, nobody will be able to obtain such a rare hand and it becomes a guaranteed safe tile.

You won’t always have the option of perfectly safe tiles though – sometimes you will have to put down risky tiles, but there is still some strategy you can use. Remember the first rule: “You cannot win on ron if one of your potential waits are in your discard pile (even if one of the other tiles comes up).” The main idea behind the strategy I’ll cover here is one known as suji.

Let’s say the opponent you’re looking at has a 6m in their discards. You look at your hand and you decide to fold, but you have no 6m (nor any other tile in his discard pile). You do instead have a 3m and a 9m. Why have I brought these up?

The rule states that you cannot call ron on a tile if one of your waits is in your discard pile, even if it’s not that tile that appears. If your opponent has a 6m in their discards, they cannot be waiting on a 45m or a 78m side wait, or they’d be in furiten. This means that a 3m or 9m is safer to discard than most other tiles. It expands on the tiles that you can discard to minimise risk when defending (and thus minimise point loss, meaning high placements and more rating over time). Of course, they could be waiting with 99m or 24m, but good players will tend towards good tile efficiency so these waits will be a little less common.

There is one situation where this suji tile is actually more dangerous to discard than normal, and that’s on the tile that was used to discard as riichi. If someone discards a 5m and calls riichi on it, it’s often more dangerous to discard a 2m or 8m. This is because it’s not uncommon for someone to have an almost-ready hand, but have a 135m pattern or something. If they call riichi with this pattern the only remaining group to complete, they can discard the 5m to wait on a 2m to win. See how this makes what would normally be a safer tile the exact opposite? This is known as a suji-trap, and can sometimes bait people into discarding the tile they need. Of course, this is something you can use to set up your own traps.

This is as far as I’ll cover today. I’ve put down a lot of words, but I’ve also barely scratched the surface of mahjong strategy. If this gains any traction I can either continue with a more in-depth guide to some aspects, or perhaps put up a discord channel that people can organise games in and discuss the game. I’m still learning myself, so any corrections or modifications to this guide (as well as any more advanced tactics from players better than me) are more than welcome.

Hopefully, if you give the game a go and it’s caught your interest, this short guide will help. On any other account, just have fun with it; it’s a deep, interesting game that I enjoy, and I hope I can help others enjoy it as much as I do.

And hopefully I’ll see you at the table.

League of Legends Pyke Comprehensive Guide By: Kososanity


Hello and welcome. I decided to put my knowledge and typing skills to the test and write the biggest Pyke guide ever, covering 3 roles which I myself have a lot of experience in. I tried to include everything from pre-game setups to matchups and even go as far as listing some ways to avoid death for non-Pyke players.

My experience on Pyke? 400k mastery, Challenger on 2 smaller servers and several times Master on EUW. I’ve played Pyke ever since PBE and was already trying him out on other lanes on his release date. I’m not the best Pyke out there, but I feel like my knowledge and understanding of his limits and purposes is the deepest among others. I’m very glad to share and educate fellow Pyke mains or just people who are struggling against my main.

If you have any questions, feel free to leave comments below or give me a dm _^

Ability trivia

Q – Bone Skewer

  • The tap does more damage than the hook one, remember this when going for an all-in or leashing jungler.
  • When your hook cast timer runs out there’s still about 0.2s time to use it even if it has already “expired”.
  • You can Q flash only if it’s a tap one.
  • You can pull camps through walls if they’re really close to the edge.
  • You can QSS the self-root that the hook throwing animation gives to you.
  • Both Qs apply a nasty slow after the hit, not just the tap one.

W – Ghostwater Dive

  • Ignite won’t reveal you from your invisibility and allows you to regen. Use this to escape close 2v2s in lane.
  • You can use active items like Ghostblade, Spellbinder or QSS while invisible but any item that does damage will reveal you (as well as sweeper for some reason).
  • You can Flash or Hexflash and it doesn’t break your invisibility.
  • You can be in radius without getting revealed if there’s even a small terrain between you and the target.
  • Kaisa W will reveal you and therefore she can always ulti after you (maybe obvious for some people but I still get surprised by it).

E – Phantom Undertow

  • You can only stun a target once with one cast (obvious for many, but not for some people)
  • You can dash over almost every wall on Rift.
  • The ability has somewhat of a weird hitbox and therefore you must be at least “inside of the enemy” for it to land.
  • You can use this with your ultimate and flash to cover as much distance as possible (both for stun and you)
  • You can redirect the stun mid-air of your ultimate by using your flash (hard to do, don’t recommend trying in an actual game)

R – Death from Below

  • In case you have a Draven, he will get the gold from his passive if you execute with your ultimate.
  • The kill gold will always be flat 300G for the one receiving the assist, so make sure to ulti those 0/14 Yasuos!
  • Pyke gets the coins himself if the target dies before his ulti lands.
  • If your ulti hits a target your blink will happen no matter what (same as with Zoe R)
  • The game plays different types of sounds depending on how many executes you do with your ultimate in a small time frame.
  • Your ulti is a really great mobility tool. Use it to get closer for a hook or to get out of a sticky situation. Don’t tunnel on the fact that it’s an execute!



  • Melee hook Q → E backwards
  • Hook Q → E forward
  • Tap Q → AA → Tiamat
  • R → Tiamat → Q
  • E → Flash
  • Q → E → AA → Tiamat
  • R → Flash (Mid air)
  • Tap Q → Flash
  • Tiamat → Flash


  • E → R → Flash
  • E → R (Land the stun)
  • Melee hook Q → R backwards
  • Max range Q hook → R → E forwards (Stun lands)
  • R → E backwards → Tap Q → AA → Tiamat


  • E → R → Flash (Stun redirect mid air)
  • E → R (Stun lands)→ Tap Q → AA → Tiamat (Decently easy in customs, hard in game)


Among the three roles top is most likely the least popular place to play Pyke but, in my opinion, also the most underrated one. Many matchups allow you to take aggressive trades and utilize the melee combo a lot more than in mid for example. Your playstyle in top should change mainly based on your opponent’s champion and his approach to the lane. If your opponent is stronger than you or too tanky to get kills from make sure to setup skirmishes around mid and jungle.


  • Name off the list – Always look for a way to kill your opponent. Pyke’s greatest strength is his post-tiamat lane phase, where he can look to really bully out a lot of melees. In order to kill your enemy, try to tap Q always when you have the chance, even if it pushes your wave. Your best friend is the tap Q into AA into Tiamat which procs Electrocute and chunks around third of their hp.
  • Help a buddy out – Whether this means roaming mid or bot for a kill or helping out your jungler, always be the first one to move. In the early stages it might be hard due to you getting constantly pushed in, but after Tiamat you’re free to go most of the time.

Rune options

  • Damage until they sink – In top lane the early game value isn’t nearly as important as in mid for example, and therefore you can sacrifice some utility runes in order to gain the maximum damage value. In mid and late game these runes allow you to execute those tasty carries from 75% hp and be a true terror to everyone in the backline.
  • Let’s not sink ourselves – As you will soon learn from below, some champions really give you a beating in lane. To avoid leaving the lane down 100cs and 5 kills you should not hesitate to switch over to this page when the need of sustain is there.

Summoner Spells

  • Ignite + Flash – If you’re more experienced with Pyke you don’t necessarily need the TP. Ignite offers you great kill pressure in the early levels and the missing TP won’t bother you unless you’re forced to base on bad timings. Overall Pyke can get back to lane faster than average champion, which makes the ignite even more viable option.
  • Teleport + Flash – New to Pyke top? Bad matchup? Teleport has your back. Your base timings don’t matter as much, and you’re not forced to manipulate your waves to the same extend. The loss of ignite is very noticeable if you tend to go for kills and therefore, I highly suggest running Ignite even if the matchup isn’t the most favorable one.

Skill order

  • One way on the list – Q, E then W and always point to R when you can. Only adaptation you can do with this is taking 2 points in Q before taking W but it’s optimal in very rare occasions, since the missing W point puts you in a danger of getting ganked.

Starting items

  • Corrupting potion – Overall most solid option for majority of the matchups. Since top lane is usually sustain focused the potion grants great value with its mana and health regen. It also grants you the small burn damage tick, which helps in case you want to take longer trades. The item allows you to play safe, aggressive or in between and due to that flexibility it should always be your go-to option.
  • Dorans shield + Potion – More defensive option which is most useful in the matchups where you get constantly poked by auto attacks or spammed by spells. Item offers great regen through its passives and should be always your pick up if going against something that gives you a hard time. Make sure to start shield if your lane opponent is something like Teemo, Jayce, Pantheon, Kennen or GP.
  • Long sword + Refillable potion – This starting combo usually finds its use in mid lane, but it also has some usage at top. In case you’re laning against some high damage bruiser or assassin the extra damage you get from long sword might be something you want to consider picking up. You can also pick up potions instead of Refillable but doing this you lose gold efficiency for very small profit. Consider this start if your opponent is something like Talon, Rengar or Zed.


  • TIAMAT – If you play Pyke on a solo lane without buying Tiamat you’re committing a sin. Even after the recent nerfs this item is always your go-to rush item no matter the matchup. The passive helps your insanely awful waveclear and also offers a solid tool to proc your Electrocute. Always aim your first base so that you could either buy Tiamat instantly or at least get majority of its components. I’d go even as far as saying that Tiamat is Pyke’s biggest power spike and should be rushed without exceptions.
  • Youmuu’s Ghostblade – When it comes to finishing your first Dirk item people are usually divided to two options, Ghostblade and Duskblade. After trying both items equally for ages I think that in most scenarios going Ghostblade first is the most optimal due to the movementspeed it gives. The MS helps you to roam faster and the active gives you another get out of jail free card along with your W and E. The loss of going Ghostblade over Duskblade is only about 3 lethality and the 100ish damage of the passive, which rarely decides if the person you’re going for dies or not.
  • Boots of mobility – Since most matchups at top can give you a hard time or just play passive and stack resistances, these boots offer you a great alternative win condition. Pyke is out of combat for the majority of time and these boots give you the luxury to spam roams between lanes without missing much cs. These boots are even solid for lane since the 140 MS helps you to reach melee with your W to get the most efficient trades.

Mid game items

  • Edge of the Night – Coming to the mid game you often find yourself rushing the other 2 Dirk items to maximize all the scalings. Most of the Pyke players tend to go Duskblade no matter what, but I usually tend to prefer Edge of the Night since it allows you to frontline and start fights. You lose a bit of damage but if your team comp doesn’t have a lot of engage or your mates are not pulling the trigger you should most definitely consider going this first.
  • Duskblade of Draktharr – Damage? Duskblade. Most lethality among the other Dirk items and very useful passives which allow you to strike from an ambush with a deadly first blow. Just remember to consider whether the damage and ward neutralization is something you value more over the more utility based lethality options.

