u/i-Cowfish

I tested Brogni + Pelops as a go-second answer to the current PVP meta

I tested Brogni + Pelops as a go-second answer to the current PVP meta

I've been getting increasingly frustrated with how many Live Arena matchups revolve around fast champions, lockouts, and huge AoE damage. Rather than trying to win the speed race, I wanted to test a team that could survive being hit and punish the opponent for attacking.

Brogni and Pelops have some surprisingly complementary passives:

  • Brogni: When allies are attacked under a Shield, he reflects damage back at the attacker. This can also help remove Mercurial stacks.
  • Pelops: When attacked, he can place HP Burn and Petrification. He's also immune to Stun, HP Burn, and Petrification himself, making him particularly interesting against certain crowd-control teams.
  • The interaction: AoE-heavy teams can trigger these effects across multiple champions. Against the right opponents, you can strip Mercurial stacks, apply HP Burn, potentially Petrify attackers, and punish them without needing to take the first turn.

The HP Burn interaction is especially interesting against Tekteon, whose Poison Cloud protection can be countered by HP Burn. Pelops can help expose him to debuffs and damage, rather than letting him hide behind his usual protection.

There's also a useful gearing takeaway: you don't necessarily need two Bolster sets. Shield effects from different sources can stack, so a Shield set can be a practical alternative if your Bolster gear is limited.

I've been testing this into teams featuring champions like Fabian, Predator, Sabrael, Marius, and Tekteon. The results are promising, although protected Block Active effects and some difficult crowd-control situations remain real weaknesses.

I'm curious whether anyone else has tested similar reflect-damage or retaliation-based compositions. What other champions would you use to round out a go-second team like this?

I recorded the battles here for anyone interested in seeing the interactions in practice: LINK

u/i-Cowfish — 11 days ago

Big meta change coming! Provoke is about to go through Mercurial! And it'll prevent stack refresh, Changes coming September, full breakdown, including new big winners from this

Changes comin

youtu.be
u/i-Cowfish — 2 months ago

One strategy that's been making my Live Arena 5-win streaks much more consistent

Now that the new Live Arena 5-win streak rewards are here, I've changed how I'm using my tokens.

Instead of playing every available match, I've been doing this:

  • Win my first 5 matches (to get the streak chest)
  • Then intentionally forfeit the remaining tokens
  • Repeat the next day

The idea is that after securing the rewards you actually care about, lowering your rating seems to produce much easier opponents the following day, making another 5-win streak much more achievable.

For context, I've played over 9,600 Live Arena matches with roughly a 57% lifetime win rate, and a large portion of those losses are intentional forfeits. I've been using this approach for quite a while during off-seasons because it's a much more efficient use of time.

With Mythical Gemstones now tied to these streak rewards, this feels even more valuable than grinding rating for me.

On the flip side of this when FF'ing it could in turn help another player reach that 5W, Should be Win Win situation if more players do this

youtu.be
u/i-Cowfish — 3 months ago

Queen of Hearts was shadow nerfed by Plarium, but I think it creates more inconsistency than it fixes

I spent some time testing the Queen of Hearts interaction after noticing she no longer interrupts the turn sequence the way she used to.

The short version:

TL;DR

  • Queen of Hearts' behavior changed recently.
  • Plarium has confirmed this was intentional, not a bug.
  • The reason given was that she was "the only champion that cut in that way."
  • After testing, I think the new behavior is actually less consistent with how Raid has historically resolved extra turns and passive sequencing.
  • My bigger concern is that the change wasn't documented in the patch notes, making it difficult for players to know a champion they invested in had fundamentally changed.

I'm not arguing that champions should never be rebalanced.

My concern is that gameplay mechanics should remain internally consistent and significant mechanical changes should be communicated clearly.

I go through:

  • before vs after behavior
  • why I believe the previous interaction fit Raid's sequencing rules better
  • Plarium's response
  • why I think they should reconsider the change

Curious what everyone else thinks.

Do you prefer the new behavior, or should Queen of Hearts be reverted?

For anyone interested in the testing and examples, please check out the video

youtube.com
u/i-Cowfish — 3 months ago

I believe Raid is a resource management game, as an End game F2p Player, I thought I'd take a crack at a raid resources tier list from my perspective

One thing I've noticed over the years is that most players evaluate RAID resources completely differently depending on where they are in the game.

Some resources that seem incredible early on become nearly worthless later, while others quietly become account-changing once you reach endgame.

So I put together a full resource tier list ranking everything based on:

  • Importance
  • Versatility
  • Hoardability

A few of my rankings will probably be controversial.

For example, some of the resources most players obsess over didn't make my top tier.

Video here:

https://youtu.be/xmcMlf-C_yI

u/i-Cowfish — 4 months ago

I tested a bunch of Mercurial interactions so you don't have to. Some of the results were not what I expected. If you ever wondered what works vs mercurial/ what doesn't, this one's for you

After my Deflection vs Mercurial testing, I kept seeing questions about things like:

  • Reflect Damage
  • Phantom Touch
  • Lightning Cage
  • HP Burn
  • Blessings
  • Masteries
  • Passive damage effects

A few interesting findings:

✅ Reflect Damage is one of the strongest Mercurial counters, especially against multi-hit champions.

