What's the point of Minion Dematerializer?
Slightly better waveclear?
I'm baffled. I guess I'm a mere mortal.
Slightly better waveclear?
I'm baffled. I guess I'm a mere mortal.
Some champs (Lux and Talon off the top of my head) will get to the point where their abilities will leave some minions with very low health, either wasting them time to get more autos / spells to kill the rest or their minions outright taking the last hit. This might be an option for Talon specifically to clear waves faster and look for roams.
EDIT: It will also be good for split pushers like Yorick
It would make sense if the damage increase was significant. But 4%-9% is abysmal.
You're aware there is an equivalent mastery in the current system, I assume.
It's the replacement for Savagery. Instead of dealing 5 bonus damage to minions, you get 6 free cs and scaling bonus damage against them.
You're aware there is an equivalent mastery in the current system, I assume.
It's the replacement for Savagery. Instead of dealing 5 bonus damage to minions, you get 6 free cs and scaling bonus damage against them.
Savagery makes last hitting easier at early levels since it's a flat 5. This new one starts on a 155s cooldown and by the time 4% would make much of a difference in last hitting you already have enough AD that you don't care anymore.
So I can easily understand the usefulness of Savagery but I still don't buy it on this new one.
It's for the melee support. It lets him get every cannon minion in lane without worry of retaliation or missing
its to allow you to lasthit melee minions under your turret more easily. very early game when you lasthit minions under your turret, you have to prep the melee minions and auto attack them once. then the turret shoots the minion twice and then you can get the lasthit.
minion dematerializer can increase your damage to the melee minions so you might not have to prep them for lasthitting under turret before you buy ad.
especially champions who dont stack ad at all, nor have very high base attack speed might struggle with this for most of the game.
but i think they should make it work more like
w where when you deal enough damage to bring the minion under a certain health threshold it should just execute it.
i think his stars auto kill minions when they fall below 25 health from the damage.
i dont get it either
It´s to compensate for power threshold for some champion which needed lets say Ekko needed certain amount of AP in his runes to be able to clear caster minions in one Q at level 9, this takes care of that and also can be used on champions with weak laning to secure minions safely or when pushed undertower like 
It´s to compensate for power threshold for some champion which needed lets say Ekko needed certain amount of AP in his runes to be able to clear caster minions in one Q at level 9, this takes care of that and also can be used on champions with weak laning to secure minions safely or when pushed undertower like
If you can find specific thresholds where the 4% or 5% makes that crucial difference it would be interesting.
It seems like it will be good on Singed. Not having to use flip on cannons to kill them quickly will be a big bonus for him later in the game.
It allows people with aoe to clear backline minion at 1 item ish, examples I can think of like Talon and Ekko.
I could see this being used on champions, who don't even build a lot of damage to begin with. (Top lane Tanks)
Or maybe I'll just hold on to them, and use them against the super minions.
experiment, be creative.