Late game

  • Guardian angel – The last 2 items usually give the Pyke players a lot of headache. One of the more popular pick-ups is the GA, which allows you some room for mistakes. The item is low cost and gives good stats BUT if you happen to die with your GA up your ultimate will instantly go to cooldown if it happens to be at reset state. So, keep in mind to either use your ult after you revive or try to avoid dying before you have gotten all the value out of it.
  • Ravenous Hydra – Do I finish the hydra? Yes, in most cases that is the most gold efficient option. Your 6th item slots lacks a clear must-to-have item so it is completely fine to just upgrade the Hydra for the bonus ad.
  • Spirit Visage/Deadman’s Plate/Maw of Malmortius/Frozen Heart – Some defensive options for later stages of the game. If enemy is heavy on either damage or you just feel like going some resistances, these are your best picks.
  • Elixir or Wrath/Elixir of Iron – When you’re 6 items or when you feel like the game is about to end after the next fight you should always have one of these equipped. Wrath gives you 9 AD more but if the enemy has even mediocre CC you should always prioritize the Iron one. Keep in mind that the heal from Wrath doesn’t apply to your ultimate if it executes its target.
  • Mercury’s Treads/Ninja Tabi – In rare occasions you might want to get defensive boots instead of Mobis. The utility loss is notable but if enemy is running really heavy AD or unbearable amount of CC consider going either of these boots instead. Also, in late game changing to defensive boots is usually better than running around on your Mobis at the 50-minute mark.

Top lane matchups

Playing Pyke on top lane usually lets you farm more freely and get better trades off compared to mid. On the flipside, many champions on top lane give you a really hard time or negate your kill pressure by being too hard to kill. I’ve listed the matchups to 3 categories with some helpful tips against each champion. I’m aware that not every champion is listed down below, if you have questions about specific champion make sure to comment down or dm me!


  • Jax – Tap Q if he tries to approach you with E, E away if the Qs on you.
  • Camille – use E to dodge out her E and land a stun, Q her away from her own ultimate to break it.
  • Ornn – E over him as he starts casting W, use Q to CC him to deny second ulti cast.
  • Dr. Mundo – Be mindful with your E or he runs you down, he can easily safe farm with Q if behind so consider roaming as your main win condition.
  • Nasus – After he gets sheen and 6 don’t use your E forward unless you’re 100% sure of the kill, his sustain becomes overwhelming really fast so be prepared to roam your kills elsewhere.
  • Riven – Most of the Riven players are bad and therefore you have the advantage, when she engages with Qs either E backwards or use Q to E if possible.
  • Sion – He’s really clunky so use your mobility to your advantage, make sure to E forward if he tries to line a Q on you.


  • Maokai – Don’t E forward unless his W is on CD, watch out for ganks since he can easily CC chain you.
  • Malphite – Try to take trades only when your Electrocute is off CD or his shield is down, try to avoid too long trades.
  • Lissandra – Take short trades since her Q is a lot more spammable than yours, remember that she usually will counter your ultimate with hers.
  • Garen – Always try to keep yourself full hp with passive, respect his silence since it denies your kit completely.
  • Vladimir – Avoid ulting when he has pool up, track his Q CD and approach him when he has 0 or 1 stack of it.
  • Rumble – Try to punish him if he uses W to manipulate his heat level, save E or Flash so you don’t get stuck in his ulti.
  • Gangplank – Go Doran’s shield, your ultimate cast time is faster than his W animation so if he’s being greedy you can get a cheeky kill.
  • Gnar – Look for trades when he is in mega form, be mindful with using your E or W aggressively.
  • Ryze – Abuse his weak early game, try to roam if he just keeps one shotting your waves.
  • Yasuo – Pay close attention to waves and ways he can dash, don’t try to hook him if you’re not in melee.


  • Kled – Don’t use your E if he has his E marked on you, give as much cs up as possible since this matchup is close to unwinnable.
  • Urgot – Avoid his E by all costs, if you manage to survive the Ignite spellbook rotation the lane gets much easier.
  • Kennen – Try to find an opening with his E down, go Mercs if you must.
  • Irelia – Dodge his stun with E, don’t try to outsmart her since she has too many dashes to get outplayed.
  • Aatrox – Learn to play around his Q hitboxes, you either ult his ult or die waiting it to expire.
  • Tryndamere – Try to find a way to end the game before he can mindlessly split, E his E.
  • Jayce – Avoid his E Q from fog, he’s pretty squishy and trading isn’t a thing to try to kill him at one go.
  • Teemo – Bait him to use his Q as a poke in order to trade, get pinks and sweeper for shrooms.
  • Darius – Take very short trades, try to have him E you first before you E out yourself.
  • Renekton – Disengage every trade he tries to take, don’t get baited into fighting him since he will just one shot you.

How to play against

  • Push – Pyke suffers from extremely bad waveclear before he gets Tiamat and few levels. Use this to your advantage and shove the waves to his tower as quickly as you can. This also makes it harder for him to roam.
  • Don’t waste mana – Pyke passive is really strong after his first Dirk and few levels. Instead of throwing every single ability on him perhaps switch the focus to his wave or look for a proper all in.
  • Ping his roams – Pyke likes to run around the map. You will not be able to follow him most of the time due to his insane mobility and invisibility, but you can always give your mates a heads up!
  • Play stale – This might be hard to do in soloq, but Pyke really struggles in value if the game becomes too settle. If there’s no action Pyke has much harder time finding skirmishes or landing ultimates due to Summoner Spells being up every fight.
  • Keep your distance – If you keep a range large enough to avoid his tap Q you set the pressure on the Pyke to find his trades. By avoiding him you force him to look trades with W which opens up a window to gank him.


The place he was meant to be, but not the place he stayed. Pyke’s kit has been utilized in some level in almost every role even though his original intention was to be created and balanced around the role of a support. To this date he still finds most value from this role and is widely played among all elos. Most of my own experience is from support Pyke so I have a deep knowledge of everything attached to this section.


  • Names off the list – Laning and killing is the things that Pyke enjoys and does well on. No matter the role you should always be looking for ways to kill your opponent and snowball through pure dominance. Try to look for openings with your hook and invisibility and try to get your jungler play around your lane, since you most likely provide the best CC setup on your team.
  • Help a buddy out – Often, at least in higher elo the lane outcome is decided by the champion picks and not as much by individual skill. Therefore, you should look at the matchups of every lane and decide whether you want to focus on your own 2v2 or perhaps look to snowball mid and jungle. Never have the must-stay-bot mindset, it might be the role you queued to but it might not be your win condition!
  • Make sure that your ad-buddy can play – Sometimes you roam so hard that you forget about your own lane. You look down there and see 3 towers and an inhibitor down, oops. To avoid this, make sure to keep an eye on the state of your lane and time your roams so that the loss of time is at minimum. This way your ADC’s mental health and bot towers stay up, everyone wins!

Rune options

  • Going under for a breath – Your standard page. Provides you with a lot of health regen as well as good all in with the aftershock. Precision secondary gives you a lot of value with Presence of Mind and the Legend: Tenacity allows you to go Mobis every game regardless if the enemy has a lot of CC or not.
  • Drown madness – Use this one in case the enemy is running something with very little poke and more all in or CC heavy. Unflinching allows you to break free from the long CC chains and it also messes up your opponent’s timings. For example, many Thresh players like to use their combo as slow as possible to maximize the CC, but with unflinching you can just dash away mid-way through and leave the poor chain warden to yell at his ADC.

Summoner Spells

  • Ignite + Flash – The usual combination you see most of the supports running and Pyke is no exception. Ignite damage is really high and counters the Summoner Heal and gives you amazing kill pressure.
  • Exhaust + Flash – Yes this is an option but don’t do this like ever. Exhaust is ok but Ignite is on another level.

Skill order

  • One way on the list – Q, E then W and R whenever you can. No exceptions.

Starting items

  • Ancient coin + Potions – Coin or Relic? This is by far the most asked question what I’ve ever received, and I’m going to try and summarize it so we can finally get over it. If you’re D4 or above, go Relic and vice versa. Relic is mostly used to maintain early game wave prio but it generates a little less gold and worse stats. In the lower elos pushes or wave management doesn’t matter and therefore you can go coin and not get punished for it. Overall the difference isn’t that big so you can go whichever.
  • Relic Shield + Potions – Read above.


  • Boots of mobility – Having 900G base and not buying Mobis is like putting milk in the bowl before the cereal. This item just opens up the entire map and allows you to be in every place and get back to bot before your ADC gets a mental breakdown.
  • Yoummuu’s Ghostblade – First Dirk item same problem: which one do I take? Ghostblade is easily better than Duskblade, since it is even harder as a support to fully utilize the damage passive of the Duskblade. Overall the bonus movement speed combined with your Mobis gives a lot more value in the early stages of the game, compared to the other options.
  • Support item upgrade – Even though your focus is to KS kills and go for damage items, you still need to carry the burden of supports. You usually end up upgrading the item in your first base since it is pretty unusual to instantly have 900G to spend for Mobis.
  • CONTROL WARDS – If you don’t carry 2 at all times, I’ll be under your bed.

Mid game

  • Edge of Night – Better than Duskblade in every scenario. You can play a lot more aggressive and frontline without the fear of getting stunned or CC’d. Item allows you to ascend your playmaking ability whilst providing you with that sweet lethality.
  • Duskblade of Draktharr – Noob trap when it comes to deciding when to pick this one up. It can be good as a 1st, 2nd or 3rd item but also a bad as every single one as well. When picking this up seriously consider whether you can or cannot use the damage it provides and if you need it over the utility which the other 2 provide.
  • Support item final upgrade – Many people actually like to finish their support item asap but I myself usually leave it as a tier 2 and only buy the final upgrade after I have gathered all the lethality items. General tip to making this decision: upgrade it completely if you play lane oriented and if you’re looking to roam go for other items.
  • CONTROL WARDS – If you don’t carry 2 at all times, you’ll get ligma.

Late game

  • Guardian angel – The last items usually give the Pyke players a lot of headache. One of the more popular pick-ups is the GA, which allows you some room for mistakes. The item is low cost and gives good stats BUT if you happen to die with your GA up your ultimate will instantly go to cooldown if it happens to be at reset state. So, keep in mind to either use your ult after you revive or try to avoid dying before you have gotten all the value out of it.
  • Spirit Visage/Deadman’s Plate/Maw of Malmortius/Frozen Heart – Some defensive options for later stages of the game. If enemy is heavy on either damage or you just feel like going some resistances, these are your best picks.
  • Elixir or Wrath/Elixir of Iron – When you’re 6 items or when you feel like the game is about to end after the next fight you should always have one of these equipped. Wrath gives you 9 AD more but if the enemy has even mediocre CC you should always prioritize the Iron one. Keep in mind that the heal from Wrath doesn’t apply to your ultimate if it executes its target.
  • Mercury’s Treads/Ninja Tabi – In rare occasions you might want to get defensive boots instead of Mobis. The utility loss is notable but if enemy is running really heavy AD or unbearable amount of CC consider going either of these boots instead. Also, in late game changing to defensive boots is usually better than running around on your Mobis at the 50-minute mark.
  • CONTROL WARDS – If you don’t carry 2 at all times, I will delete your Fortnite account.

Bot matchups

Since bot lane is a duo lane and Reddit has a character limit of 40k I won’t go over every single ADC and Support, sorry not sorry. When it comes to laning at bot Pyke has a very easy time versus most of the champs. His mobility is unmatched, and he provides one of the strongest setups for an all-in. There are few champions which can make your life hard, but with some planning and adaptation you can always positively impact the game. I’ll try to categorize champions to avoid excessive typing.