✅ Brogni can strip Mercurial stacks surprisingly fast.

✅ Quintus can remove stacks through his passive interaction.

❌ Phantom Touch doesn't remove extra Mercurial stacks.

❌ Lightning Cage doesn't work.

❌ HP Burn damage doesn't remove stacks.

❌ Most blessing/mastery/relic damage interactions don't work the way many players assume.

I also think the Harvest Jack interaction looks bugged.

Full testing video attached.

youtu.be
u/i-Cowfish — 4 months ago

Embrys Was Secretly The Mercurial Counter All Along? Full Mercurial Removal With 6 Deflection

I went into testing expecting Embrys to remove 2 Mercurial stacks.

The logic seemed straightforward:

• A2 removes 1 stack and grants an extra turn
• Follow-up skill removes another stack
• Enemy should still have 1 Total Guard stack remaining

That wasn't what happened.

During testing, Embrys was consistently removing ALL 3 Mercurial stacks with a fast 6-Deflection setup—even against targets that didn't appear to have buffs available for conversion.

The result is full team Mercurial removal without needing Mythicals like Gizmak or Komidus, and without rebuilding a champion like Marius specifically for the job.

I break down the testing, show the clips, and explain why this could be a much bigger deal than I initially thought

youtu.be
u/i-Cowfish — 4 months ago

I spent several hours testing Deflection Set vs Mercurial Set (Total Guard) and found some interesting interactions

One advantage of having two accounts in the same clan is being able to endlessly test mechanics against myself through friendly battles and custom Siege defenses. Since I don't have test server access (please subscribe), this is the next best thing.

High-level findings

1. Pure debuff placement skills

  • If a skill only places a debuff (no hit), Total Guard blocks the debuff completely.
  • However, 6-piece Deflection still triggers and deals one instance of damage, removing one Total Guard stack from each affected target.

2. Attack + debuff skills

  • The attack is absorbed by Total Guard and removes one stack.
  • The debuff is still blocked.
  • Deflection then triggers and deals a separate damage instance.
  • Result: one skill can remove two Total Guard stacks (one from the attack, one from Deflection).

3. Multiple debuffs vs multiple Total Guard stacks

  • Example: Lydia A2 (Decrease DEF + Weaken).
  • Attack removes one stack.
  • Deflection removes a second stack.
  • Deflection only triggers once per skill, not once per debuff.

4. Multiple debuffs vs a single Total Guard stack

  • First hit removes the Total Guard stack.
  • First debuff is still blocked.
  • Deflection triggers.
  • Any subsequent debuffs from the same skill can then land successfully.
  • This includes blessing debuffs such as Smite.

5. Multi-hit champions

  • Against a single Total Guard stack:
    • First hit and associated debuff are nullified.
    • Subsequent hits function normally.
  • If later hits apply multiple debuffs, all of those debuffs can land.

6. Triple/quad-hit skills vs 3 Total Guard stacks

  • Hit 1 removes a stack.
  • Deflection removes a second stack.
  • Hit 2 removes the final stack.
  • The debuff attached to Hit 2 is still blocked.
  • Hits 3 and 4 (and their debuffs) apply normally.

7. Passive debuffs

  • Passive debuffs that trigger when attacked can activate Deflection.
  • Deflection removes one Total Guard stack.
  • This only occurs once per opponent turn.

For full list of findings including testing footage please see video

youtu.be
u/i-Cowfish — 4 months ago

now what are the chances that's actually a f2p player? while highly improbable, lightning can in fact strike the same spot up to 1600 times PER HOUR, yes that's a real fact

if true then that is in fact the craziest f2p i have ever seen

u/i-Cowfish — 5 months ago

Recently I obtained a second Double Down gem from Grim Forest, and I had a question: Do these stack? Swapping mythic gems is expensive, and there was zero info online — so I tested it so you don’t have to.

The mythical Double Down gemstone from Grim Forest have 10% chance to repeats A1s on hard-CC’d targets.

I finally got a second one and tested whether they actually stack

Results after 200+ runs:
• YES, Double Down gems stack
• The proc rates appear additive (10% → ~20%)
• Works on the champion’s actual turn
• Did NOT proc on counterattacks or ally attacks (****Correction Have seen an instance of it working on counterattack!****)
• Stormcaller + double Double Down on Marius is honestly kind of ridiculous

One of the craziest interactions was keeping enemies chain stunned/infeebled with repeated A1s.

I included all the testing footage, methods, limitations, and actual run data in the video in case anyone wants to verify or build around it themselves.

What champions would you abuse this on besides Marius? For those fortunate enough I think Solanar, Tekteon can be excellent as well

youtu.be
u/i-Cowfish — 5 months ago