I am not a top-100 player, as given the inevitable RNG of effects, matchups and draws in card games, and the lack of rewards for ranking up in LoR, I simply don't see the point in painstakingly grinding up to such a level. The highest I've climbed is low Diamond, but considering the above knowledge, I believe that at a certain skill level (perhaps at around Platinum), it's more about how much time one can put in than how skilled they are. HOWEVER, considering all this, I have the absolute conviction that this deck is a top-100 worthy deck.
This is the only deck that I've played since Day 1 of Call of the Mountain, with various modifications, and I believe that it is a completely undiscovered meta unicorn. I've never faced a similar deck on ladder, and my deckbuilding experiments with any other archtypes have left me completely unsatisfied with the lack of interaction and agency, as well as the sheer counterability of the vast majority of tools currently out there. A lot of people are frustrated with the current meta - a lot of points of which are covered by BruisedByGod in his recent video critique. To summarize his main points:
Most answers are completely outclassed by threats
Sheer lack of healing options locks out deckbuilding choices
Most top-tier strategies prey on lack of interactivity (Pirate Burn, Lee Sin OTK, Star Spring)
This is a Control deck which, while originally devised to prey on the inevitably popular Aurelion Sol and Troll Chant and abuse the broken, flexible toolbox of Invoke on Day 1, also manages to both answer all 3 of these problems efficiently.
Lunari Duskbringer x 3
Spacey Sketcher x 3
Lunari Shadestalker x1
Pale Cascade x 3
Unspeakable Horror x 2
Vile Feast x 3
Simply the best available early-game that an Invoke Targon deck could hope to muster - Diana functioning as both early game and late-game removal (we have just enough Nightfall Synergy) for practically no investment, Pale Cascade being legitimately one of the most broken cards currently in the game, and the ping cards also serving a modicum of uses at all stages of a match. Spacey Sketcher has been severely underrated so far - providing critical tools for certain matchups and/or providing early game minions without needing to actually run them (a fundamental weakness of faster decks top-decking late). Its 'discard-replace' synergy with our late-game, as well as Duskpetal Dust and meta-call flex cards is just icing on the cake. Finally, note how every early game card I've chosen scales well and still plays a role as the game goes later; as removal, Elusive blocking, tool-building, Burst-speed Nightfall, pings and cantrip Combat Tricks. This is an often overlooked but fundamental difference between Control early-drops, and aggro early-drops (such as Precious Pet). ~
Sunburst x 3
Vengeance x 3
These two cards, combined with any generated Obliterates, form the only proper removal this deck has - and were the catalyst for me creating this deck in the first place. All three of these removal types leave almost NO room for the opponent to interact with them, and I believe that is the sole condition for a high-cost removal spell to be playable in the current game state. NOTE: Ruination is easily and always played around at a high-level of play - and leaves the opponent with ALL of the agency/choice to play around it/bait it exactly how they wish, instead of you (whose only options are to play the card too early and get out-tempo'd afterward, use more than 3 mana elsewhere to catch-up at which point it becomes unplayable, or lose the game to a sudden-attack completely at your opponent's discretion) - the ultimate NO-NO for this deck: I never even considered putting it in. ~
Meta Call Flex Spots
Divergent Paths x 2
At times I feel as if this card could be cut to 1 copy, but right now 2 feels great against the current meta, and drawing into at least one is almost necessary in order to compete with Star Spring (Obliterate is conditional and too great a tempo loss early on). In other metas previously, I've experimented with 1 copy of Passage Unearned, as well as 2 extra copies of Lunari Shadestalker. ~
Literally Everything Else One Could Ever Hope to Need
Lunari Priestess x 2
Solari Priestess x 3
Mountain Scryer x 3
Moondreamer x 3
Starshaping x 3
I still believe that Invoke is one of the most broken mechanics currently in the game. This is one of the heaviest late-game decks I can possibly imaginable, yet the only cards above 5-mana we run are removal, and our mid-game minions and healing straight up provide whatever early OR late-game tools we might possibly need in any matchup - it's simply overly flexible (flexilibity in card games being a MUCH bigger deal than most people give it credit for) and not enough of a tempo/stat sacrifice IMO. I think that Invoke as a mechanic is even stronger when ran in bulk, and especially in a Control deck - as the game goes on slowly you generate a toolbox that can handle just about any dynamic situation that meta decks can throw your way. The spell-mana nerf to Living Legends has balanced it out quite a bit, however the same-nerf to Cosmic Inspiration still hasn't convinced me that it isn't in the top 5 least healthy effects that a game based on carefully stat-balanced of minion trading could ever have (hit me up with your Cosmic Inspiration hate!) - a large proportion our games are won by this disgusting effect. Solari Priestess and Starshaping need no introduction as some of the most popular, utilitarian Invoke cards, however Mountain Scryer and Moondreamer (not so much Lunari Priestess) really put in the work, and I've never seen anyone else play these cards. The former provides crazy mana-advantage as the game goes on given our huge focus on Celestials (it's a shame we can't afford to push its Invoke chances even higher), and the latter has juuussst the right stat distribution at 3/5 to blockade most midgame tempo plays out opponent might go for. NOTE: Aurelion Sol is straight up unnecessary to compete late-game, is always burdensome and clunky draw, ruins our surprise factor (though that doesn't exist anymore with this post being made), and we often outvalue decks running him anyway (don't forget that the original premise of this deck was 'How can I best remove Aurelion?'). ~
Matchups/Strategy (Order Based on Mobalytics Tier List)
Lee Sin (60/40)
A somewhat favored matchup - although more recent lists that have cut Bastion in favor of Nopify may be a bit more in their favor (a proper Ping Counter). Hard mulligan for Spacey Sketcher, Sunburst and our pings. Generating Silence (Equinox) for Mentor of the Stones/Zenith Blade is our main early game goal. Our Mid-to-Late game goal is removing all 3 Lee Sin's at the expense of practically everything else (the rest of their deck is pretty much completely irrelevant, but rushing them down is also pretty much impossible) - after which our win is basically guaranteed.
This matchup is sadly the most binary thing: Sunburst/Vengeance/Ping's VS Lee Sin/Spell Denial/Zenith Blade
The rest of both decks are basically irrelevant other than to slow down the level up/speed up the level up/Draw into above cards
Draw Draw Draw + Always save enough mana to Removal Spell + Ping if the opponent has 4 mana up late game
I believe that we are very, very heavily favored if played properly (although it's a VERY nuanced matchup to play right), and most of our losses come from bricking our early-game draws and/or not drawing/generating a single Starshaping/Golden Sister as their burn damage inevitably builds up. Hard mulligan for all 1/2 cost cards (only keep 1 Pale Cascade with a 1/2 cost minion).
NEVER, EVER play early minions proactively (e.g. NO turn 1 Lunari Duskbringer unless they play something) - only ever match however many minions the opponent has AND trade right away to minimise Make it Rain/TF value (For instance, if you proactively play a minion with nothing to trade it into, and then find yourself needing to play, say, Diana/Solari Priestess later - the opponent is basically guaranteed free additional AOE value: make EVERY chump blocker count)
ALWAYS open attack into Powder Keg's (usually with our single developed minion)
Take ANY trade you can get (even if somewhat unfavorable) to clear both sides of the board going into turn 8 - one of the ways we can lose is if Riptide Rex clears our heavy board and we only have time to develop one chump blocker before the onslaught - especially because Riptide is MUCH stronger against minions than the nexus > Late game, try to keep both sides of the board as empty as possible
If you find yourself with priority against their activated Plunder past turn 8, play small minions to bait out Rex without having to pass the turn OR play larger minions, especially with uneven health like Moondreamer to protect the rest of your board from potential cannons
ALWAYS try to find a NON-Rex'able position late game to develop Golden Sister, and save Pale Cascade if possible to protect her from Noxian Fervor and recover 6 previous health
ALWAYS have enough mana to remove Leviathan if the opponent has more than 8 mana on any given turn (prioritise Leviathan over Swain himself)
Sacrifice minions to TF attacks and remove Zap Sprayfin ASAP to minimise chip damage (which really builds up)
Be careful and make sure you always have a way to prevent Swain connecting with the Nexus (even if they develop him this turn and open attack the next); Pale Cascade is a good tool here
Pirate Aggro (55/45)
We are much more prone to bricking on draws here than Swain/TF, as we need quite a specific hand to deal with their onslaught - This is probably our most draw-dependent, low-agency matchup by far - as face-deck matchups tend to be. In addition - Captain Farron is much more effective against our removal strategy than the likes of Leviathan. Nonetheless, from my experience I think that we're still every-slightly-so favored in this matchup - often winning by the skin of our teeth. Starshaping/Golden Sister are mandatory late-game, and not bricking by not drawing/generating either is also basically a loss. Hard mulligan for all 1/2 drops, and keep a single Sunburst for Gangplank if your hand is already looking great.