  • The Egirls – Nickname for shield and heal based supports. They generally share a low damage output which allows you to take more aggressive trades without the threat of dying. You should always look for an all-in since their ability to trade you back is limited and a successful engage will almost always result a kill or two.
  • The Guardians – All the tanky bois who stand in front of their carry. Versus some it can be hard or even next to impossible to engage onto their ADC. In this case you should try focus the support and use melee Q hook into backwards E stun. This way you make him misposition and his ADC might get exposed for your carry to go on to. If his carry is still unreachable you should just keep hitting the support and ask a gank if needed.
  • The Wizards – Yes you will get poked and yes it will suck. To prevent the frustration of sitting under tower and getting poked you should aim to keep the wave at their tower or really close to it. These supports excel best when they have the freedom to change their positions to look for angles to land their skillshots and deep ward to avoid ganks. Putting them under tower lowers the ground they can work on and therefore resulting you an easier time.
  • Hookers and playmakers – It’s all about Aftershock. Do not go for an all-in if their support has his and you don’t have yours and vice versa. Also keep a close track on their playmaking ability CDs like the hooks.
  • Hypercarries – You can go aggressive in the early stages of the game due to their usual low damage output. Try to snowball several lanes so that you have enough man power to end the game before these champions get their power spikes and eventually take over the game.
  • Lane bullies – If your ADC is playing one as well you can play normally, if not you should avoid 50/50 plays since they can set you really far behind.
  • Mage carries – Most mages are chained by their high CDs in the early game. Try to take fights when their abilities are down or when they’re too low on mana to properly trade back.

Special matchup tips

  • Soraka – Since she can instantly silence your hook try to practice the timing so that you let go off your Q as soon as she starts casting it. Also, look to W close to her so you can fast charge the hook.
  • Lucian – As of now (8.24) Lucian is in a state where he is almost unbeatable in lane. Highly suggest on banning him if you don’t want to risk your lane being lowkey over since the champion select.
  • Thresh – If you look for a hook, don’t go too close to him or he will E your Q charge. If you get hit by his hook don’t use your E instantly, rather wait for him to use his E so you don’t get canceled.
  • Draven – A lot of damage output. Don’t recommend taking skirmishes if your ADC doesn’t have enough damage to finish him off in one rotation. Ask ganks to properly shut him down.
  • Kai’sa – Even though people consider her as a weak early game champion, she actually does a lot of damages with a CC heavy support. Be mindful with all-ins since her W is a true reveal and therefore, he can easily chase you down with her ultimate.

How to play against

  • Buy pinks – In botlane skirmishes a well-placed pink denies Pyke’s ability to regain his health.
  • Pick tanky characters – More HP = the more Pyke has to rely on his team to do damage.
  • Avoid risky skirmishes – Same as the last but even more important while playing bot.
  • Don’t waste mana – Pyke passive is really strong after his first Dirk and few levels. Instead of throwing every single ability on him perhaps switch the focus to his wave or look for a proper all in.
  • Ping his roams – Pyke likes to run around the map. You will not be able to follow him most of the time due to his insane mobility and invisibility, but you can always give your mates a heads up!
  • Play stale – This might be hard to do in soloq, but Pyke really struggles in value if the game becomes too settle. If there’s no action Pyke has much harder time finding skirmishes or landing ultimates due to Summoner Spells being up every fight.


Pyke was locked to the support role for a long time. A while ago people in Reddit saw people like sOAZ and caps playing him mid in soloq. I always saw the potential for him in the mid, since his sustain was unmatchable and his damage output was actually really good. By running him in mid or top you allow yourself to receive solo XP, which makes your ultimate scale a lot harder. He is a big threat in mid game, but the hardest part is getting there without falling behind.


  • Names off the list – Killing your opponents is a lot harder in mid since a lot of the characters played there share the same if not more mobility than you. Also, many champions outrange you by a mile and therefore looking for all-ins is much harder. Your best bet is to try to fish for a hook and lining up your stun afterwards, but usually you’re better off just roaming.
  • Help a buddy out – Whether this means roaming bot or top for a kill or helping out your jungler, always be the first one to move. In the early stages it might be hard due to you getting constantly pushed in, but after Tiamat you’re free to go most of the time.

Rune options

  • Dominance from the east – This rune setup is used by a Challenger Korean Pyke player. I’ve started to use this recently and it honestly feels really solid compared to my old page. Cookies furthermore help you sustain up and the free boots are great since you always just want to stack long swords, so boots tend to get delayed.
  • Let’s not sink ourselves – As you will soon learn from below, some champions really give you a beating in lane. To avoid leaving the lane down 100cs and 5 kills you should not hesitate to switch over to this page when the need of sustain is there.

Summoner Spells

  • Ignite + Flash – Most solid choice of Summoners. Only thing which you could even slightly consider is exhaust but Ignite outvalues it almost in every state of the game.

Skill order

  • One way on the list – Q, E then W and always point to R when you can. Only adaptation you can do with this is taking 2 points in Q before taking W but it’s optimal in very rare occasions, since the missing W point puts you in a danger of getting ganked.

Starting items

  • Dorans shield + Potion – More defensive option which is most useful in the matchups where you get constantly poked by auto attacks or spammed by spells. Item offers great regen through its passives and should be always your pick up if going against something that gives you a hard time. Make sure to start shield if your lane opponent is something like Cassiopeia, Syndra or Karthus.
  • Long sword + Refillable potion – This should be your go-to items most of the time. If your lane opponent doesn’t run a ridiculous amount of poke you should always take this instead of the shield or corrupting. The extra AD from the sword gives you the power to go toe to toe vs assassins or stomp something like Galio. You can also pick up potions instead of Refillable but doing this you lose gold efficiency for very small profit.
  • Corrupting potion – It’s still decent in some matchups. Take this if you feel like the sustain and tick damage combination is needed. It’s also good if you just want to mirror the enemy’s corrupting pot.


  • TIAMAT – If you play Pyke on a solo lane without buying Tiamat you’re committing a sin. Even after the recent nerfs this item is always your go-to rush item no matter the matchup. The passive helps your insanely awful waveclear and also offers a solid tool to proc your electrocute. Always aim your first base so that you could either buy Tiamat instantly or at least get majority of its components. I’d go even as far as saying that Tiamat is Pyke’s biggest power spike and should be rushed without exceptions.
  • Youmuu’s Ghostblade – When it comes to finishing your first Dirk item people are usually divided to two options, Ghostblade and Duskblade. After trying both items equally for ages I think that in most scenarios going Ghostblade first is the most optimal due to the movementspeed it gives. The MS helps you to roam faster and the active gives you another get out of jail free card along with your W and E. The loss of going Ghostblade over Duskblade is only about 3 lethality and the 100ish damage of the passive, which rarely decides if the person you’re going for dies or not.
  • Boots of mobility – Since most matchups at top can give you a hard time or just play passive and stack resistances, these boots offer you a great alternative win condition. Pyke is out of combat for the majority of time and these boots give you the luxury to spam roams between lanes without missing much cs. These boots are even solid for lane since the 140 MS helps you to reach melee with your W to get the most efficient trades.

Mid game items

  • Edge of the Night – Coming to the mid game you often find yourself rushing the other 2 Dirk items to maximize all the scalings. Most of the Pyke players tend to go Duskblade no matter what, but I usually tend to prefer Edge of the Night since it allows you to frontline and start fights. You lose a bit of damage but if your team comp doesn’t have a lot of engage or your mates are not pulling the trigger you should most definitely consider going this first.
  • Duskblade of Draktharr – Damage? Duskblade. Most lethality among the other Dirk items and very useful passives which allow you to strike from an ambush with a deadly first blow. Just remember to consider whether the damage and ward neutralization is something you value more over the more utility based lethality options.

Late game

  • Guardian angel – The last 2 items usually give the Pyke players a lot of headache. One of the more popular pick-ups is the GA, which allows you some room for mistakes. The item is low cost and gives good stats BUT if you happen to die with your GA up your ultimate will instantly go to cooldown if it happens to be at reset state. So, keep in mind to either use your ult after you revive or try to avoid dying before you have gotten all the value out of it.
  • Ravenous Hydra? – Do I finish the hydra? Yes, in most cases that is the most gold efficient option. Your 6th item slots lacks a clear must-to-have item so it is completely fine to just upgrade the Hydra for the bonus ad.
  • Spirit Visage/Deadman’s Plate/Maw of Malmortius/Frozen Heart – Some defensive options for later stages of the game. If enemy is heavy on either damage or you just feel like going some resistances, these are your best picks.
  • Elixir or Wrath/Elixir of Iron – When you’re 6 items or when you feel like the game is about to end after the next fight you should always have one of these equipped. Wrath gives you 9 AD more but if the enemy has even mediocre CC you should always prioritize the Iron one. Keep in mind that the heal from Wrath doesn’t apply to your ultimate if it executes its target.
  • Mercury’s Treads/Ninja Tabi – In rare occasions you might want to get defensive boots instead of Mobis. The utility loss is notable but if enemy is running really heavy AD or unbearable amount of CC consider going either of these boots instead. Also, in late game changing to defensive boots is usually better than running around on your Mobis at the 50-minute mark.

Mid matchups

Many matchups tend to give you a hard time whether that is because of the overwhelming push or just too high damage output for you to get good trades. Some of the meta mids also have kits which are perfect when it comes to dealing with Pyke’s abilities. Most of the matchups you face are either bad or really bad, but you have to keep in mind that Pyke was not designed for mid lane nor was he meant to be a strong laner. Try to cover your weak spots by roaming and gain advantages through other lanes. For these matchups, I’ll try to categorize champions to avoid excessive typing.

  • The waveclear tier – We all know the feeling of getting pushed under tower, being hopeless and praying for your jungler to gank even once. This happens for Pyke quite a lot since his waveclear is really gutted and his only way to deal with waves is to use his E and Tiamat. In the early states try to prepare the CS before it hits your tower in order to get most of the last hits. If you know that you’re going to get pushed entire game don’t be afraid to ask your jungler to path so that he can gank mid as soon as possible. You have one of the best gank setups in the game and a successful gank benefits both of you.
  • The Assassins tier – I know for a fact that majority of this subreddit hates Zed and other assassins alike him. As a Pyke player you’ll learn to love these types of matchups because you don’t get shoved under tower nearly as hard and many of the assassins tend to be melee just like you. Your kit is also very good at avoiding death, which happens to be the thing that these types of champions aim for. Make sure to use your E wisely and try to take short trades with tap Q into AA into Tiamat.

Special matchups

  • Leblanc – To save your sanity, ban her. She’s really oppressive in lane, offers decent enough waveclear and is way too mobile for you to ever get a proper all-in onto her. If you’re brave enough to face this abomination try to predict her distortion placement with your Q and be very cautious with your E usage.
  • Veigar – One of the only matchups where I would consider Hexdrinker an option. The cage fucks you over big time since you can’t really regen in there. Also, Veigar’s ultimate can kill you from almost half hp, which completely ruins your hit and hide playstyle. If you see the cage rising beneath you just E out instantly, don’t be as arrogant as me trying to dodge his abilities in the cage by running circles.
  • Syndra – Same as Veigar but not as bad. Try to always be full hp utilizing your potion sustain and passive. Also be cautious when approaching her with Q charge since she can easily knock you back.
  • Cassiopeia – Be very mindful when going near for an engage. If she lands ultimate on you, you’re most definitely dead from full hp. Also, when she pushes you in, try to avoid getting grounded between your tower and her W.
  • Heimerdinger – You might as well just play river Pyke and permaroam. If your jungler isn’t your second mid you got no chances to kill him. If you want to have fun, try to get yourself to the state where you can just engage on him with your ultimate and kill him from full hp.

That was it. Hopefully you could get some new information from this to your future games. If there’s something you want to ask or you disagree with something, please let me know in the comments. I’m always open for other views and this guide is no exception.

