[TFT] [Article Summary] A.M.P. Complete Strategy Guide (translated by Scilla) with an astounding 55% 1st place rate!

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Translator: Scilla (@scilla_tftft) / X
Title: Translation of A.M.P. commentary video by Chitose Ikuo (14.7)
URL: Translation of A.M.P. commentary video by Chitose Ikuo (14.7)

summary

This article is a summary based on the complete strategy guide video of the configuration ” A.M.P. ” in the TFT patch 14.7 environment by Chitose Wikyuu!

Based on the play theory of Mr. Panche, a 1300LP challenger, this practical and exhaustive guide explains the standing, configuration conditions, item selection, and augment priorities of this configuration that combines stability and explosive power!

Contents

At the heart of this guide is the A.M.P. operation theory of Chitose Wikyuon, a player who has recorded 1,300 LPs on the NA server and boasts a server ranking of 32nd.

He has achieved an astonishing 90% A.M.P. ranking and 55% 1st place ranking in his last 20 games using A.M.P. From his point of view, this guide thoroughly explains the secrets of A.M.P. configuration.

Five prerequisites for A.M.P. operation

  1. Clear direction for the early stages of the project.
    The most typical configuration direction for this patch is the Bruiser-Tecky (Mundo type) or the need to keep pieces that can be derived from the Cog-Mau axis carry configuration. (If not going A.M.P.).
    If you can only draw other pieces, play A.M.P. by playing a neutral round with only one Alistair or Nidalee, maximizing interest and waiting for economic augmentations.

  2. Never sell a cypher piece early in the game
    Never sell a cipher piece if it comes to you early in the game .
    Ciphers are essential to A.M.P., and an A.M.P. that cannot play a cipher is basically half over.
    If you can make a strong board, such as a Leblanc overlap early on, there is no need to open to get the interest.

  3. The first augment must be an economic one.
    If you cannot get the first economy-based augment, do not play A.M.P.
    If you choose combat-based augments or item augments, you should play other configurations.
    (Because A.M.P. requires rerolling and completing the entire composition with an economic power that surpasses other players.)

  4. No competition allowed.
    If there is even one other person in the lobby who is going for A.M.P., they will withdraw immediately.
    The risk of co-location is very high.

  5. Preferably without consecutive losing contenders.
    Draft priority due to 10 consecutive losses is extremely important.
    The presence of a losing streak rival prevents this, so it is a factor to be avoided as much as possible.

Core and Unit Configuration

The core of the composition is Echo, Nidalee, Youmi, Annie, and Samira, building 5 A.M.P. + Street Demon + Strategist.
Yumi is the main carry and Zack is the main tank.
Tank performance is Zack *1 (10 stacks) > Neeko *2.

  • If Galen is drawn at level 8, it is more effective than Viego due to its MOD generation performance.
    However, it is not as effective as an immediate fighting force, so if you don’t have enough strength, Viego should be preferred.
  • As a connecting unit, Gragas + Mundo or Leblanc or Jigs + Zack can form Bruiser or Strategist.
    If you can only make AD items, you can sub-carry 2 star Jinx.
    Also, if you can pull both Brand and Viego, you can put them out together

Item Composition and Priority

Never make Samira’s items from the beginning!
Also, do not make Annie’s items first and then turn the equipment over to Yumi.
Yumi’s items always come first! This is the most important ironclad rule of the A.M.P. structure.

Even if Samira overlaps, even if Annie’s items could be made, the first priority is to prepare the best set of three items for 2-star Youmi.

Yumi’s essential 3-piece set

  • blue buff
  • Jewel Gauntlet
  • Hextech Gunblade

*If piercing lotus is available, jewel gauntlets can be replaced with striker flails.

Some say, “Yumi doesn’t need Blue Buff,” but that’s assuming the final build.
If you are considering stability in the early to mid-game, it is most important to first and foremost set up the board by having Blue Buff.
Even if you eventually switch to a 3-piece firepower set (e.g., Rabadon, JG, Gunblade), the used Blue Buff can be sent to Annie, so it will not be wasted.

Annie’s build policy (2 patterns)

  1. 3 mana recovery stacking type
     Blue Buff + Shozin + Adaptive Helm, etc. to stabilize the summoning of 2 Tibbers.
     Two mana recovery is not enough, and there is a risk that the second Tiburz will not be summoned in time.
  2. One mana recovery + 2 utility types
     Void Staff + Morello or Red Buff or other obstruction and fire support leaning configuration.
     Flexible and can handle material bias.

However, do not touch Annie’s build unless Yumi’s equipment is completed first!
If the order is reversed, the power spike will be greatly delayed and the entire configuration may collapse.