There's nothing much to say here given the nature of their deck - pray your draws are good and take the obvious trades
A very unfavored and binary matchup (see below as to why) that has luckily become rarer recently. Mulligan for Removal/Invoke cards.
Save Starshaping for when you can actually make use of the heal (don't just play it on turn 3 because they're 'starting off slowly' - it's very important to maximise your leeway to survive Atrocity later on)
Try to remove Trundle on curve with Sunburst/Vengeance
Generate/Stockpile removal throughout the midgame
Sadly, none of these choices really matter in the end and the match comes down to luck - if Warmother's pulls a Level 1 Tryndamere on their attacking turn, the obvious open attack followed by a loss is all but guaranteed (Vengeance doesn't stop Atrocity in this case - leading to too great a health/tempo loss, and my previous Passage Unearned tech to deal with specifically this scenario simply wasn't worth the dead card in other matchups). We can also lose to a big levelled Trundle, or simply not generating/drawing into enough removal. Sadly these cases happen more often than not. Warmother's generated too much tempo if left unchecked by hard removal for even a single turn so there is little leeway for bad luck.
If Warmothers' timing and Invoke/draws are on our side, the matchup becomes pretty simple - Smartly use about a removal spell on their big guys for about 8 turns, play around Ruination and Atrocity, then cruise to victory.
This deck was basically created on Day 1 specifically to destroy Trundle/Asol. Sadly though, even at 75/25 the matchup is worse than it should be due to the nature of Invoke RNG - if one player draws into Cosmic Inspiration and the other didn't the match is over, full stop + the occasional shenanigans involving The Great Beyond uninteractibly going face and non-stop Living Legends value. Mulligan for Sunburst, Vengeance and pings.
Remove Trundle ASAP with Sunburst (Vengeance/Obliterates are best saved for Asol so getting Sunburst value while Trundle is still unleveled and 6 health is a big deal in terms of removal distribution)
Always try to remove Asol on the first turn he's played with Vengeance chaining into a ping to minimise the opponent's chance of getting game-winning Invoke RNG/matching your late-game value with free Celestials
If you still haven't drawn a ping late game, try to fish for Crescent Strike with Spacey Sketcher
Play around 7-mana Asol (Augur of the Old Ones) as much as possible
Pray you draw Cosmic Inspiration and the opponent doesn't
Discard Aggro (80/20)
I don't know why this deck is considered competitive - maybe because our matchup here is basically as favored as TF/Swain except without any gameplay nuance required on our part. Mulligan for 1-2 drops. Keep Solari Priestess/Sunburst if hand is good. Only necessary statistical losses to bad early draws against an aggro archtype.
Make obvious trades. Play around Mystic Shot on Diana. Chump block Draven/Jinx. Remove Draven/Jinx. Profit.
Another draw dependent, but quite favored matchup. Quite difficult to play though - you need to balance maintaining some modicum of tempo whilst also being able to deal with their crucial threats. Mulligan for 1-2 drops ESPECIALLY Pale Cascade/Pings, and Removal.
DON'T play ANY minion with less than 3 attack from turns 1-4 UNLESS you're getting tempo'd into the ground OR you have Pale Cascade (otherwise Fiora gets a free trade and the opponent gets to use their buffs reactively rather than proactively - giving you less leeway to remove her)
Save ping's for Fiora Barrier's, NOT Fleetfeather Tracker UNLESS you're getting tempo'd into the ground
Save a removal spell and mana for turn 3 Fiora, turn 4 Shen, turn 6 Genevieve and turn 9 Brightsteel UNLESS you're getting tempo'd into the ground
Basically the Pirate Aggro matchup but a tad bit slower and with no burn - giving you more leeway to make up for bad draws both early and late.
Make the obvious trades, pray to draw well and don't to let Genevieve get 2 attacks off
Basically the Trundle/Asol matchup except with no 'must remove ASAP' threats giving you more leeway to make up for bad draws. Celestial RNG and especially Cosmic Inspiration still give them a chance to win as usual. ~
Shyvana Dragons (50/50?)
I surprisingly, haven't faced too much of this deck yet personally, but looking at it's cards compared to ours, I think the matchup would be about 50/50 (an otherwise favourable looking matchup affected a bit by their high tempo removal and guaranteed Cosmic Inspiration in the form of Kadregrin). ~
This matchup is dependent on whether we draw removal for Ashe somewhat on curve, how much tempo they manage to build early on and whether we draw good enough to afford to play around Reckoning. Mulligan for Sunburst, Solari Priestess, Pings and Diana (only if you've already drawn support) as our other standard early drops are all pretty ineffective against theirs.
Remove Ashe ASAP
Try to Vengeance Sejuani on the attack if she directly attacks your Frostbitten minion in order to prevent the free value trade and maintain tempo on board.
Play around Reckoning as much as possible, especially if it wouldn't affect their own board too much compared to yours - maximise your 5+ attack minions to theirs if Reckoning begins to look more likely
Try to bait out an invested attack/Frostbite support for Trifarian Gloryseeker before pinging her - especially because Elixir of Iron is a bit rarer nowadays
Probably our most favored meta-deck matchup, and unfortunately rarer recently. Their win conditions - Kalista, Blighted Caretaker tempo, Neverglade Collector and They Who Endure simply don't stand a chance against our toolbox. Most losses come from unanswered Blighted Caretaker tempo. Mulligan for Spacey Sketcher, Sunburst and Pale Cascade.
ALWAYS pick Silence (For They Who Endure) or Stun (For Blighted Caretaker) off Spacey Sketcher
Try to hold a minion to play on turn 3/4 to kill an attacking Kalista with Pale Cascade AND get the Nightfall card draw
Play as reactively as possible with your pings - playing them proactively will almost always be answered by Glimpse Beyond, and when they run out of gas later on they will be forced to play their Glipmse proactively - your chance to strike!
Silence/Sunburst Blighted Caretaker as it comes down
SAVE Vengeance for They Who Endure - going into the late game, stockpile Silence/Sunburst and Vengeance and maintain enough mana (usually open-attacking) if necessary (IF can still afford to play They Who Endure that turn) to use one of the former followed by Vengeance to counter into their Atrocity: with this line of play, it's basically impossible to lose the combo
The biggest downside and sheer impossible matchup of this archtype. Maokai manages to pack even less interactivity/inevitability than we do, and the nature of our deck gives us no chance of out-tempoing Deep early OR late. Auto-concede. ~
A simpler aggro matchup than the others. Mulligan for 1-2 drops - especially Spacey Sketcher and Diana, as well as Sunburst.