League of Legends Jhin ADC Guide By: ayman910910


Table of Contents

  1. Pregame Essentials: Starting items, runes, summoner spells, boot choices, and skill order.
  2. Setting Your Mind in Motion: Choosing an item build that fits your situation.
  3. Mini Jhin Mid Update: Four people who still want to play him there.
  4. How to use traps: As ADC Jhin.
  5. Appendix: Links, item set exports, trap placement map, subreddit, and stream.

Match-ups have been removed to keep the guide simply and straight to the point with the updated items. You can still see them here and the infourmation is still relevant.

1. Pregame Essentials

Starting items

Jhin’s has great diversity in starting items

  • Doran’s Blade + Potion (x1): The extra 80 health and 8 AD is helpful if both you and the enemy botlane have early all-in potential. Thanks to Jhin’s AD scaling, the 3% lifesteal is pretty efficient. It’s the easiest starting item to use because ADCs have been going Doran’s Blade four years now. So if you’re a beginner and feel uncomfortable with the others feel free to stick with Doran’s Blade a bit.
  • Long Sword + Potion (x3):: This is a great choice against poke match-ups who have no all-in potential because you have access to start with three potions to deal with poke. It’ll also provide a decent chunk of AD 10 but, provides no additional HP (they don’t have all-in so, we’re fine). It builds into Stormrazor which makes it very cost efficient.
  • Boots + Potion (x4): The downside to boots rush is that you’ll have no combat stats compared to the other starting items. However, rushing boots is a good choice against a botlane whose laning phase relies on skillshots and getting close, if you think you can safely bully them by auto-weaving. Cost efficient because it builds into tier 2 boots later. Reliably dodging skillshots in certain match-ups allows you to negate most of their kill potential. Rush boots to…
    • Move out of range of Thresh’s Flay or dodge hook.
    • Dodge Morgana’s Q.
    • Out-trade Ezreal by playing inside your creep wave. When he tries to farm, the extra movement speed will allow you to weave 3rd and 4th shots onto him while avoiding his Q.
    • Capitalize on Jinx’s laning immobility. Whenever she tries to farm, you can safely trade, and she will be unable to run out of your auto range.
  • Doran’s Ring + Potion (x2): Take Doran’s Ring against shove and poke match-ups (like Caitlyn,Sivir, Heimerdinger, Swain, etc)or in lane where you have no kill pressure, as it will allow you to safely rely on spamming Q to farm, harass, and shove lane. Bouncing Grenade has fairly low mana cost (40/45/50/55/60) and a 60% AP Ratio, so it works well with the stats from Doran’s Ring. Doran’s ring gives 5 mana per 5 seconds and gives an additional 5 physical damage on-hit to minions. The 15 AP will also trigger an adaptive rune AP bonus befoure your first back. The two potions will also help sustain against the push/shove/poke match-ups. I take Doran’s ring a lot if my support is extremely passive.

Rune choices

Damage (Domination + Sorcery): Hail of Blades got a few buffs that made it viable on Jhin. Because it gives 75-125% attack speed (based on level) due to Jhin’s passive Whisperit converts the attack speed to AD and movement speed when criting. After this we’ll take Taste of Blood because of it’s nice overall sustain. Eyeball collection four more AD, but we won’t get the full effects of it till after it is completely stacked. So, this one will need some explaining. I used to take ravenous hunter at the start of 8.13 and the pros have been taking it since 8.14.

A friend of mine sedofastora questioned how much healing did it actually provide in laning and throughout the game. So, through his experimenting on game averages and my own experimenting purely on checking how much it heals in lane. I’ve come to the conclusion that the healing is too inconsistent and when it is consistent it just doesn’t seem worth it four the laning phase and early game. It is inconsistent because your Q damage is based off how many bounces and executions it gets. So, the heal varies on many different factors. Even in the best situations where your Q gets 4 bounces every time and executions, it doesn’t seem worth it. So, I take relentless hunter four better roam/rotations/coming to lane faster/etc… More impactful in the early game.

The Bully (Fleet Footwork + Sorcery): I would recommend this rune page if you’re playing Duo Q or in a winning match-up. Fleet Footwork has changed a lot over time. The biggest reason why Jhin can still find use four it is because of the 20% MS four 1 second buff. You will want to use the movement speed in winning lanes to better fource trades and play aggressively. However, the rune gets outshined by Hail of Blades outside of the laning phase so it’s riskier if it doesn’t pay off. If you use the movement speed from the proc properly in lane, you can use this to your advantage to land a couple 4th shots on your enemy laner. If you reach 100 stacks and have two bullets left; use your 3rd bullet to proc it. Then use the movement speed to land your 4th shot and run back after the trade with the Whisper’s movement buff. The movement speed also helps in lane in random scenarios where you’re chasing, kiting, or running away. Onwards to the rest. I’d recommend Triumph four better all-in potential in lane as well as Legend:Alacrity (Attack speed = AD) and Coup de Grace four damage. Cutdown isn’t an option anymore because of the nerfs to it and the current state of tanks.

Sorcery secondary page explained: Celerity synergizes extremely well with all the movement speed you’ll be getting from runes and items. It has been re-worked to give additional AD based on bonus movement speed. It’ll get nerfed, but even after nerfs, it’ll still be a primary choice. Gathering storm because it grants extra AD every 10 minutes and scales well with Jhin.

Summoner spells

Flash will always a summoner you run as ADC. Flash is important because of the mobility and play-making potential.

Heal is what you take if you have faith in your support and want to have more health in the 2v2s. It’s getting buffed and the cooldown will be decreased next patch, but Barrier will still be a contested summoner spell in solo Q. Remember to heal befour ignites pop out in 2v2s otherwise the heal will be half as effective.

Barrier is what you take if you have no faith in your support or autofill support. You’ll be selfish with it and only use it when you need to protect yourself. Champions like Quinn or Draven use it offensively and defensively, but Jhin mostly uses it defensively. I’ve been running Barrier more often when I have the choice between the two because I’ll be damned otherwise with the supports I’ve been getting these days. 🙂

Teleport is what you take when you want to get every little lead out of the lane in terms of gold and exp through minions. If you die early four whatever reason, you can teleport back to lane and won’t be as behind as you would have been without it. If you recall early and your support stays in lane, you can teleport back with an item advantage and the enemy will still be in lane without recalling once. They’ll have two options: Stay in lane and get bullied while you have an item advantage or recall and lose waves of minions. You can also teleport into other lanes when they’re in trouble or find different opportunities throughout the game. I had feedback that lower elo players might not be able to use it correctly so I’ll only recommend teleport as a potential spell if you have a good grasp on macro.


  • Berserker’s Greaves – 1100g: It gives +35% attack speed. Because of how Jhin’s passive works, he is able to convert that +35% attack speed into AD and additional movement speed on Crits. Essentially, you would buy Berserker’s when you want AD.
  • Boots of Swiftness – 900g: It gives +10 movement speed over the other choices and reduces the effectiveness of slows by 25%. This is good if you want to save gold and gain early mobility.
  • Ninja Tabi – 1100g: It provides 20 armor and reduces auto attacks by 12%. Even with the nerfs, it’s still a decent buy against AD assassins, full AD comps, or just to reduce the amount of damage you take from autos in lane. This is a must buy vs Draven.Just not as effective as it used to be, but nonetheless, still a solid choice.
  • Mercury’s Treads – 1100g: Gives +25 magic resistance and reduces the duration of all CC effects by 30%. All except Suppression, Stasis, and Displacements. It’s a good buy if the enemy has 4-5 magic damage comps. So four example, you would build merc treads into a Maokai, Viktor, Elise, Lulu and Varus. It’s a rare case, but nonetheless, a solid option.

Skill Order

From level 1-6, it should be Q>W>Q>E>Q>R. Afterwards, you prioritize R>Q>W>E.

Do not skip traps. Take them at level 4 not level 3. The traps will act as extra wards. You’ll want to place them in bushes, in the entrance of dragon pit, or in chokepoints in the jungle. You don’t have infinite trinkets in the laning phase, and supports get sightstone at a later point, so vision is much more valuable than ever befour. Take advantage of the vision radius and waveclear potential your traps have. There are many other uses four them as well: slowing people down when they’re chasing you; using it to extend your reload timer; placing them in lines to zone the enemy from an objective just to name a few.**

2. Setting Your Mind in Motion

Choosing an item build that fits your situation.

Types of builds

Due to ADC re-work the itemization of Jhin has actually dropped a lot. Currently these two builds are above all the rest.

Like the previous guide, I’ll be using the import system on all of the builds. If you’d like all of these in your client, you can download this item set file from google drive. Go to “League Client” > “Collection” > “Items” > “Import Item Sets”.**

These are all choices and in no specific order. You’ll choose the item build that best fits your situation. Some old Jhin item sets will not be making a return because the state of the items or meta has changed and therefoure made them unviable or ineffective

  • Stormrazor>RFC>IE: Stormrazor is the best early game item to rush right now on Jhin. The passive gives you a guaranteed crit and movement speed. The Stormrazor movement speed buff doesn’t amplify the celerity damage since it only last 0.75 seconds and you cannot get an auto attack off in that time frame. But since it’s a guaranteed crit, it triggers Jhin’s passive. Of which then adds 2 seconds of bonus movement speed where celerity’s AD increase can actually be used. The build path is great and only cost 2800g. However, since the critical damage starts at 160% and gets lowered to 120% due to Jhin’s passive the crit damage-wise isn’t amazing. It gets better after you get RFC which makes it 200% which then gets down graded to 160%due to Jhin’s passive. RFC also gives you mobility with attack and movement speeds as well as utility with the extra range. You’ll bring the crit chance to 60% by getting IE next to finish off the 3 core item build. The more items you get later on the better the synergy gets with all of these items along with runes.
  • Stormrazor>B.F>Pickaxe>Brawler’s Gloves>I.E: I won’t go into details with Stormrazor since we did previously. This build was theorized by riotaugust. It was extensively tested and evaluated by myself. This build focuses on having upfront damage without crits and whether or not you have gold laying around. The core idea of the build is having upfront damage without crits. Since it looks a bit weird, let me explain the reasoning in detail: Stormrazor at 120% critical damage with BF, Pickaxe, andBrawler’s Gloves does the same amount of damage as Stormrazor at 160% critical damage with a completed RFC. So, when comparing the Stomrazor critical proc, the damage is identical. However, when you are not using the proc and using raw auto-attacks, the one with BF, Pickaxe, and Brawler’s Gloves deal more damage. So, your overall dps is increased with this build. The downside is that you need to be holding onto 875g or 1300g to get a component unlike RFC where components are 300-400g and extremely cheap. You’ll also lose out on the utility and movement speed that RFC provides you. I only go this build when I want upfront damage, have enough gold laying around, and do not need the utility or movement speed that badly against the enemy team comp. The random Brawler’s Gloves was oriJhinally added so after IE is completed you have some crit to work with. Also, after the Stormrazor buff that gives 1% critical damage per 0.75% of crit chance rather than 1% critical damage per 1.5% of crit chance, the Brawler’s Gloves increase the critical damage of stormrazor by 13.33% which gets downgraded to 10% critical damage on Jhin. So in this case, the random Brawler’s Gloves is extremely cost efficient.

Situational Items

  • Mortal Reminder: When you need armor penetration and a reduction of healing on enemies. Notable champions: Soraka, Vladimir, Fiora.
  • Lord Dominik’s Regards: When you need armor penetration and they focus on health. Notable champions: Any tank ever.

