The weak link on your team, unquestionably, is the lack of Leech. My guess is you're compensating for that by running Lifesteal on all five of your champs, but that makes gearing far more difficult.
My suggestion is to just drop MM. You probably aren't on a 4:3 rotation to begin with, so he's unlikely to be providing you with much value. Just eat the stun instead. Vogoth is a perfect candidate for the stun target, since his benefit comes from his passive anyway. That'll give you both Leech and a passive healing option.
Against blue CB, Vogoth will be the target regardless of lead, due to weak affinity. Against green, you'll suffer greatly, due to no block debuffs. Against red, the target will likely be Venomage, but that shouldn't be a problem. You'll want Skullcrusher to be slowest, and you'll want to use Toragi's A3 on turn 2 of each rotation, so that Skullcrusher is protected by his AP. As long as Toragi is 2nd slowest, his AP will also protect the stun target.
This should easily get you to two-key, though reaching one-key will be very unlikely.
The weak link on your team, unquestionably, is the lack of Leech. My guess is you're compensating for that by running Lifesteal on all five of your champs, but that makes gearing far more difficult.
My suggestion is to just drop MM. You probably aren't on a 4:3 rotation to begin with, so he's unlikely to be providing you with much value. Just eat the stun instead. Vogoth is a perfect candidate for the stun target, since his benefit comes from his passive anyway. That'll give you both Leech and a passive healing option.
Against blue CB, Vogoth will be the target regardless of lead, due to weak affinity. Against green, you'll suffer greatly, due to no block debuffs. Against red, the target will likely be Venomage, but that shouldn't be a problem. You'll want Skullcrusher to be slowest, and you'll want to use Toragi's A3 on turn 2 of each rotation, so that Skullcrusher is protected by his AP. As long as Toragi is 2nd slowest, his AP will also protect the stun target.
This should easily get you to two-key, though reaching one-key will be very unlikely.
So should I replace mm with anchorite for cleanse and buffs? Or another DPS or a champ with Inc Def?
So should I replace mm with anchorite for cleanse and buffs? Or another DPS or a champ with Inc Def?
Neither. Replace MM with Vogoth, like I said.
As for Anax - as you noted, his passive can definitely mess things up. I don't think you have any room for him on your team, either way.
Neither. Replace MM with Vogoth, like I said.
As for Anax - as you noted, his passive can definitely mess things up. I don't think you have any room for him on your team, either way.
Okay and just run 171-179 speeds on all and I'm assuming I should regear everyone or will ls gear still be fine for now?
Okay and just run 171-179 speeds on all and I'm assuming I should regear everyone or will ls gear still be fine for now?
170-189, specifically. Use DWJ to plan things out.
You don't *have* to re-gear everyone, but I expect you should be able to improve your stats significantly by doing so.
How will his passive mess things up ?
Because of the active effect of his passive. When it eventually triggers, it throws your rotations off. Whether it actually happens before your run would have ended anyway, is another story.
Revenant [Passive] (Cooldown: 5 turns)
Passive Effect: Places a 60% [Increase DEF] buff on this Champion for 2 turns when their HP drops below 75%. Places a 50% [Increase ATK] buff on this Champion for 2 turns when their HP drops below 50%.
Active Effect: Grants an Extra Turn when this Champion’s HP drops below 10%.
Because of the active effect of his passive. When it eventually triggers, it throws your rotations off. Whether it actually happens before your run would have ended anyway, is another story.
Revenant [Passive] (Cooldown: 5 turns)
Passive Effect: Places a 60% [Increase DEF] buff on this Champion for 2 turns when their HP drops below 75%. Places a 50% [Increase ATK] buff on this Champion for 2 turns when their HP drops below 50%.
Active Effect: Grants an Extra Turn when this Champion’s HP drops below 10%.
I do understand to a point but that extra turn could be the difference between two key and a three key fight i do admit it offers a double edge blade but often enough we all use the double edge at some point