ALWAYS pick the Stun spell off Spacey Sketcher, and save it for Diana, or of lesser priority, Nocturne/Ephemerals off Stalking Shadows
Removing Nocturne ASAP with either Sunburst or Vengeance is a HUGE priority
ALWAYS play around Pale Cascade
Play around Atrocity and Doombeast damage later on in the match
Another matchup that I haven't faced too much of just yet. Mulligan hard for Divergent Paths and Solari Priestess - Once we remove their uninteractive element trump-card in the Landmark win-condition, if we can survive their early tempo, the rest of the match should be a cinch given our heal/health-ignoring conditionless removal for their Champions. ~
Thanks for reading up to this point, and pardon my formatting, the ridiculous length and the sheer pomposity of it all. I still think Invoke is flexible to the point of being broken and the only reason the matchup spread is so good. I also think that with the release of this guide - more people will come to recognise this archtype and the element of surprise affecting enemy mulligans against an assumed more aggro, Nightfall-focused Diana archtype will be lost. People will also know to play around less common cards such as Sunburst, and I expect winrates to fall somewhat across the board. To conclude this guide, I'd like to say that this is this is not a healthy deck. At the deepest level, this deck is fundamentally about removing agency from your opponent and giving it to yourself, as well as securing the critical boon of having inevitability over your opponent in a game with the nature of LoR. If all decks were like this, LoR would completely cease to be fun. What else do I think is unhealthy right now? - Simple: anything removing interactivity from your opponent - ESPECIALLY as a win condition; Maokai, Star Spring, Cosmic Inspiration, Lee Sin. The avenues through which these cards can be interacted with are way too limited right now. A lot of the metagame nowadays is about having an uninteractable win condition, or focusing damage to face so fast the opponent has no chance to react - another form of non-interactivity. Here's hoping that the meta in the near future heads back in the direction of the close but fair midrange board battles we all came to love back in vanilla LoR. ~ (slinx4)
Going to keep this simple. EDIT: this isn’t simple and I should write a short story on this. I am generally risk averse. I hate losing $100 at the casino, I hate paying extra for guac at chipotles, I will return something or price match an item for a few dollars of savings. I am generally frugal. But, I somehow had no issues losing 10k in options... How I started I remember my first trades like they were yesterday. I was trading the first hydrogen run-up in 2014 (FCEL, BLDP, PLUG) and made a few hundred dollars over a couple weeks. I quickly progressed to penny stocks / biotech binary events and general stock market gambling mid-2014. I was making a few % here and there but the trend was down in total account value. I was the king of buying the peak in run-ups. I managed to make it out of 2014 close to break-even to slightly down. WSB Era March 2015 was my first option trade. It was an AXP - American Express - monthly option trade. I saw one of the regular option traders/services post a block of 10,000 calls that had been bought for 1.3 and I followed the trade with 10 call options for a total of $1300. I woke up the next day to an analyst upgrade on AXP and was up 50% on my position. I was addicted! I day-dreamed for days about my AXP over night success. I think around that time there was some sort of Buffet buyout of Heinz and an option trade that was up a ridiculous amount of %%%. I wanted to hit it BIG. I came up with the idea that all I needed to reach my goal was a few 100% over night gains/ 1k>2k>4k>8k> etc. I convinced myself that I would have no problems being patient for the exact criteria that I had set and worked on some other trades. Remember, the first win is always free. I was trading options pretty regularly from March 2015 until August 2016. During my best week I was up 20k and could feel the milli within reach. I can remember the exact option trade (HTZ) and I was trading weeklies on it. For those who have been in the market long enough, you will remember the huge drawdown of August 2015. I lost half my account value on QCOM calls (100 of them) that I followed at the beginning of July and never materialized. I watched them eventually go to 0. It was another 10,000 block that was probably a hedge or sold. In August 2015 there were some issues with China and all of us woke up to stocks gapping down huge. Unfortunately my idea of buying far dated calls during the following days/weeks after the crash went sideways. I quickly learned that an increase in volatility causes a rise in option prices and I was paying a premium for calls that were going to lose value very quickly (the infamous IV crush). I kept trading options into the end of 2015 and managed to maintain my account value positive but the trading fees for the year amounted to $30,000+. My broker was loving it. I tried all the services, all the strategies. I created rules for my option plays: 1. No earnings 2. Only follow the big buys at a discount (10,000 blocks or more). 3. No weekly options 4. Take profit right away 5. Take losses quickly 6. etc. I had a whole note book of option plays that I was writing down and following. I was paying for option services that all of you know about - remember, they make money on the services and not trading. I even figured out a loop-hole with my broker: if I didn’t have enough money in my account, I could change my ask price to .01 and then change it to market buy and I would only need to accept a warning ⚠️ for the order to go through. I was able to day trade the option and make money, who cares if I didnt have enough? After a few months of this, I got a call from my broker that told me to stop and that I would be suspended if I continued with this. By the way, I was always able to satisfy the debit on the account - so it wasn’t an issue of lack of funds. Lost it all. Started taking money from lines of credits, every penny that I earned and losing it quicker and quicker. I was a full on gambler but I was convinced that 8 trades would offset all the losses. I kept getting drawn in to the idea that I could hit a homerun and make it out a hero. I eventually hit rock bottom on some weekly expiring FSLR options that I bought hours before expiration and said to myself - what the f are you doing? I resolved to invest for the long term and stop throwing tendies away. The feeling was reinforced during the birth of my first born and I thought - what a loser this kid will think of me if he knew how much I was gambling and wasting my life. It was a really powerful moment looking at my kid and reflecting on this idea. I decided at that point I was going to save every penny I had and invest it on new issues with potential. Fall 2016 TTD, COUP and NTNX IPO ‘ed I decided I was going to throw every dollar at these and did so for the next few months. I eventually started using margin (up to 215%) and buying these for the next 6 months. They paid out and managed to make it over 100k within the year. The first 100k was hard but once I crossed it, I never fell below this magic number. 2017 - I did some day trading but it was mostly obsessing over the above issues. I did gamble on a few options here and there but never more than 1k. 2018 - SFIX was my big winner, I bought a gap up in June 2018 and my combined account value had crossed 400k by August 2018. I was really struggling at crossing the 500k account value and experienced 3 x 30-40% drawdowns over the next 2 years before I finally crossed the 500k barrier and have never looked back. I still made some mistakes over the next few months - AKAO & GSUM come to mind. Both of these resulted in 20k+ losses. Fortunately my winners were much bigger than my losers. I thought about giving up and moving to index funds - but i was doing well - just experiencing large drawdowns because of leverage. 2019 big winners were CRON SWAV STNE. 2017 / 2018 / 2019 all had six digit capital gains on my tax returns. At the beginning of 2020 I was still day trading on margin (180-220%) and got a call from my broker that they were tightening up my margin as my account was analyzed by the risk department and deemed too risky. Believe it or not this was right before the covid crash. I brought my margin down to 100-110% of account value and even though the drawdown from covid hit hard, I wasn’t wiped out. I stayed the course and bought FSLY / RH during the big march drawdown and this resulted in some nice gains over the next few months. I am constantly changing and testing my investment strategy but let me tell you that obsessing over 1 or 2 ideas and throwing every penny at it and holding for a few years is the best strategy. It may not work at some point but right now it does. I still day trade but I trade with 10k or less on each individual position. It allows me minimize my losses and my winners are 1-7%. I am able to consistently make between 3-700$/ a day on day trades using the above strategy. I still take losses and still dream about hitting it big with an option trade but dont feel the need to put it all on the line every month / week. I finally crossed into the two , club. I know people are going to ask for proof or ban but I am not earning anything for posting and the details about some of the trades should be proof enough that I kept a detailed journal of it all. I have way more to write but these are the highlights. Eventually I will share how I build a position in a story I love. I still sell buy and sell to early but I am working on improving. TL:DR - I gambled, lost it all and gambled some more lost more. I made it out alive. I have only sold calls/puts lately. The one common denominator in all successful people is how much they obsess over 1 or 2 ideas. Do the same. All the winners on this sub have gone all in on one idea (FSLY / TSLA ). Stick with new stories or ones that are changing and go all in...wait a second, I didnt learn anything.
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Once a year, this subreddit hosts a survey in order to get to know the community a little bit and in order to answer questions that are frequently asked here. Earlier this summer, several thousand of you participated in the 2020 Subreddit Demographic Survey. Only those participants who meet our wiki definition of being childfree's results were recorded and analysed. Of these people, multiple areas of your life were reviewed. They are separated as follows:
Career and Finances
Religion and Spirituality
Sexual and Romantic Life
Childhood and Family Life
State of the Subreddit
Our sample is redditors who saw that we had a survey currently active and were willing to complete the survey. A stickied post was used to advertise the survey to members.
The raw data may be found via this link. 7305 people participated in the survey from July 2020 to October 2020. People who did not meet our wiki definition of being childfree were excluded from the survey. The results of 5134 responders, or 70.29% of those surveyed, were collated and analysed below. Percentages are derived from the respondents per question.
18 or younger
19 to 24
25 to 29
30 to 34
35 to 39
40 to 44
45 to 49
50 to 54
55 to 59
60 to 64
65 to 69
70 to 74
82.25% of the sub is under the age of 35.