*A special note about the Last Whisper items: These should be the 5th-6th items in a build if the enemy gets tanky. Usually, you do not need it earlier in this meta. The exception is getting Executioner’s calling early.

  • Death’s Dance: When you feel you need lifesteal and want to increase your survivability. It’ll delay burst damage so it allows you to stay alive longer and fight longer. So you should be able to lifesteal enough to counter-act the burst damage and live. It pairs well with Ninja Tabi and Phantom Dancer.
  • Mercurial Scimitar: It got nerfed this patch and cost less, but has 15 less damage. Still good in the right situations. When you need lifesteal, magic resist, and a way to get yourself out of CC. Also, it gives a nice 50% movement speed buff four 1 second.
  • Bloodthirster: Gives 20% lifesteal which is quite a big deal when Jhin’s AD reaches absurdly high levels ranging from 800-1.5k AD. In addition to this, it grants a shield if you overheal. So when you combine bloodthirster with bloodline and overheal in your runes, then you get a ton of sustain and constant shielding of yourself.
  • Phantom Dancer: Gives very nice kiting as well as reducing damage taken from your target by 12%. Gives the highest amount of AD out of all attack speed items because of its +45% attack speed. Recommended as a 3rd Crit item after Stormrazor>RFC>IE. Can replace boots with phantom dancer in the late game. This is my preferred zeal item after RFC.
  • Statikk Shiv: Nice extra burst of magic damage if you combine it with RFC and a full Crit build or Stormrazor. It’ll Crit often. Recommended as a 3rd Crit item after Stormrazor>RFC>IE.
  • Runaan’s Hurricane: This item is a pretty good replacement four Statikk/PD if you are trying to defend your base against a massive wave of mega minions. Or even if you are playing against a grouped team of tanks and want to maximize your DPS with the multi-target 40% AD bolts.
  • Guardian Angel: It gives armor and AD. Recommended to buy against lowcounterplay Assassin champions where building defense stats is the best way to counter-play them. Looking at you Talon and Nocturne.
  • Hexdrinker/Maw of Malmortius: These are your go-to items when dealing with magic-based burst damage champions. It gives good magic resist and damage while its passive blocks a certain amount of magic damage. When the shield pops it gives +20 AD and +10% Spell Vampirism and Lifesteal until out of combat which can help a lot in a heated fight.

3. Mini-Mid Jhin update

I’ll only be explaining the new item build and runes since everything else from the Jhin mid guide still applies this season.


Item build: Stormrazor>RFC>IE>Situationals

You’re better much just going to be scaling when you go mid. Take Flash and Ghost four mobility since you won’t have a dedicated peeler.Also, if you’re against an assassin with low counterplay, then feel free to rush GA first item with Ninja Tabi then continue the rest of the build normally.Rest of details are relevant from the Jhin mid guide.

4. How to use traps

As ADC Jhin. To learn better trap usage on Mid Jhin you should refer to the Mid Jhin guide. Trap knowledge is still relevant from it.

In-depth trap explanation video

Clip 1: Placed 2 traps in my jungle and Rek’sai kites into one while counter-jungling

Clip 2: Placed 2 traps in bottom bushes. Sivir gets slowed and can’t get in range to hit Q. Trundle hits the 2nd trap and can’t reach me. 100% would have died here if it wasn’t four the traps.

Clip 3: I place a trap in front of the brand while we’re killing him so it makes it easier to secure the kill and makes it hard to run away from us.

5. Appendix

League of Legends Jhin Mid Guide By: ayman910910


Table of contents:

1. Pre-game essentials: Starting items, Runes, Masteries, Summoner spells, Boot choices, and Skill build.

2. Our perfourmance begins: How to play the laning phase and being able to understand your matchups.

3. Setting your mind in motion: Roaming, Mid-Late game focuses, and Teamfighting.

4. Mini-ADC Jhin update: Four people who still want to play him there.

5. Additional resources: (Jhin mains subreddit, Item Sets exported, Trap placement map four laning phase,etc)

Pre-game essentials

Starting item: Doran’s Ring

Why Doran’s Ring? When you’re Mid lane Jhin you want to be able to waveclear, harass, and farm with Q. Doran’s Ring restores FOUR Mana upon killing a unit. Your Q jhinerally has low Mana cost so when you combine the low Mana cost of Q with the Mana regen aspects of Doran’s Ring, you end up with a really healthy Mana pool to play with. It gives you 2 health potions instead of 1 which allows you to have more aggressive trading and overall extra health to work with. If you didn’t take Doran’s Ring you’d notice yourself running out of Mana rather quickly and being fourced to back early or lane without Mana. Your Q has a nice 60% AP ratio too, so not only does Doran’s Ring give you a good chunk of sustain in the Mana department, but it also empowers your Q when you’re farming, harassing, waveclearing, etc. Your E has a 100% AP Ratio too, so it helps a bit more when you’re using E to waveclear and push waves fast.

Runes: You’ll choose one depending on the match-up.

First off, what gives with the random movement speed quint in the rune pages? Most Mid laners have 325-335 movement speed (few reach 340). Jhin, himself, has 330 movement speed. You’ll be trading a lot with auto attacks and don’t want them to simply run away. Having the slight movement speed help goes a long way in fourcing auto attack trades.

  • Jhin Mid vs AD: You’ve got a mix of Lethality marks and AD quints along with a movement speed quint. Lethality marks synergize well with your kit because you have high base damages so the Armor pen goes a long way. You also have AD quints because you still want to have a reasonable amount of AD to farm with. AD Midlaners are jhinerally squishy too. The Ability Power runes are there to complement your Doran’s Ring because you won’t be needing Magic Resist glyphs against an AD Mid laner. It’s more potent when you take AP glyphs, but, you do have the option of taking regular Magic Resist glyphs four other members of the enemy team

Contains: 1x MS Quint, 2x AD Quints, 9x Lethality Marks, 9x Armor seals, 9x AP flat glyphs (Can replace with Magic Resist.)

  • Jhin Mid vs AP: You’ve got a mix of Lethality marks and AD quints along with a Movement Speed quint. Same thing applies here about Lethality marks and AD quints. However, instead of taking Armor seals, you will be taking Scaling Health seals. You won’t benefit much from Armor seals in an AP match-up, so it’s preferred to take Scaling Health seals here. You end up getting Armor per level unlike Magic Resist. So, you wouldn’t want to ever replace the Scaling Health seals with Armor seals into AP match-ups. You’ll be taking Magic Resist glyphs. I take 3 Scaling MR glyphs with 6 MR flat glyphs because they even out with 9x MR glyphs at level 9. I find mages to be more threatening in terms of damage after the laning phase is over.

Contains: 1x MS Quint, 2x AD Quints, 9x Lethality Marks, 9x Scaling Health seals, 6x MR flat glyphs, 3x Scaling MR glyphs.

  • Jhin Mid vs blind match-up: Sometimes you’ll be against an enemy team comp where the Mid laner can be one of two champions. One of them being AD and the other being AP. You’d want to be safe in this situation, so you’ll be taking both Armor seals and Magic Resist glyphs.

Contains: 1x MS Quint, 2x AD Quints, 9x Lethality Marks, 9x Armor seals, 6x MR flat glyphs, 3x Scaling MR glyphs.

Situational Lethality mark to AD mark conversion: The main benefit to converting all of the Lethality marks into AD marks in your rune pages is that you’ll do more damage to minions with everything you’ve got. If you’re against a match-up that focuses on shoving and avoiding fights, then you’d want to do this to keep up your shoving power so you don’t end up being pushed into your own tower four the entire laning phase. Examples: Anivia, Sol, Taliyah, OriannaHowever, I’ve found this isn’t really necessary until low/Mid diamond. People below low/Mid diamond can be heavily abusable by Lethality as they do not focus on shoving and avoiding fights.

Mastery page: One page to rule them all

Ferocity: You’ll be taking Sorcery because it amplifies Jhin’s ability damage (Q,W,E,R). Taking Feast because you’ll be focusing on trading while also staying healthy yourself. Natural Talent because it’ll give you extra damage and you won’t need Vampirism with Warlord’s Bloodlust around. You can choose Battle Trance or Double-Edged Sword. It’s personal preference. Take Battering Blows because you’re an AD champion. Warlord’s Bloodlust because Deathfire Touch got nerfed a while ago and in the current meta it’s benefits are lackluster on Jhin compared to the ones he gets from Warlord’s Bloodlust. Having it allows you to have better sustain from the start of the game till the end. It also allows you to delay Lifesteal items.

Resolve: Take Recovery if you don’t see yourself buying any resistance. Otherwise, take Unyielding. Take Tough Skin if you want to reduce damage taken or Explorer if you want to have a boost to your roaming power. Take Veteran’s Scarsbecause you’ll want higher max HP vs Mid laners. They tend to try to burst you a lot. Insight because when you’re playing Jhin Mid you’ll need to be mobile, so having reduced cooldowns on flash and ghost is really helpful. Fearless is also a choice to make trades stronger and help against burst mid laners.

Summoner spell & Boot compliments

Flash is mandatory. It is way too important to your mobility and play-making potential to miss out on.

Ghost will be the most common 2nd Summoner spell you’ll end up taking. It adds another layer to your mobility. It also allows you to better play around ganks, kite, reach backline, follow-up, chase, etc.

Exhaust would be the 2nd Summoner spell if you’re against an AD Assassin or AP burst mage/assassin. Examples: Zed, Talon, LeBlanc, Fizz.

Cleanse is the 2nd Summoner spell you’d want to take against no-counter-play CC. A great example would be TF’s flash with yellow card on a jungle gank. The only counter-play is to get Cleanse or QSS. It also allows you to mow down champs like TF because they wouldn’t be able to CC you while you chased them.

You do not want Barrier, Heal, or Ignite. They’ll only help Jhin in the laning phase to be safer or more aggressive. You want Summoner spells that are extremely useful not only in the laning phase, but also Mid to late game.

Ionian Boots (Usually paired with Ghost) – 900g: This will be the primary boot choice four most games. It’s one of the cheapest boots in the game meaning you can get it rather quickly. It reduces the cooldown of your Summoner Spells by 10%. Having your Summoner Spells off cooldown quickly is crucial to Mid lane Jhin. You’re allowed to be more aggressive with lower Summoner Spell cooldowns, which means you’ll have more playmaking potential.

Ninja Tabi (Usually paired with Exhaust)- 1100g: One of the more expensive boots. It, however, is a must buy into every AD match up Mid lane. +30 Armor and reduced damage from all basic attacks by 10%. You are to rush Ninja Tabi against AD match-ups and bully them with the movement speed advantage. You’ll also be a whole lot harder to trade with or kill.

Mercury’s Treads (Usually paired with Exhaust) – 1100g: Another one of the more expensive boots. This is a must buy if you’re against an annoying AP match-up like LeBlanc or Fizz. The Magic Resist is the biggest reason why you’re buying it. You usually stack it with a Hexdrinker or QSS later. The Tenacity is helpful too.

Note: You can pair any boot with any combination of Flash + Summoner Spell. I added the “Usually paired with” to give a Jhineral idea of the best combos.

Skill Build

From level 1-6 it should be Q>W>Q>E>Q>R. After this max R, Q, W, E in this order.