Samira’s equipment (*later)

Once again, Samira’s items should not be “made” with the highest priority!
No matter how quickly you can pull it off, the equipment is prioritized in the order of Yumi then Annie, and Samira has the item as her hand-me-down charge.

Examples of items that can be used:

  • infinity edge
  • Hand of Justice
  • striker flail
  • nightedge
  • Giant Slayer, etc.

Zack Equipment

  • Warmog armor (highest priority: ideal for Neeko and Zack)
  • Protector’s Oath x2 (can be put off as it competes with tear material)
  • Sunfire cape (emergency response if no other injured party is available)

Zack is the lowest priority unit in the configuration, but the item requirements are actually quite strict.
In an ideal configuration, “Wormog + 2 oaths” is the strongest build.

Augment Priority

  • S Tier: Piercing Lotus (gold, prismatic), luxury shopping, upward mobility, great moonlight, foresight
  • A tier and below: item-based augments that give more tears and materials, belt/wand overflow, hero’s lucky bag (for 3-star Youmi), etc.

If you take luxury shopping, never go to level 9 and reroll at 8!

Cypher management and rewards for consecutive losses

  • If you have 2 cypher units on 3-1, bring them up to level 6, reroll and take out 3 cyphers.
    This will maximize the reward from 5 losses in a row to 10 losses in a row.
  • If you can complete 5 more losses in a row on stage 3 cypher in addition to the previous 5 losses in a row, you can very easily get 250 or 290 stacks of rewards!
    (All other rewards in this reward are very strong, except for the frying pan + mundo alister reward)

Round-by-round progression and reroll timing

  • 2-1 Augments: Economic >> Combat and item-based
  • 2-4 Draft: Tears first priority.
    Cipher units are acceptable if 2/3 cyphers
    Always maintain 5 consecutive losses
  • 3-2 Augment: Item = Economy > Combat
    If economy is sufficient, select item-based augments
  • 4-2 Augments: Combat-related > Items > Economy-related
    If your physical strength is in danger, start rerolling from 4-1.

Advantages of Level 8 reroll

In fact, in many A.M.P. configuration matches, the game is decided by a reroll at level 8.
The video speaks very clearly on this point and shows the following specific advantages

Yumi ★3 can be targeted.

By maximizing the quality of the board at level 8, it is possible to aim for a 3-star Youmi.
The key point here is that if you can acquire a champion duplicator from the Cipher reward, the probability of completing a 3-star Yumi will be greatly increased.
By utilizing this duplicating machine, the design of the composition allows for a realistic aim for 3 stars even with 8 rerolls.

Samira can be pulled (no need to make it to *2).

The video makes it clear,

Samira doesn’t even need to be 2 stars since she isn’t carrying any items to begin with.”
He stated.

In other words, the design allows the composition to function even if only one ★1 Samira is drawn at level 8, and there is no need to force the composition to aim for ★2.
Also, if you reroll with 50 gold in your calculations, you can expect to draw an average of 1.3 Samira if no one else has drawn a Samira.
Furthermore, if there is a player in the lobby aiming for 5 cost at level 9, this expectation is said to be even higher.

I can pull a zack.

If you can pull a Zack at level 8, you can increase the stack of Zacks.
This stack increase contributes greatly to the overall durability of the composition, making it a very valuable return.
It is optimal to reroll Zack and Samira at 8, especially if you are taking Luxury Shopping.

Requirements to reach Level 9

It is OK to aim for level 9 only if one of the following applies

  • Youmi is at *2, Annie is also at *2, and you have not drawn a single Zack or Samira.
     If the board is still bearable, you may go straight to level 9.
  • Must be able to get through Stage 4 with one loss or less.
     Otherwise, you risk being run over by another player’s power spike and dropping out immediately.
  • Have a very ample amount of physical strength.
     Example: If you have more than 40-50 physical strength left at the end of Stage 4, you can endure even with some damage.
  • Have a very good economy.
     Only if you have an augment that will help you reach level 9, such as a prismatic economy augment or a late game specialist.

impression

A.M.P. is a really delicate structure!

The ” early decisions ” and ” economy first” that Mr. Chitose Ikuo repeatedly emphasized were insights that I could immediately apply to my everyday play.
In addition, the design philosophy of designing a system that works even with 1-star sammirah and putting everything into level 8 rerolls is also very rational, and the entire composition is consistently beautiful.

Chitose Wikyuan’s explanation of the risks and rewards of this structure, which has “explosive power if completed, but if the conditions are wrong, it will immediately rank 7th or 8th,” was so clearly verbalized that it was truly useful for practical use!

Citation: Translation of A.M.P. commentary video by Chitose Wikyuon (14.7)

管理人 山こやま
管理人 山こやま

The design concept of turning in 8 levels was beautiful and inspiring.

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