Gender and Gender Identity
Because the list contains over 120 countries, we'll show the top 20 countries:
Country of birth
90.08% of the participants were born in these countries. These participants would describe their current city, town or neighborhood as:
The top 10 industries our participants are working in are:
Education - Teaching
Admin & Clerical
Restaurant - Food Service
Note that "other", "I'm a student", "currently unemployed" and "I'm out of the work force for health or other reasons" have been disregarded for this part of the evaluation. Out of the 3729 participants active in the workforce, the majority (1824 or 48.91%) work between 40-50 hours per week with 997 or 26.74% working 30-40 hours weekly. 6.62% work 50 hours or more per week, and 17.73% less than 30 hours. 513 or 10.13% are engaged in managerial responsibilities (ranging from Jr. to Sr. Management). On a scale of 1 (lowest) to 10 (highest), the overwhelming majority (3340 or 70%) indicated that career plays a very important role in their lives, attributing a score of 7 and higher. 1065 participants decided not to disclose their income brackets. The remaining 4,849 are distributed as follows:
$0 to $14,999
$15,000 to $29,999
$30,000 to $59,999
$60,000 to $89,999
$90,000 to $119,999
$120,000 to $149,999
$150,000 to $179,999
$180,000 to $209,999
$210,000 to $239,999
$240,000 to $269,999
$270,000 to $299,999
$300,000 or more
87.85% earn under $90,000 USD a year. 65.82% of our childfree participants do not have a concrete retirement plan (savings, living will).
Religion and Spirituality
Faith Originally Raised In
There were more than 50 options of faith, so we aimed to show the top 10 most chosen beliefs.
None (≠ Atheism. Literally, no notion of spirituality or religion in the upbringing)
This top 10 amounts to 95.01% of the total participants.
There were more than 50 options of faith, so we aimed to show the top 10 most chosen beliefs:
None (≠ Atheism. Literally, no notion of spirituality or religion currently)
This top 10 amounts to 94.65% of the participants.
Level of Current Religious Practice
Wholly seculanon religious
Identify with religion, but don't practice strictly
Lapsed/not serious/in name only
Observant at home only
Observant at home. Church/Temple/Mosque/etc. attendance
Strictly observant, Church/Temple/Mosque/etc. attendance, religious practice/prayeworship impacting daily life
Single and dating around, but not looking for anything serious
Single and dating around, looking for something serious
Single and not looking
Is your partner childfree? If your partner wants children and/or has children of their own and/or are unsure about their position, please consider them "not childfree" for this question.
I don't have a partner
I have more than one partner and none are childfree
I have more than one partner and some are childfree
I have more than one partner and they are all childfree
Dating a Single Parent
Would the childfree participants be willing to date a single parent?
No, I'm not interested in single parents and their ties to parenting life
Yes, but only if it's a short term arrangement of some sort
Yes, whether for long term or short term, but with some conditions (must not have child custody, no kid talk, etc.), as long as I like them and long as we're compatible
Yes, whether for long term or short term, with no conditions, as long as I like them and as long as we are compatible
Childhood and Family Life
On a scale from 1 (very unhappy) to 10 (very happy), how would you rate your childhood? Figure 3 Of the 5125 childfree people who responded to the question, 67.06% have a pet or are heavily involved in the care of someone else's pet.
No, I am not sterilised and, for medical, practical or other reasons, I do not need to be
No. However, I've been approved for the procedure and I'm waiting for the date to arrive
No. I am not sterilised and don't want to be
No. I want to be sterilised but I have started looking for a doctorequested the procedure
No. I want to be sterilised but I haven't started looking for a doctorequested the procedure yet
Yes. I am sterilised
Age when starting doctor shopping or addressing issue with doctor. Percentages exclude those who do not want to be sterilised and who have not discussed sterilisation with their doctor.
18 or younger
19 to 24
25 to 29
30 to 34
35 to 39
40 to 44
45 to 49
50 to 54
55 or older
Age at the time of sterilisation. Percentages exclude those who have not and do not want to be sterilised.
18 or younger
19 to 24
25 to 29
30 to 34
35 to 39
40 to 44
45 to 49
50 to 54
55 or older
Elapsed time between requesting procedure and undergoing procedure. Percentages exclude those who have not and do not want to be sterilised.
Less than 3 months
Between 3 and 6 months
Between 6 and 9 months
Between 9 and 12 months
Between 12 and 18 months
Between 18 and 24 months
Between 24 and 30 months
Between 30 and 36 months
Between 3 and 5 years
Between 5 and 7 years
More than 7 years
How many doctors refused at first, before finding one who would accept?
None. The first doctor I asked said yes
One. The second doctor I asked said yes
Two. The third doctor I asked said yes
Three. The fourth doctor I asked said yes
Four. The fifth doctor I asked said yes
Five. The sixth doctor I asked said yes
Six. The seventh doctor I asked said yes
Seven. The eighth doctor I asked said yes
Eight. The ninth doctor I asked said yes
I asked more than 10 doctors before finding one who said yes
Primary Reason to Not Have Children
Aversion towards children ("I don't like children")
Current state of the world
Environmental (including overpopulation)
Eugenics ("I have 'bad genes'")
I already raised somebody else who isn't my child
Lack of interest towards parenthood ("I don't want to raise children")
Maybe interested for parenthood, but not suited for parenthood
Medical ("I have a condition that makes conceiving/bearing/birthing children difficult, dangerous or lethal")
Philosophical / Moral (e.g. antinatalism)
Tokophobia (aversion/fear of pregnancy and/or chidlbirth)
95.50% of childfree people are pro-choice, however only 55.93% of childfree people support financial abortion.
I'm a student and my future job/career will heavily makes me interact with children on a daily basis
I'm retired, but I used to have a job that heavily makes me interact with children on a daily basis
I'm unemployed, but I used to have a job that heavily makes me interact with children on a daily basis
No, I do not have a job that makes me heavily interact with children on a daily basis
Yes, I do have a job that heavily makes me interact with children on a daily basis
This section solely existed to sift the childfree from the fencesitters and the non childfree in order to get answers only from the childfree. Childfree, as it is defined in the subreddit, is "I do not have children nor want to have them in any capacity (biological, adopted, fostered, step- or other) at any point in the future." 70.29% of participants actually identify as childfree, slightly up from the 2019 survey, where 68.5% of participants identified as childfree. This is suprising in reflection of the overall reputation of the subreddit across reddit, where the subreddit is often described as an "echo chamber".
The demographics remain largely consistent with the 2019 survey. However, the 2019 survey collected demographic responses from all participants in the survey, removing those who did not identify as childfree when querying subreddit specific questions, while the 2020 survey only collected responses from people who identified as childfree. This must be considered when comparing results. 82.25% of the participants are under 35, compared with 85% of the subreddit in the 2019 survey. A slight downward trend is noted compared over the last two years suggesting the userbase may be getting older on average. 73.04% of the subreddit identify as female, compared with 71.54% in the 2019 survey. Again, when compared with the 2019 survey, this suggests a slight increase in the number of members who identify as female. This is in contrast to the overall membership of Reddit, estimated at 74% male according to Reddit's Wikipedia page [https://en.wikipedia.org/wiki/Reddit#Users_and_moderators]. The ratio of members who identify as heterosexual remained consistent, from 54.89% in the 2019 survey to 55.20% in the 2020 survey. Ethnicity wise, 77% of members identified as primarily Caucasian, consistent with the 2019 results. While the ethnicities noted to be missing in the 2019 survey have been included in the 2020 survey, some users noted the difficulty of responding when fitting multiple ethnicities, and this will be addressed in the 2021 survey.
As it did in the 2019 survey, this section highlights the stereotype of childfree people as being well educated. 2.64% of participants did not complete high school, which is a slight decrease from the 2019 survey, where 4% of participants did not graduate high school. However, 6.02% of participants are under 18, compared with 8.22% in the 2019 survey. 55% of participants have a bachelors degree or higher, while an additional 23% have completed "some college or university". At the 2020 survey, the highest percentage of responses under the: What is your degree/major? question fell under "I don't have a degree or a major" (20.12%). Arts and Humanities, and Computer Science have overtaken Health Sciences and Engineering as the two most popular majors. However, the list of majors was pared down to general fields of study rather than highly specific degree majors to account for the significant diversity in majors studied by the childfree community, which may account for the different results.
Career and Finances
The highest percentage of participants at 21.61% listed themselves as trained professionals. One of the stereotypes of the childfree is of wealth. However this is not demonstrated in the survey results. 70.95% of participants earn under $60,000 USD per annum, while 87.85% earn under $90,000 per annum. 21.37% are earning under $15,000 per annum. 1065 participants, or 21.10% chose not to disclose this information. It is possible that this may have skewed the results if a significant proportion of these people were our high income earners, but impossible to explore. A majority of our participants work between 30 and 50 hours per week (75.65%) which is slightly increased from the 2019 survey, where 71.2% of participants worked between 30 and 50 hours per week.