Do not skip traps. The traps will act as extra wards when you’re Mid. You’ll want to place them in bushes connected to jungle routes the enemy will take to gank. Traps help with waveclear. There are many other uses, such as slowing people down when they’re chasing you, using it to extend your reload timer, placing them in lines to zone the enemy from an objective, etc.

Our perfourmance begins: How to play the laning phase and being able to understand your matchups.

How you should play the laning phase: Jhin plays around his Q’s and auto attacks in the laning phase. Into most match-ups you want to be super aggressive within the first few levels of the lane by being up in their face with auto attacks and Q spams. You have sources of healing from Warlord’s bloodlust, Feast, and 2 potions with Dring start so do your best to harass and be aggressive. If you end up with even trades you come out on top because of you having better sustain than most match-ups and the fact that you do more damage the lower they are. This part is crucial to getting your big lead. The worst case if you don’t do this is that you’ll end up farming and scale instead of snowballing hard. Here are clip examples to show you how you should be trading in-lane. Example 1Example 2Example 3. One other thing you’ll be doing often in the laning phase to try to snowball is to get them low and finish them off with your ultimate. Rammus assists me in getting Vladimir low and I finish him off. Most of the time you end up getting them low yourself with the trading methods I’ve provided. Example.

Don’t fourget about the jungler. You’ll be using yellow trinkets, control wards, and your traps to take care of yourself.

Match-upsAfter reading about the match-up goto the item build to learn how to use it in the match-up.

  • Are you playing against a AD melee? Bully them as hard as you can using your ranged advantage. Harass with Q spam and fource trades with auto attacks. You’re trying to get a lead pre-6 since most AD melee champions have their powerspikes at level 6. Run ExhaustExamples: Zed, Talon, Yasuo, etc. Use the Anti-AD-Burst build.
  • Are you playing against Le Blanc,Fizz, Syndra,etc? Ban Le Blanc. It is the only lane where you cannot outplay her unless she’s far below your own skill level. Her laning is too strong against you. Focus on farming safely against Le Blanc. You can abuse Fizz pre-6 but, after level 6 he becomes the 2nd most problematic champion four Jhin mid. Run ExhaustIf you end up playing against one of these use the Anti-AP-Assassin build. You can use this if you have trouble with other champs.
  • Are you playing against a typical AP mage? Abuse their pre-6 as hard as possible. Similar to AD melee match-ups, focus on harassing with Q’s and fourcing trades with auto attacks. Run GhostExamples: Lux, Ahri, Ryze, Cassio, Malzahar, Orianna, etcUse the Ghostblade Build or Infinity-Edge-Rush build.
  • Are you playing against a very poke heavy laner? You can trade to trade or abuse them in the early levels but, as they gain levels and items they start to safely poke you while farming very well. You’re going to want to use the Anti-Poke Build to be able to lane well against them without being poked out of lane. Run GhostExamples: Xerath, Ziggs, Azir, Orianna.


Theres a new item set import system on League. If you’d like all of these in your client download this the item setfile from google drive. Go to “League Client” > “Collection” > “Items” > “Import Item Sets”.

These are all choices. In no specific order. You’ll choose the item build that best fits the situation.

As always buy a Last Whisper as soon as its needed. Zeal/Zeals = 1 Zeal item or a combination of two. SHIV + RFC, PD + RFC, etc.

  • The Anti-AD-Burst build: I saw an Anti-Burst build on Jhin from Youmuus’s channel. It looked like exactly what I needed against AD match-ups. So, I made a few modifications and improvements. You’ll be taking Exhaust and building Ninja Tabi> Death’s Dance> PD > IE> RFC >Situational items. Ninja Tabi will give you a movement speed advantage and make you tankier so you’ll have an easier time trading and will be harder to all-in. Death’s Dance will provide you with an early Vamp. Scepter which, when combined with Warlord’s Bloodlust, will allow you to stay at full HP making it harder to all-in you when you have Ninja Tabi and Exhaust. Once completed, Death’s Dance will give you a high amount of AD as well as the damage delay benefits among other things. Phantom Dancer will give you damage reduction as well as extra movement speed when in combat, in addition to its passive movement speed. After Phantom Dancer you’ll want to get IE so you don’t fall behind in damage wise. You’re free to choose whichever items you see fit after this.
  • The Anti-AP-Assassin build: This build is strictly to stay alive in lane and be able to farm safely. Hexdrinker>Mercury Treads> IE> Zeal/Zeals> Situational items. Hexdrinker will be first to provide with you Magic Resist and the magic damage blocking passive. Mercury is next primarily four its movement speed and Magic Resist. After purchasing these two items you’ll want to start working on scaling items such as IE with Zeal/Zeals. Situational items come after. Very low damage at the start but, its necessary against match-ups like Le Blanc or Fizz.
  • Ghostblade build: This one is rather classic coming from Jhin ADC and being implemented into Jhin Mid. Ghostblade>Infinity Edge> Zeal/Zeals > Situational items. If you’re feeling confident about snowballing mid and being able to kill the mid laner a lot by fourcing fights with the Ghostblade active use this build. Ghostblade falls off if you’re unable to snowball yourself with it so be careful. The items after Ghostblade will help you scale into the mid to late game.
  • Infinity-Edge-Rush build: This is another item build coming from Jhin ADC and being implemented into Jhin Mid. You go this build if you want to farm and have the best mid to late game powerspike. Infinity Edge> Choice of boots> Statik Shiv> RFC> Situational items. If you’re snowballing hard, a little, or just farming without getting kills. This is the build you’d want to go. Its very reliable and has a strong mid game powerspike once you get all 3 cores.
  • Anti-Poke build: You’re going this build so you can stay in lane without being bullied out of it through poke and not taking too much damage when hit by poke. Vampscepter>Hexdrinker>Mercury>IE>Zeal/Zeals> finish Vamp + Hexdrinker into final forms.

Setting your mind in motion: Roaming, Mid-Late game focuses, and Teamfighting.

Roaming: Most of the time you’ll have access to Ghost. If you find a lane overextending pre-6 and you think you can flank with Ghost then go four it. Many times a top laner or botlaners will overextend all the way to your teammates tower and they’ll be missing HP. You can try to walk over there if you shoved your lane and try to find a good angle to gank them with GhostYou’ll activate ghost and simply orb walk with auto attacks. Once you get level-6 pay attention to the map and try to assess what opportunities you have four a potential gank with your W + R. I recommend ganking a lane that has CC, no summoner spells, or has an enemy champion that is low on HP.

Mid-Late game focuses: Keep your CS up to scale and pay attention to potential picks with your team. Since you’ll have a real ADC (Ardent) on your team. You will infact scale very well in these games because you’re competing with the enemy mid laner in terms of DPS which is doable as compared to an Ardent ADC. You cannot splitpush a solo lane as hard as regular mid lane champions. So, you’ll want to farm waves and rotate. Do not push a lane too deep by yourself because you’ll get caught out. Unless, you’re fed and certain that you can duel the enemy solo laners than feel free to push deep. Play around your team because you’ll be looking to get some picks with your W + R.

Teamfighting: If you have access to Ghost then go crazy with positioning and try to get any backliners. Or, you can use it to kite better around your teammates. If you do not have access to Ghost but, to Exhaust or Cleanse play safer/closer to your team. Keep track of the enemy carries. While your ADC is dealing constant DPS you can try to burst whoever they’re currently focusing. You’re essentially a second ADC that can position more aggressively and focus more on bursting certain targets or chasing them.

Mini-ADC Jhin update: Four people who still want to play him there.

Runes: Lethality + AD mix is the best single rune page so far. Other rune pages aren’t so good anymore. Lethality marks to help your level 6 powerspike and compliment your high base damage. AD quints to give you AD with work with when farming, pushing, clearing, etc..

Contains: 3x AD Quints, 9x Lethality Marks, 9x Armor seals, 9x MR flat glyphs

Mastery: Jhin ADC

Ferocity is the same info as the Jhin mid mastery. Copying it here incase people only wanted to learn about Jhin ADC

Ferocity: You’ll be taking Sorcery because it amplifies Jhin’s ability damage (Q,W,E,R). Taking Feast because you’ll be focusing on trading while also staying healthy yourself. Natural Talent because it’ll give you extra damage and you won’t need Vampirism with Warlord’s Bloodlust around. You can choose Battle Trance or Double-Edged Sword. It’s personal preference. Take Battering Blows because you’re an AD champion. Warlord’s Bloodlust because Deathfire Touch got nerfed a while ago and in the current meta it’s benefits are lackluster on Jhin compared to the ones he gets from Warlord’s Bloodlust. Having it allows you to have better sustain from the start of the game till the end. It also allows you to delay Lifesteal items.

Resolve: Take Recovery if you don’t see yourself buying any resistance. Otherwise, take Unyielding. Take Tough Skin if you want to reduce damage taken or Explorer if you want to have a boost to your roaming power. Take Runic Armorbecause you’ll want to amplify the healing and shielding you’ll receive from your support’s kit, summoner heal, summoner barrier, Warlord’s Bloodlust, potions, etc… You’ll take Fearless because you’ll be trading a lot in the botlane and it’ll ramp up over time and save a lot of HP in the long run. Makes it harder to burst you too.

Item builds

Theres a new item set import system on League. If you’d like all of these in your client download this the item setfile from google drive. Go to “League Client” > “Collection” > “Items” > “Import Item Sets”.

You have two choices left. The other item builds that existed are no-longer recommended due to item changes or not being as good as the two choices we have now. Press F to pay respects. R.I.P: GB+RFC+IE, GB+EoN+RFC, GB+EoN+Dusk, DD + RFC + IE, ER+RFC+IE.

These were stated earlier but, copying them over incase people skipped to the ADC section.

  • Ghostblade build: Ghostblade> Choice of boots (Swifies, Beserk, Ninja tabi) > Infinity Edge> Shiv + RFC or just RFC > Situational items. If you’re feeling confident about snowballing and furthering your lead then get Ghostblade. Ghostblade falls off if you’re unable to snowball yourself with it so be careful. The items after Ghostblade will help you scale into the mid to late game. Situational build.
  • Infinity-Edge-Rush build: You go this build if you want to farm and have the best mid to late game powerspike. Infinity Edge> Choice of boots (Swifies, Beserk, Ninja tabi) > Statik Shiv> RFC> Situational items. If you’re snowballing hard, a little, or just farming without getting kills. This is the build you’d want to go. Its very reliable and has a strong mid game powerspike once you get all 3 cores. Standard build.

Additional Resources:

Hearthstone Myracle Rogue Guide By: Popsychblog


Hey all, J_Alexander_HS back again today to talk about my latest (and favorite) deck in the game, Myracle Rogue. This guide has been a long time coming, but before we get into that, I want to tell you a bit about why you might enjoy playing the deck, aside from its power level. That’s not to say the power level is low (I think it’s high and can rival Odd Rogue), but rather that there are other reasons to enjoy the deck as well.

By way of metaphor, I used to play a wide variety of video games on my consoles. Then, one day, I played Dark Souls. If you’ve frequented the communities for that game, you’ll notice a common thread: many players state that after playing a game from that series (or Bloodborne), they find that they simply don’t enjoy other video games as much because they aren’t Dark Souls. Well, Myracle is very much the Dark Souls of Rogue decks to me. This deck functions in a fun and interesting way, involves lots of meaningful, non-linear decisions, variety, and, conversely, contains very few of those “feels bad” moments, as compared with other decks.