The location responses are largely similar to the 2019 survey with a majority of participants living in a suburban and urban area. 86.24% of participants in the 2020 survey live in urban and suburban regions, with 86.7% of participants living in urban and suburban regions in the 2019 survey. There is likely a multifactorial reason for this, encompassing the younger, educated skew of participants and the easier access to universities and employment, and the fact that a majority of the population worldwide localises to urban centres. There may be an element of increased progressive social viewpoints and identities in urban regions, however this would need to be explored further from a sociological perspective to draw any definitive conclusions. A majority of our participants (57.47%) were born in the USA. The United Kingdom (7.6%), Canada (7.17%), Australia (3.58%) and Germany (2.17%) encompass the next 4 most popular responses. This is largely consistent with the responses in the 2019 survey.
Religion and Spirituality
For the 2020 survey Christianity (the most popular result in 2019) was split into it's major denominations, Catholic, Protestant, Anglican, among others. This appears to be a linguistic/location difference that caused a lot of confusion among some participants. However, Catholicism at 30.76% remained the most popular choice for the religion participants were raised in. However, of our participant's current faith, Aetheism at 36.23% was the most popular choice. A majority of 78.02% listed their current religion as Aetheist, no religious or spiritual beliefs, or Agnostic. A majority of participants (61%) rated religion as "not at all influential" to the childfree choice. This is consistent with the 2019 survey where 62.8% rated religion as "not at all influential". Despite the high percentage of participants who identify as aetheist or agnostic, this does not appear to be related to or have an impact on the childfree choice.
Romantic and Sexual Life
60.19% of our participants are in a relationship at the time of the survey. This is consistent with the 2019 survey, where 60.7% of our participants were in a relationship. A notable proportion of our participants are listed as single and not looking (25.81%) which is consistent with the 2019 survey. Considering the frequent posts seeking dating advice as a childfree person, it is surprising that such a high proportion of the participants are not actively seeking out a relationship. Unsurprisingly 90.13% of our participants would not consider dating someone with children. 84% of participants with partners of some kind have at least one childfree partner. This is consistent with the often irreconcilable element of one party desiring children and the other wishing to abstain from having children.
Childhood and Family Life
Overall, the participants skew towards a happier childhood.
While just under half of our participants wish to be sterilised, 45.21%, only 12.2% have been successful in achieving sterilisation. This is likely due to overarching resistance from the medical profession however other factors such as the logistical elements of surgery and the cost may also contribute. There is a slight increase from the percentage of participants sterilised in the 2019 survey (11.7%). 29.33% of participants do not wish to be or need to be sterilised suggesting a partial element of satisfaction from temporary birth control methods or non-necessity of contraception due to their current lifestyle practices. Participants who indicated that they do not wish to be sterilised or haven't achieved sterilisation were excluded from the percentages where necessary in this section. Of the participants who did achieve sterilisation, a majority began the search between 19 and 29, with the highest proportion being in the 19-24 age group (35.85%) This is a marked increase from the 2019 survey where 27.3% of people who started the search were between 19-24. This may be due to increased education about permanent contraception or possibly due to an increase in instability around world events. The majority of participants who sought out and were successful at achieving sterilisation, were however in the 25-29 age group (37.9%). This is consistent with the 2019 survey results. The time taken between seeking out sterilisation and achieving it continues to increase, with only 50.46% of participants achieving sterilisation in under 3 months. This is a decline from the number of participants who achieved sterilisation in 3 months in the 2019 survey (58.5%). A potential cause of this decrease is to Covid-19 shutdowns in the medical industry leading to an increase in procedure wait times. The proportion of participants who have had one or more doctors refuse to perform the procedure has stayed consistent between the two surveys.
The main reasons for people choosing the childfree lifestyle are a lack of interest towards parenthood and an aversion towards children which is consistent with the 2019 survey. Of the people surveyed 67.06% are pet owners or involved in a pet's care, suggesting that this lack of interest towards parenthood does not necessarily mean a lack of interest in all forms of caretaking. The community skews towards a dislike of children overall which correlates well with the 87.81% of users choosing "no, I do not have, did not use to have and will not have a job that makes me heavily interact with children on a daily basis" in answer to, "do you have a job that heavily makes you interact with children on a daily basis?". This is an increase from the 2019 survey. A vast majority of the subreddit identifes as pro-choice (95.5%), a slight increase from the 2019 results. This is likely due to a high level of concern about bodily autonomy and forced birth/parenthood. However only 55.93% support financial abortion, aka for the non-pregnant person in a relationship to sever all financial and parental ties with a child. This is a marked decrease from the 2019 results, where 70% of participants supported financial abortion. Most of our users realised that did not want children young. 58.72% of participants knew they did not want children by the age of 18, with 95.37% of users realising this by age 30. This correlates well with the age distribution of participants. Despite this early realisation of our childfree stance, 80.59% of participants have been "bingoed" at some stage in their lives.
Participants who identify as childfree were asked about their interaction with and preferences with regards to the subreddit at large. Participants who do not meet our definition of being childfree were excluded from these questions. By and large our participants were lurkers (72.32%). Our participants were divided on their favourite flairs with 38.92% selecting "I have no favourite". The next most favourite flair was "Rant", at 16.35%. Our participants were similarly divided on their least favourite flair, with 63.40% selecting "I have no least favourite". In light of these results the flairs on offer will remain as they have been through 2019. With regards to "lecturing" posts, this is defined as a post which seeks to re-educate the childfree on the practices, attitudes and values of the community, particularly with regards to attitudes towards parenting and children, whether at home or in the community. A commonly used descriptor is "tone policing". A small minority of the survey participants (3.36%) selected "yes" to allowing all lectures, however 33.54% responded "yes" to allowing polite, respectful lectures only. In addition, 45.10% of participants indicated that they were not sure if lectures should be allowed. Due to the ambiguity of responses, lectures will continue to be not allowed and removed. Many of our participants (36.87%) support the use of terms such as breeder, mombie/moo, daddict/duh on the subreddit, with a further 32.63% supporting use of these terms in context of bad parents only. This is a slight drop from the 2019 survey. In response to this use of the above and similar terms to describe parents remains permitted on this subreddit. However, we encourage users to keep the use of these terms to bad parents only. 44.33% of users support the use of terms to describe children such as crotchfruit on the subreddit, a drop from 55.3% last year. A further 25.80% of users supporting the use of this and similar terms in context of bad children only, an increase from 17.42% last year. In response to this use of the above and similar terms to describe children remains permitted on this subreddit. 69.17% of participants answered yes to allowing parents to post, provided they stay respectful. In response to this, parent posts will continue to be allowed on the subreddit. As for regret posts, which were to be revisited in this year's survey, only 9.5% of participants regarded them as their least favourite post. As such they will continue to stay allowed. 64% of participants support under 18's who are childfree participating in the subreddit with a further 19.59% allowing under 18's to post dependent on context. Therefore we will continue to allow under 18's that stay within the overall Reddit age requirement. There was divide among participants as to whether "newbie" questions should be removed. An even spread was noted among participants who selected remove and those who selected to leave them as is. We have therefore decided to leave them as is. 73.80% of users selected "yes, in their own post, with their own "Leisure" flair" to the question, "Should posts about pets, travel, jetskis, etc be allowed on the sub?" Therefore we will continue to allow these posts provided they are appropriately flaired.
Thank you to our participants who contributed to the survey. This has been an unusual and difficult year for many people. Stay safe, and stay childfree.