To use two examples, Odd Rogue is powerful because of its upgraded hero power, so a lot of the game involves pressing the hero power button. While that’s all well and good, it doesn’t yield many “Hero moments,” as my friend recently put it. The deck doesn’t really “go off” or have that large, exciting moment. And, of course, there’s that “feels bad” moment of ever drawing Baku; one of the most useless cards to ever be seen in a hand.

The other example comes from the other extreme: Keleseth/Hooktusk Tempo Rogue. This deck has those big moments, but they aren’t exciting. That is, you just draw and play Keleseth or Hooktook. Those are powerful things, but they don’t excite me and don’t feel like “earned” victories. The deck also contains many “feels bad” moments as you play both a Hooktusk and a Corpsetaker package. The result is that your deck contains somewhere around 8 cards you often don’t want to draw or play naturally. While the deck is still powerful in spite of having lots of cards included it doesn’t want to play (which says something interesting about some card designs in Hearthstone), it just doesn’t excite my emotions for very long.

Myracle, by contrast, has both those big moments and avoids the “Feels Bad” ones. It’s a 30-card deck built around card synergies, meaningful interactions and, most importantly power. It also doesn’t feel particularly polarized (except Odd Warrior). You should have a reasonable amount of game versus just about anything, and can even feel quite favored sometimes. I won’t tell you this deck is the easiest to pilot, but I can tell you it feels really good to make it work. I’ve played the deck exclusively to Legend this month and nothing else feels like it compares in terms of fun and power.

As a nice bonus, the deck is performing well in the current meta full of all that powerful garbage from Year of the Mammoth. This is important, as Myracle will remain generally untouched by rotation, in stark contrast to what most others will lose. I think there’s a real probability this deck ends up being a good long-term investment.

With that said, let’s get into the deck list and guide:


Class: Rogue

Format: Standard

Year of the Raven

2x (0) Backstab

2x (0) Preparation

2x (1) Cold Blood

2x (1) Fire Fly

2x (1) Southsea Deckhand

2x (2) Eviscerate

2x (2) Sap

1x (3) Edwin VanCleef

2x (3) Fan of Knives

2x (3) Hench-Clan Thug

2x (3) Raiding Party

2x (3) Shadowblade

2x (4) Dread Corsair

2x (4) Fal’dorei Strider

1x (5) Captain Greenskin

1x (5) Leeroy Jenkins

1x (5) Myra’s Unstable Element


The Core: What makes this deck powerful is its incredible ability to push tempo utilizing the synergy between Raiding Party, Shadowblade, Captain Greenskin, and Dread Corsair. Getting to draw lots of cards that act as tempo tools gives you the ability to get ahead on board, recover a lost one, or develop enough burst to finish off an opponent.

The second thing that makes the deck go is Myra’s Unstable Element. The card is simply nuts in the deck, allowing you instant refills and usually enough gas to finish the job. Sometimes it gives you free 4/4 spiders in the process, or sets you up with an empty deck to pull more on the following turn or 2. The main purpose of the card, however, is simply lots of gas. The spiders are a nice bonus.

The Mulligan: This is the hardest part of the deck to spell out, as your mulligan will have a lot of decision points to it. What you want in one match isn’t necessarily what you want in another. As such, I’ll provide some general guidance here, card by card.

  • Backstab: Keep in aggressive/tempo matches. This means against decks like Midhunter, Odd Rogue, Even Shaman, and Paladin. As an added bonus, you might want to think about keeping Backstab when going first if you have a Raiding Party, as it will offer good combo potential with the card that makes your deck go.
  • Preparation: Usually keep. Preparation is one of the hardest cards to nail down for me. According to the HSReplay stats it is generally a positive WR card in the mulligan, but that comes with some important warnings, especially given it’s 50% kept rate. If you have a Raiding Party or Myra’s keep it. If you can make a big Edwin with it, keep it. If you’re against another tempo class – as above – you’ll likely want to keep it as well, as it helps you gain tempo. In the slower matches (Control Mage, Warrior, Priest), you’ll likely prefer to find early-game pressure, which Prep is not, and that’s the risk. The card does nothing on its own, but can also supercharge your deck. It’s likely better to keep it going first, given how well it will activate Raiding Party, but it can also be plenty good second. Basically, think about what game plan you need to execute versus your opponent. If you need tempo, Prep is good. If you need threats, it might be more of a conditional keep. I still don’t know if I mulligan correctly with that card.
  • Cold Blood: Usually mulligan. I will keep Coldblood under the following conditions. (A) I have a Firefly in my hand, as that gives you the body and activation to start shoving face damage quick and early. However, (B) that plan looks a lot better going first, especially against classes with pings, like Rogue, Mage, and Hunter (Candleshot). If I have the sense that early Firefly can be easily dealt with, I will throw the Cold Bloods back.
  • Fire Fly: Almost always keep. Fireflies give you early pressure, combo activation, Cold Blood targets, and since you’re a tempo deck, all of that sounds appealing. It’s your one drop of choice and it’s never getting better than turn one. That said, you should again be thinking of the matchup. Against some flavors of decks, the body may simply not be impactful enough to really help you win and you’d rather go hunting for your bigger sources of power. That said, I will almost always keep Firefly.
  • Southsea Deckhand: Usually mulligan. Deckhand’s body dies to too many sources of early damage to really give you much in the way of tempo and damage when you want it. There are a few cases you want to think about keeping Deckhand. First, (A) if you already have a good hand. In that case, you can think of it as another Backstab/combo activator. (B) Against Warlock if you’re going first, as they usually can’t remove it particularly effectively so you can push the damage/tempo you want with it. (C) If you already have a Raiding Party. The general logic on that last one is that by holding onto a Pirate, you increase the change of Raiding Party drawing you a Dread Corsair or two, which amps up your tempo in a big way.
  • Eviscerate: Keep against Rogue and Hunter. Evis is a great tempo tool when you’re anticipating dealing with mid-sized, single-target threats. This makes it good against cards like Animal Companion and Henchclan Thug, while making it bad against face in the early game and small, wide boards (like Paladin). You can also think about keeping it in combination with Prep in those matches.
  • Sap: Usually keep against Even/Control Warlock and Priest. Sap excels against decks with a game plan of “play one, big, stupid threat.” This means Mountain Giants, Resurrected/Cheated out minions from Priest or Possessed Lackey. Unfortunately, it sucks against Skull. That said, you might consider Sap more of a Luxury keep. It feels much better when your hand already has action otherwise so you can capitalize on that tempo gain more readily.
  • Edwin VanCleef: Keep when you can make it big. If your hand looks like it makes a big Edwin, keep Edwin. Also better to keep going second for obvious reasons. That said, there are interesting interactions to bear in mind regarding Raiding Party. Specifically, it can often be better to combo Raiding Party with Coin early, rather than Edwin. As such, I will usually throw Edwin back when I have a Raiding Party, as my mana will generally be spoken for.
  • Fan of Knives: Keep against Paladin. This card is good for killing Paladin dudes and gives you game against Odd Paladin. Otherwise it’s kind of lackluster.
  • Hench-Clan Thug: Almost always keep. It’s a rare hand that makes me not want to keep Thug. It’s generally safe enough to just snap keep it.
  • Raiding Party: Always keep. This is the heart of the deck. Keep it against everything. It’s also worth mentioning an interesting interaction in the deck here, as it’s relevant for the next card as well. If you have a Prep/Raiding Party in your hand, you can always do it for free, meaning there is often no rush to Prep the Raiding Party out, so you’re often better holding it until you plan to play the minions anyway, as you might draw Edwin, allowing you to Prep/Raiding Party/Edwin. There are two exceptions: (A) if you’re going first and really want to find a Deckhand for turn one (see the Deckhand section) or (B) you have already drawn 1 copy of Shadowblade or 3 different pirates. When there’s a risk of Raiding Party not drawing three cards, I take the early Prep play, as it reduces a 4-5% chance of, effectively, not drawing a card for the turn.
  • Shadowblade: Almost never keep. Unless you have a Shadowblade and two Corsairs, I toss these back
  • Dread Corsair: Keep with Raiding Party. If you’re going to get your weapon with Raiding Party, you want these in your hand for the massive tempo push. Keeping them guarantees this.
  • Fal’dorei Strider: Keep against slower decks/if you have a curve/with Myra’s. Against decks like Priest, Control Mage, and Odd Warrior – where you want to develop threats, the sooner you have these the better. However, this deck does not drip card draw, so you won’t be cycling towards those Spiders super quickly. Except when you have Myra’s that is. Also, if you’re doing Raiding Party plays, you might not be able to sneak the Striders into your curve effectively. Think of Striders as luxury keeps in many matches. They aren’t bad, but they aren’t what makes your deck go. Keep them when they fit the plan, but don’t overkeep them just because. Keep them when they fit your game plan and when you have the right cards to make them work, but remember you have better cards in your deck.
  • Captain Greenskin: Never keep. I’ve never wanted him in my mulligan unless my hand screamed perfect use. It rarely does.
  • Leeroy Jenkins: Never keep. This is a finisher and you don’t want it in the mulligan.
  • Myra’s Unstable Element: Always keep. There is almost never a game where I said, “I really wish I didn’t have this Myra’s” and many where I said, “The way I win is Myra’s”. This card is good against just about everything with how quickly you can burn your tempo tools, especially if you’re trying, and can easily high roll burst finishes, Spiders, key removal, and just about everything you could want.

A few other quick points to discuss:

First, I’m commonly asked what people can replace Greenskin with if they don’t have it. While I think Greenskin is the better card, I could easily see replacing it with Zilliax as just another good card. If you don’t have that, something like a Tar Creeper, Blink Fox, or SI might do. Just a generic “good card”.

Second, No; Fan of Knives is not core either. It has it’s role within the deck (Paladins, making Prep better, adding a little bit of cycle, which you do want), but it could also be replaced in theory. Again, something like an SI or Blink Fox might work.

Finally, about rotation in April. This deck loses the following cards: Firefly, Shadowblade, and Strider. That’s it. Shadowblade can easily be replaced by Necrium Blade, as you’re just looking for that 3-attack weapon to reduce your Corsairs and combo Raiding Party. As for the other two slots, it’s hard to say. Plenty of options exist (Violet Teacher, SI, Blink Fox, Thalnos, Shiv, a Deathrattle for the Necrium Blades, Squire, new cards, etc) and what will best fill that role will be determine at the time. It’s just worth noting that none of what is rotating is core to the deck in anyway, even if it might currently be good.

Path of Exile Syndicate Farming Guide By: lionhart280


So, after farming syndicate all christmas vacation long and spending way too many hours than I like to think about hammering down the exact Syndicate interactions, I have put together this guide for you guys to enjoy.

First off: Link to my character profile to give you an idea of how profitable this is, I started farming with this character with just a tabula and a 1 socket windripper on dec. 22nd, and now on the 31st I have easily 40~50 ex in gear.


Ok so first off lets get into the meat of it.

Choose your Build

Gotta go fast. I ended up going with the pretty standard MF Windripper build because boy does she go fast. Nothing particularily out of the usual. Start with some fast boots, Windripper, Tabula, Ele Hit stuff, etc. Work your way up to a 6 link QotF, Seven League Steps, etc etc. I sit at about 220% move speed on my build linked there.

Do your Homework

Go through the various offerings of the Syndicate and figure out which member makes the best money. You can only really reliably pick one member so choose wisely. Sometimes its a specific Scarab (generally sulphite one), sometimes its breachstones, sometimes its other things. This varies every day as the economy shifts, and if you are gonna spend several hours farming this stuff take the 15 minutes to do your homework here!