What's up all you fucking Autists, Degenerates, and Lurkers??? Real Autism I'm one of the truly faithful degenerates. Below is my story... TLDR- I'm a degenerate gambler. Buy AMD 82.00C 11/14 I began the journey in college by gambling thousands of dollars on student loans on daily binary options. This of course was retarted and I lost close to 5k pretty quickly. I even chased losses by taken advances from my credit card. I stopped after I maxed one of my cards out. After doing much more research and taking a couple years off, I got back into the game in March with a $10k dollar personal loan. After carefully placed medium risk trades everything went to hell with the virus. I quickly switched to puts only to chase too hard and got absolutely blown up. Account was wiped out. I vowed I would be back. In September with another loan and some savings I got back in with $4,500. This quickly went to 8k and I actually went to cash right before the big drop in early September. I got back in too early, and nearly got wiped out. Careful diligence and some luck saw my account go to nearly $10k just a few days ago when I placed a very risky trade with the vaccine news. The drop on Monday afternoon caught me, and again destroyed my account. I'm a Degenerate with my account down now 75% in two days, and the panic I used to feel is only replaced by an urge to place an even risker trade to make up for it. Right now, all I really care about is AMD going to the moon tomorrow so I can make it all back and feel that good sweet dopamine rush before I'm back at it again. If this somehow pays, I'll donate 5% of the gains to charity. Position- AMD 82.00C 11/13 (28 Contracts)
Edit - Its been a few days since I posted so I wont be checking in to answer new questions here. If you have any questions feel free to reach out to be through my stream. This guide should still be relevant to patch 10.17 but I'd recommend QuickSilver > GA due to Titans resolve nerfs. Hello, I'm Atornyo and I first hit challenger in NA as a mech one-trick last patch and achieved as high as rank 18 in patch 10.16. I really enjoy mech as I mostly played reroll mech to hit diamond last set and think it is the most interesting composition in the game. I will be referring to mech pilots with a focus on Viktor carry as Viktor Mech. My lolchess: https://lolchess.gg/profile/na/atornyo Ideal Viktor Mech Level 8: https://lolchess.gg/buildeset3.5?deck=f6e3df00de7c11ea85825783e5dd3235 (legendaries can replace units with similar traits if you find a 2 star version of them or find a legendary before 2 starring the unit they replace: Lulu>Cass gp 1star > ziggs if you have an extra defensive item to give gp Ekko>shaco) Level 9:https://lolchess.gg/buildeset3.5?deck=1c8af8c0de7d11ea8f93e91782b06499 Items that can be used in Mech Viktor: For the Mech - Titan’s Resolve - If your mech has one of Hand of Justice or Guardian Angel or both I recommend building this item, without either of these items you won’t see much value from Titan’s Resolve until you have a level 5 or 6 mech which means you have 2 star annie rumble and fizz. This item has the potential to be the single strongest item that your mech can use and is worth playing for every game. The downside to this item is that there is zero value in slamming the item early game as it will never hit 50 stacks until you have a mech online. The only time you are looking to potentially not have this item on your mech is if there are many people contesting (a 4+ mech lobby) the reason for this is because this item greatly increases in value the higher level your mech is. Once it hits 50 stacks your mech will 1v9 especially when coupled with a Hand of Justice or Guardian Angel. Hand of Justice - This item is so good worth slamming every game as it works well on early game carries and is really solid on mech. Guardian Angel - Solid item but ONLY place this on your mech if you are certain there will be a Hand of Justice or a Titan’s Resolve with it. Works well with Titan’s because your mech doesn’t lose its Titan’s stacks after its first death and can slap around the enemy team after reviving. Works well with Hand of Justice as it can heal a significant amount of HP post mortem. This item also works really well with rumble as he will oftentimes cast after coming out of the mech and his spell doesn’t go away while reviving. Quicksilver - This item is BiS for mech IF you are unable to complete the trifecta mentioned above. In lobbies with many zephyrs this item can result in insane value, however, with optimal scouting you can sacrifice Ziggs and Cass to the Zephyr gods. The reason I believe this item isn’t as godly as many others make it out to be is the fact that it does absolutely nothing in a number of matchups other than provide 20% dodge. The problem with this item is that it is NOT slammable until you have a mech online. Bramble Vest - One of the strongest items to slam early game. If you take an armor off the starting carousel and are blessed enough to find another by 2-1 you are building this item. TrapClaw - This item is mostly just a 20% dodge stat boost. This item isn’t very slammable early personally, only build if I feel I don’t have any other options. Shroud of Stillness - This item is a 20% dodge stat boost that can turn a fight with optimal positioning. If you build this item you need to scout EVERY round. Relatively slammable early but not on the same tier as bramble. ZZ’rot - You are building this item because you want to win streak early. Neat thing with this item is that you get two voidlings over the course of the fight. Warmog’s Armor - Probably the single strongest early game item in the game, give a protector this item and go afk until stage 4. Ionic Spark - Another very slamable item, if you have a rod and a cloak at any point before krugs it is worth slamming as this item will save you infinite HP. Thieve’s Gloves - This item is a bait on mech. In the past I would play Thief’s Gloves mech as a transition unit while I pivot to a non mech composition. Nowadays I only play mech so don’t recommend giving the mech this item. Not a bad shaco item and once you replace shaco with Ekko he loves it. Itemizing Viktor - Viktor wants a morellonomicon in order to nuke the enemy team’s healing potential along with blue buff or Spear of shojin as viktor should be able to kill the backline in 2-3 spells. If you're considering playing mech here is what you should look to do in each stage: Stage 1: look to grab Armor>Tear>Crit Glove on first carousel units holding these specific items such as armor Malphite/Illaoi or tear Ziggs can be free tickets to winstreaking early. After carousel I try to hold brawlers rebels and infiltrators as I believe it is the strongest opener for mech, however if it is clear that a stronger board is available, such as a 2 star poppy or jarvan while you only have 1 star Illaoi/Malphite, it is worth pivoting to that. On the round that Kayn appears (1-4) I will prelevel which means I buy experience in order to achieve a level 4 shop on 2-1. This is very important as a unit like rumble/shaco/neeko with a belt can win streak the entirety of stage 2. I try to hold on to any Annie I find as I like to hold one whenever possible but it is worth selling her in order to pick up any brawlerebel/infiltrator or to ensure that you can pre level. Stage 2: I attempt to win streak through stage 2 every single game, Viktor Mech and Mech infiltrators are not very item dependent and you can switch between the two depending on what items the game gives you. If you have any of Bramble Vest, Hand of Justice, Guardian Angel, Ionic Spark, Warmogs,blue buff, morellonomicon, or ZZ'rot Portal it is best to slam the item as the Mech can hold any of those items other than bluebuff and morellonomicon and those last 2 items are vital for viktor, Illaoi is a great holder for Mech items and Ziggs/ahri are great holders for Viktor items. On 2-1 play whatever your strongest board is as with any non-hyperroll compositions. On 2-3 before the stage 2 carousel I will prelevel in order to get a level 5 shop on 2-5 post carousel, this is extremely strong for Mech Pilot compositions as it gives you the opportunity to hit a full Mech on stage 2 or other strong early game units like rumble gnar wukong and fizz. In the case that you are on a 2 or 3 loss streak after the stage 2 carousel it is best to attempt a full loss streak in order to maximize early gold, this is the ONLY time that I would ever consider attempting to lose a round. If you are running infiltrators in your early game composition it is extra important to scout EVERY round as the difference between an infiltrator hitting a Ziggs or a 2 star frontliner is winning or losing a fight. Stage 3: This is where a lot of decision making enters the game. If I am winstreaking with a streak of 3 or greater and I will have more than 10 gold after leveling I will level on 3-1. otherwise I will level on 3-2. If I have fizz and rumble by 3-2 and am level 6 I am willing to roll down to 10gold in order to hit an annie. If you roll down this early into the game it is vital that you do not tunnel only on units that go in your final composition, you are not rolling solely to hit a Mech you are rolling to maintain win streak this means that you will look to complete any pairs or to add unit upgrades to your current board. If you roll down and do not upgrade your board at all you will be in a very bad place so it is important to keep a very open mind on what can be thrown in to improve your composition. If I don't roll down on 3-2 I usually do not roll at all unless I am taking a large amount of damage every round in which case it can be a good idea to level to 7 post stage 3 carousel (3-5) and roll some gold to stabilize. If you are rolling it is important to not roll below 10 in stage 3 unless you have a great reason to, such as winstreaking and holding 4-6 pairs while knowing there are opponents that can beat you if you don't hit those upgrades. What to do if you hit early Mech: Mech in stage 3 can be played in many different ways. Most of the time you will sell your frontline and be looking to play Mech + whatever your strongest backliners are which are usually the level 2 units you already had. Ideally you want to have a ziggs and infiltrator or be running 4 sorcs + Mech but it is not vital in stage 3. Stage 4: This is where the decision between Viktor Mech and Mech infiltrators is made. If you are bleeding out and approaching death <40hp 4-1 it is worth leveling to 7 and rolling down to stabilize. Which means you are playing the level 8 board minus ziggs if by some miracle you hit aurelion sol feel free to play zed/ziggs/asol instead of the mystic units. However, in the majority of games you will level to 8 on 4-3 and roll for your board. The 4-3 rolldown (Viktor Mech) - While rolling you are looking to hit this board https://lolchess.gg/buildeset3.5?deck=f6e3df00de7c11ea85825783e5dd3235 it is discussed earlier when to replace units with legendaries. Also I value cass and Karma over Soraka as before the mech dies other units tend to take very little to 0 damage. If you run into a GP Mercenary upgrade in this roll down it is only worth purchasing double strike as they are so expensive. You can stop rolling once you hit the units in the composition and have a level 6 mech (2 star annie rumble and fizz), a 2 star legendary or 2 star Viktor. If you hit any of those requirements with more than 20 gold and are somewhat healthy you can usually go to level 9 later in the game in order to increase your chances at first place. If you hit a 2 star asol and do not have blue buff Asol can replace Viktor at levels 8 and 9. If you hit it is very likely that you will win streak through stage 4 and into stage 5. Stage 5: If you rolled down at level 7 on 4-1 you are leveling to 8 and rolling on 5-1 in a last ditch effort to survive. This rolldown is the same as the standard 4-3 one. If you were able to stop rolling early and have hoarded a large amount of gold, look to go level 9. Only go level 9 if you have at least 30 gold to roll or have more than 15 gold and already hold 1 or more legendary pairs. If you are about to die feel free to roll on 8 in order to complete vital 2 stars which are any mech pilot unit +viktor and shaco. The winconditions for Mech Viktor are good mech items +perfect item 2 star Viktor or Level 9 with 2 star legendaries. The optimal level 9 composition looks like this https://lolchess.gg/buildeset3.5?deck=1c8af8c0de7d11ea8f93e91782b06499 with the option to replace Viktor with urgot 2 and giving the bluebuff to urgot and the morellos to Asol. While it is situational it is almost always better to run a 2 star unit over a 1 star legendary. In the case that you were fortunate enough to find an infiltrator spatula play it on either viktor or gangplank and instead of running Asol play 4 infiltrator level 9: https://lolchess.gg/buildeset3.5?deck=7aa7b960de8511ea9ce08d2f4408daad If you hit either of these level 9 boards with 2 star units it is a 1st unless an opponent has a 3 star 4 cost unit or out positions you really badly. General advice when playing Mech Viktor:
It is optimal to run GA>QSS if you have titan resolve or Hand of justice but you have to scout every round to ensure your mech doesn't get zephyr'd
It is better to have your mech on either side versus the front
Cass and Ziggs should be placed where zephyrs will land, it doesn't matter if they are frontlined because if your mech gets zephyr'd your chances of winning the round are much lower.