Choose your zone

I chose harbour bridge over Ossuary, which are the two top favored zones from what I see, for several reasons.

  1. Bridge is much lower monster level, so I kill syndicate members WAY faster.
  2. Harbour bridge is much more linear, I never miss an encounter
  3. Ossuary has that annoying secondary zone which messes with my flask timings when I go in/out

I did some timing and found that the two zones have on average close to the same timings of Encounters/hour, so if you prefer ossuary or some other zone, go for it.

Do NOT lock down your other 3 syndicate encounters

This comes from the fact that if you have, say, Fortification/Research/Transportation all at 100%, for the next 3 maps 100% of your encounters will be Intervention.

And if you are targeting intervention for your choice member, this seems like a great idea, right?


And why is that? Simple, not only will those encounters not spawn, but members from Fort/Research/Transport will also not show up to assist in the Intervention Encounters

Which substantially lowers your odds of getting a 3 members+ encounter, because there is a much much tinier pool of members to pull from for encounters.

You do want to leverage this mechanic, yes, but at a specific point in time, I’ll get to that later.

Syndicate AI

Ok so the Syndicate has a long list of critical tricks to them I have seen, and I am suspicious there may be more, but to start:

  1. Choice #1 will always be imprison no matter what
  2. Choice #2 varies depending on circumstances
  3. If you have 3+ Members before you, choice #2 will always be to Rank up (this is important)
  4. If you have 2 Members before you, Choice #2 will be betray if they trust each other, otherwise it will be Rank up as well.
  5. If you have 1 Member before you, Choice #2 will always be Bargain(The above should be common knowledge, but now we get to the critical extra things many people don’t seem to know)
  6. When an encounter starts, there will be 1 ‘Leader’ member that spawns, and then at around 66% hp or so, give or take, they will start summoning friends. You can kill them instantly, the friends will still arrive anyways don’t worry. I have one shot members and then 1 second later portals opened and more members showed up to fight me.
  7. The leader will randomly select 0~2 allies to help them, this seems to basically work the same way some maps would have 1~3 sulphite deposits and etc in them. Sometimes you get 1 member, sometimes you get 3.
  8. The leader will prioritize summoning members from the following pool, I don’t think there’s any kind of priority order to this though, it seems to just be random:Members of the same Order, regardless of relationship or Rank0 Rank members not in any Order and are not Rivals with the LeaderMembers within one rank of the Leader of other Orders that are also Trusted (This means a Rank 3 member never seems to show up to help a Rank 1, and Rank 3 members mostly summon Rank Rank 3~2 members)
  9. Imprisoned members will instantly be released if the type of information they are being interrogated for hits or is at 100%. They will still demote regardless though. (This is incredibly important to keep in mind)
  10. When you imprison a Syndicate Leader (the top ranked member in the box who gives double rewards at the end), the next highest ranking member is promoted to replace them instantly. If two+ members are tied for that, one of them is randomly chosen. (I am suspicious though that if one of them is more trusted than the others it will be prioritized though, but haven’t verified this)
  11. *Important note Please read! There is also an existing glitch right now. When a syndicate member of order ‘A’ shows up to assist in a ‘B’ encounter, the listed option to interrogate them will say ‘Gain x A intelligence per turn’, where Foo is their order. BUT, when you imprison them, this changes and you will see when you hover over them in the interogation bar they are ACTUALLY providing Bintelligence per turn! So keep an eye out for that!

Ok that’s most of it. The biggest points are 7 to 10 though, and are the key to farming fast. I average about 2 Syndicate runs per hour doing these tricks, which is a tonne of currency.

The Guide

Okay, so this is straightforward. Focus on capped out your mastermind intelligence using the below tactics. This kind of just happens naturally as you do your runs, but the important fact is that once capped, you will shave off 3 entire encounters per run. Why is that?

When your Mastermind intelligence is capped and you then imprison your Leader at the end of the run for Mastermind intelligence, they instantly get re-released out of captivity. You don’t need to wait 3 runs for them to get out so you can get them back into the correct order!

Also, spend time getting as many ‘Trusted’ links between everyone you can. Avoid betrayals at all times, only take them when it gives you a shit tonne of intelligence on your target order (I have seen upwards to 48 intelligence from a single betrayal, those are fine to take) Otherwise, Green Lines everywhere!

Also you want to aim to have each of the Orders with a Rank 2 Leader, and a single Rank 2 member. Everyone else should be a Rank 0 floater in the pool. This substantially speeds up farming! Ok lets start now!

Step -1: Once you cap out intelligence on your order, DO NOT run it asap! I know its strange that we are starting our steps here at the end of a theoretical run. Spend 2 more runs doing other encounters and try your best to get intel to cap out a couple other Orders here. Remember what I said earlier about locking down orders? This is the time you do it, at the very end of the run.

Step 0: Do your encounter and reap your rewards. If you have capped mastermind intelligence and you followed Step -2, you’re target Leader should instantly re-release as a Rank 0 member floater and a new Rank 1 Leader takes over the Order.

Step 1: Now we actually are starting a theoretical new run and the guide really starts. There’s a lot of setup involved but trust me, the rewards are worth it. Your first goal is to get that floating member back into the correct order.

Now, a few things can happen here.

A. If your target member auto assigns to the wrong order, encounter them and imprison them to demote them back to a floater.

B. Another member of your target order may offer a bargain to hire your member into the order and become trusted with them, definitely take this

C. You encounter a 3 Member+ encounter of your target order, including your target Member. Rank+1 them and they will become a Rank 1 Member of your target order.

D. You may also rarely get a Betray option off them to demote another member and promote them. Only do this if it DOESN’T POSITION THEM AS A < Rank 3 Leader

E. You will have an existing Rank 1 member of your target order. If you encounter them, imprison them which will cause a new Rank 0 member to rank up to 1 and take there place. This has a chance of being your member you want there, so definitely do this too!

IE: If it promotes them to a Rank 1 or 2 Leader, Do not take it! If it promotes them to a Rank 3 Leader, or just a Rank 1~3 normal non-Leader, go for it.

Step 2: Ok now we have them in the correct order, next we want to rank them up to Rank 3. Basically there are two ways to do this:

A. Encounter them as part of a 3 member encounter. This good, always prioritize ranking them up

B. A member of their order will have a betray option of “+1 members of <this order>, -1 to members of <other order>”, DO NOT take this, as it Ranks up the Leader. You want your Leader to be Rank 1 for Step 3!

Step 3: Next up, we want to imprison the Current Rank 1 Leader of our target order. Assuming you followed the setup above and there are green lines everywhere and basically every order has a Rank 2 member, you should encounter the Leader quickly. Imprison them and now your target member is a Rank 3 Leader! Success!

Step 4: Ok now this is basically the same as ‘Step -1’, this is when you want to Lock the other 3 syndicate orders at 100% when you can (Without ever taking betrayals unless the caveat I stated above happens for your target order), basically cap out your intelligence on your target order, then go back to Step -1!

Closing Remarks

This shit is complicated, and I’m pretty sure there are still subtle tricks and nuances to it I haven’t fully grasped yet. For example I am fairly certain the Bargain offers you get from members are based on whether they just witnessed a Assassination or a Betrayal, and they change behavior based on how you treated them before.

But I haven’t been able to fully figure out a distinct logic to it yet, but I have noticed that when I follow my guide strictly, I only get a significantly smaller pool of Bargain offers repeatedly from members, certain bargain offers just don’t show up until I start Imprisoning members at Step 3.

Let me know if you have any questions!

Dota 2 Auto Chess Beginner’s Guide By: sfoster83



Q – After you buy a piece you have use this button to move your chess into the match

W – Quickly Remove piece from active board

E – Sell a piece and get X gold for an X level piece. level 3 piece is worth 3 gold.

D – This is like throwing away all your letters in scrabble… it’s not something you want to be doing much before level 6. Only out of real necessity or near the end of the game

F – *IMPORTANT* Use 5 gold to get experience and have more chess pieces on the board.

Sometimes I have to right click and move the donkey before he responds to my keyboard.


If you’re playing against a noob that doesn’t know about the F button you can be doing a 5v4 against him in round 5 and a 6v4 against him in round 7. So ez. Or you can save up $.

With wise money management and use of the F button you can have 10 chess pieces on the board and dominate the late game!!


You get 10% interest from saved money up to max 5 bonus gold per round.If you’re at 50 gold saved you can press that F button for free every round.

You get money for going on a winning streak or a losing streak and 1 gold for winning.


Get 3 identical heroes on the active playing board and they’ll merge and level up.

*Druid class* 3rd hero doesn’t need to be identical and the first two will still combine.

Chess pieces are limited. If you’re trying to buy mages but 5 other people are all going mage then you’re going to have a bad time and never get the pieces you’re hoping for.


Mouse over the ELF Icon on your antimage and you will see the following information.

Two elves have 20% evasion.Four elves have 20% evasion.Six elves have 20% evasion.

If you have two antimage elves you have ZERO EVASION! they have to be different.

If you have an antimage and a phantom assassin both have 20% evasion.If you have AM, PA, Luna, Puck all four have 20% evasion and 20% evasion, stacking to 40%


Items are uncommon and only come from creeps on round 1, 2, 3, 10, 15, 20, 25, etc…

Right click on an item to see what it can combine into… but its lucky to get upgraded items.

If you give an item to a hero you cannot remove it without selling the hero.


Space Bar will open and close your hero purchasing menu.The available hero choices are refreshed every round but the menu has a lock/unlock button if you see a great hero and need to wait until you can afford to purchase it.

Starting at level 6 you get an increased chance to receive the strongest heroes in the game.

You need to stay in the game until you’re eliminated if you want to increase your ranking.


Now that you know the rules go out there and discover the meta!!

Dota 2 Auto Chess Attack Speed Build Guide By: H2AAllTheWay


This build is currently my favorite, the reason being it is all low costs and you don’t need to be high level at later stages of the game you can still be lvl 6-7 and win someone who is lvl 8-9 even 10 sometimes, the reason being the high DPS due to the attack speed.

Main Chess Pieces:

  1. Axe (TANK) | place front
  2. Juggernaut (DMG) | place front/middle
  3. Batrider (DMG/SLOW) | place middle
  4. Shadow Shaman (DISABLE) | place back
  5. Witch Doctor (DISABLE) | place back
  6. Troll Warlord (DMG) | place middle/ if there are assassins place back

These are your main chess pieces you want to level up as quickly as possible.

Once you end up at lvl 6 you should have at least one of each of those on the board.

Once you reach lvl 7 take a look around to see what other people are building so you can focus on getting some proper 4-gold pieces on the board but keep in mind you do have a lot of attack speed which means your mana will regen faster for all ally pieces.

I normally go for medusa/disruptor (disruptor is awesome against mage builds because of the silence and the combo with shadow shaman that hex’s an enemy piece at the beginning) and kunkka at lvl 7 and 8 but it is all up to you, scout around and see what you can possibly build to counter some builds your opponents are building.

If you do end up reaching lvl 9 and 10 you want to consider getting some 5-gold pieces it really is all up to you but most of the times you won’t reach that far you would have won already!


I’m not saying this build will win you 100% of your games sometimes luck is not in your favor and don’t try and force this build early game, if you see that you have a better chance with other builds rather take that build from the beginning.

Some people might have better versions of this build and if u do please post it, a lot can still be explored.

Hope this helps a bit and remember have fun !


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