When aiming infiltrators make it so Shaco is jumping straight at a carry, for Ekko you want him jumping on the same side that your mech is to ensure that he casts.
Early game focus on itemizing mech and viktor
Late game focuses on grabbing items for your 2 star legendaries. Best in Slot (BiS) for GP - GA, Dcap, Ionic spark (only if mech doesn't have one) Ekko - statikk shiv, rfc, shojin, hoj, runanns. Asol - All damage focused AP items and Hand of Justice.
Always put mech items on rumble as his spell costs the least so he is most likely to cast and get value after the mech has died
Differences between Galaxies Dwarf Planet - Mech is so busted on this galaxy, I have seen Mech compositions hold hands 1-5 multiple times in challenger elo games. Look for titans resolve as if it procs your Mech will hit the backline. Infiltrators are weaker on this map so keep that in mind when building early game boards. Gangplank is also OMEGABUSTED on this galaxy. Neekoverse - I just wanted to thank riot for removing this Galaxy Superdense - I tend to run 4 infiltrator instead of ziggs at level 8. Also if winstreaking you might roll more in stage 3 as any round you win it is likely you're doing an extra 2 damage which puts a lot of pressure on a lobby. Trade Sector - Greatly dislike this galaxy for Mech but never miss the chance to level if you can afford it while winstreaking. Going level 7 right after stage 3 carousel can be the difference between hitting an early legendary or hitting important mech units. Treasure Trove - Not a great galaxy for Mech as you have 4 units in your composition that do not benefit greatly from items (Mystic units and annie/fizz) Also Mech doesn't benefit too greatly by having perfect items so the benefit that other compositions get is much greater. Galactic Armory - Great for pushing early winstreaks. Always look to slam 2 full items before any pvp rounds even begin. Binary Star - Look to take glove or tear on the first carousel. NEED to win streak as mech isn't as strong later in the game. Not as bad for mech as people make it seem but you usually need 2 dodge items (QSS, HOJ, Trapclaw, and shroud of stillness) in order to make your mech survive versus the 4 cyber players in the lobby. Need perfect Viktor items as another issue mech has in this galaxy is the fact that mystic units along with other mech units can't utilize items well. Plunder Planet - Always push levels and try to bully other players around. Anytime you can prevent another player from killing any of your units you are denying them 2-3 gold which is a huge early game. Most of the time you will level to 8 on 4-1 and be 9 in late stage 4 or early stage 5. Can also decide to roll down on 3-5 after stage 5 carousel at level 7 in order to get as much gold as possible off the galaxy and prevent other players from killing units. Everyone spikes really hard in stage 4 on this galaxy. Salvage world - I'm still unsure of this galaxy, I have only played 5 games on this galaxy but in 2 of them I opened with a redbuff ludens lucian with blaster buff that felt really strong. Not as important to run an early game composition that can utilize mech items well. I'm sure I missed some stuff within this guide and will try to answer any questions in the comments over the next few days.
Bug Fables is Paper Mario TTYD but a little better AND a little worse - and that's high praise!
Lil intro: So Bug Fables: The Everlasting Sapling is an indie game, put together by Panamanian dev duo Moonsprout Games, to follow the legacy of the original two Paper Mario games. Now as someone who would name Paper Mario 2 in my top 5 games since it came out in 2004, I'm happy to report Bug Fables is an excellent successor to that legacy and the few negative comparisons that can be made seem to me to be the result of the difference in scale of available resources between Nintendo and Moonsprout. The prologue and first chapter introduce the explorers league and the three main characters who enlist together to further their own goals, which are given time to gestate while the world and characters are established. The player characters, a standard trio of an honour-bound knight, a feisty rogue, and a dry humoured, aloof mage, are tasked with adventuring across the lands of Bugaria to collect MacGuffins by the Ant Queen's royal blade Maki. This typical plotline is interrupted and diverted in interesting ways, and the trio of different attitudes keep the dialogue fresh. It's especially nice to see the trio's dynamic shifting as they grow closer. All this to say the writing is about on par with Paper Mario 2, what it lacks in (comparative!) charm it makes up with in coherence. The better: There's a lot in this game that could be pulled pretty directly from its inspirations, but in many cases those ideas have been reinterpreted to suit Bug Fable's setting, characters, and unique aspects. This starts with the three main characters allowing a good amount of customization via levelups and badges, which in turn allows for a large variety of strategies to be employed in combat. This is improved by Bug Fables excellent badge selection; very few (often expensive) badges only add power and most badges include trade-offs or otherwise incentivize normally unusual strategies. This deeply strengthens the customization by eliminating the obvious choices for all situations that the Paper Mario games had. Another large improvement was the use of the trio with the Tattle function, allowing every NPC, enemy, and room to be an opportunity for optional characterization between the teammates. Comparatively, in the Paper Mario games this characterization was limited to Goombario and Goombella, with cutscenes being the only chance other partners could be characters at all - often interchangeably. Often in Bug Fables I would extend a boss fight just so I could hear each of the trio's reaction to the enemy. Beyond that, many features just seem so much more streamlined than in the Paper Marios: the transit systems fit better into the world and were available sooner though money-gated early on to preserve difficulty, the game economy was balanced to allow for resource scarcity or exploitation without either being tedious as well as having purchases worth saving up for, and a lot of freedom in where and how to travel is given remarkably early on which allows for certain items or badges to be rushed. Best of all, a lot of the lore, world building, and characterization is optional, allowing for uninterested players, replayers, or speedrunners to bypass many walls of text. So many features like these struck me as something a dev would include in a post-release patch, and they make the game much smoother to play. Lastly, the biggest improvement for me was the difficulty: after the first battle a zero cost Hard Mode badge becomes an option, which keeps the battles threatening til lategame. This is such an important improvement as it turns the early game into a resource balancing act, which encourages thoughtful battling, using the cooking system, and creating badge builds. Unlike in Paper Mario, items are relevant all game long with the best items being simple, if expensive, cooked items that won't win fights on their own. Also, superblocking reduces damage by 1 more than blocking, removing the binary "all or nothing" aspect of superguarding. The only times combat felt unfair was when one enemy had an unpreventable, single target status effect which twice caused me to lose by unluckily targeting my buffed bug, and another when a rapid shot status ailment attack one-shot my tank after a marathon of battling. Additional difficulty options are also available, tho I haven't play around with them yet. The worse: The "in the field" controls are somewhat finicky, especially when the camera angle in large or curved rooms adjusts as you move. Additionally, most field skills are usable 360 degrees around the leading character, as opposed to Mario skills which usually are restricted to Mario's direct left or right. This can lead to some spatial confusion, as positioning 2D character models to use 2D animations in a 3D environment can be frustrating - dodging enemy shots while trying to engage in combat comes to mind. This is also true of several platforming puzzles; solving the puzzle was frequently much easier than executing the solution. While this was barely an issue that took longer than a minute, I could see how it could be frustrating, especially without certain badges. I also felt that a lot of the decorations in areas could have questionable physics models. Poking around behind foreground or midground items could feel awkward, as their meshes sometimes didn't feel like what the graphics reflected - especially when the item was large enough for the backside of the object to have to be assumed. Lastly, some of the side content felt unfleshed-out: interesting characters used for a single fetch quest or function, cool side areas with a single purpose, or just unused potential like a sea with two islands. Add to this that the enemy variety was good for the story (exactly one instance of palate swaps, and one area of mostly reused enemies) but lacking for side areas, and my biggest problem with the game is there isn't slightly more of it. Also: The music is consistently great, with very few songs not memorably contributing to an area/event's mood. Midway thru the game, the battle music changes to reflect the upped stakes and that's just great. Snakemouth Den and several boss tracks being standouts for me. Conclusion: With Bug Fables being an indie dev game as well as a first release its possible the 1.1 patch and/or DLC could change some of the rougher parts, but even besides this it is a solidly great game within the genre. With a bit of sequel baiting sprinkled into the endgame, I'm very impressed by Moonsprout and I may actually change my Sticker Star created rule to never, ever preorder once Bug Fables 2 is announced. If the improvement between this game and its sequel is as big as between the Paper Marios, it could easily be my favourite game of all time.
[FO4] After loading a save during combat, cannot save at all anymore, not sure which mod is causing it
For some reason, if I die during combat and load a save up from there, all the save options will be greyed out for the rest of the time I play, and things like exit auto saves or saving on waits will also not work. I'm not sure what mod is causing it. Heres my list: Fallout4.esm DLCRobot.esm DLCworkshop01.esm DLCCoast.esm DLCworkshop02.esm DLCworkshop03.esm DLCNukaWorld.esm Homemaker.esm Overlays.esm Quick_Modification_Weapon_by_tooun.esl SettlementKeywords.esm VotWMaster.esm VotWSpecialVideos.esl Unofficial Fallout 4 Patch.esp PowerArmorIntercomVoice_Balanced.esl ArmorKeywords.esm PANPC.esm WorkshopFramework.esm SS2.esm Robot Home Defence.esm TrueStormsFO4.esm SavrenXFoodAndFoodware.esp Consistent Power Armor Overhaul.esp CraftableAmmo.esp CraftableAmmo_plus.esp AA_CommonwealthConifersREDUX_SEASONS.esp AES_Renovated Furniture.esp UltraInteriorLighting.esp PlayerComments.esp UnbogusFallout.esp PiperCaitCurieDialogueOverhaul.esp BostonFPSFixAIO.esp SOTS.esp Armorsmith Extended.esp AEWS.esp Binary Speech Checks V.4 Hard.esp dD-Enhanced Blood Basic.esp EasyHacking.esp Eli_Crafting Shiz 9000.esp UnbogusFalloutVIS.esp Extended weapon mods.esp FAR.esp Faster Terminal Displays (20x).esp FlaconOil_BA2_2K_Part3.esp NAC.esp GR123 West Tek Tactical Gloves.esp Homemaker - Streetlights Use Passive Power.esp Homemaker - Unlocked Institute Objects.esp jDS__HP_Skull_Mask.esp LooksMenu.esp LoweredSprintAPDrain.esp Metro Gas Masks.esp Multiple Floors Sandboxing.esp RadiantBirdsv05.esp Reverb and Ambiance Overhaul.esp TrueStormsFO4-FarHarbor.esp NAC-FH.esp NAC-NW.esp Nexus_PMC.esp OCDecorator.esp OCDecorator - No Experience.esp OCDecoratorDLC.esp OCDispenser.esp Passive Camera Shake - Reduced.esp Passthrough.esp RAW INPUT.esp Realistic Roads - Black Asphalt.esp REAPER.esp RightHandedHuntingRifle.esp SettleObjExpandPack.esp SolarPower.esp TFRangerGear.esp TrueGrass.esp USP .45_by_tooun.esp WestTekTacticalOptics.esp WET.esp WheelMenu.esp XM2010_SniperRifle_by_tooun.esp WET NAC Patch.esp Vivid Fallout - All in One - Best Choice.esp UnbogusFallout_LessXP25.esp 3DNPC_FO4.esp OutcastsAndRemnants.esp FALLOUT4WT.esp Mercenary.esp RaiderOverhaul.esp Unique NPCs.esp Unique NPCs - Creatures and Monsters.esp GoodneighborExpanded.esp SuperMutantRedux.esp DeadlierDeathclaws.esp Brotherhood Power Armor Overhaul.esp More Power Armour Mods.esp TrainBar.esp America Rising - A Tale of the Enclave.esp Eli_Armour_Compendium.esp Some Assembly Required.esp CBBE.esp Colt6520.esp def_inv_scrap_en.esp D.E.C.A.Y.esp Ferals After Dark.esp Galac-TactREDUX.esp Glowing Animals Emit Light.esp LOST Audio Tweaks.esp NoLoopingWeaponSounds.esp SuperMutantRedux VIS Patch.esp SuperMutantRedux_ArmorSmithExtended.esp Unique NPCs - Creatures and Monsters_SMR_AE.esp ChaChingTradeSilentXP.esp Synth Overhaul.esp AzarPonytailHairstyles.esp BetterSettlers.esp W.A.T.Minutemen.esp Eli_Faction Housing Overhaul - Prydwen.esp The Sanctuary Bridge.esp USAF_Silo_Beta.esp ProjectHelljumper.esp 3DNPC_FO4Settler.esp MK18.esp SubmersiblePowerArmorRedux.esp Wana_SA58.esp FO4 NPCs Travel.esp AKMnv.esp AK400.esp AkaWaterWorld.esp AtomicRadio.esp AT - Atomic Radio RAO Patch.esp BasementLiving.esp DOOMPumpShotgun.esp HuntingRevolver.esp MP7.esp GIAT_FAMAS.esp HK_MP5.esp SSEX.esp SalvageBeacons.esp Realistic Death Physics - ALL DLC.esp RadioReverbFix.esp Project Reality Footsteps FO4.esp NoTwigs.esp McMillanCS5.esp AT - True Storms and RAO Patch.esp ImmersiveVendors.esp DT_GunnerOutfitPack.esp GruffyddsSignsAndPosters.esp G36Complex.esp FlaconOil_BA2_2K_Part2.esp FlaconOil_BA2_1K_Part1.esp Fallout Suite.esp Factor.esp EPO.esp EasyLockpicking.esp CF_AtomicWarlord.esp chem redux.esp AnimChemRedux.esp UnbogusPatch_AnimChemRedux.esp Ambient Wasteland.esp AlternateSettlements.esp P90.esp P90NPC.esp My_Minutemen.esp Unique NPCs FarHarbor.esp Unique NPCs_SpecialSettlers_Robots_Synths.esp Unique_NPCs_SuperMutantRedux.esp AnS Wearable Backpacks and Pouches.esp BossChestsHaveLegendaries.esp BrighterSettlementLights_LongAndSoft.esp Companion Infinite Ammo.esp CROSS_GoreCrits.esp CROSS_GoreCrits_FarHarborPatch.esp DV-Very Durable Vertibirds.esp FO4Hotkeys.esp FO4LaserBolts.esp KSHairdos.esp LongerPowerLines3x.esp LovingPiper-TrueReporterSE.esp More Where That Came From Diamond City.esp PA-Quick Animations.esp Tactical Flashlights.esp Tactical Flashlights - Settings.esp The Eyes Of Beauty.esp TrueReporter.esp TrueStormsFO4-FarHarborExtraRads.esp TrueStormsFO4-GlowingSeaExtraRads.esp WAYN_CompanionTracking.esp WestTekTacticalOptics-AWKCR.esp BetterSettlersCCAPack2.0.esp DCGuardOutfitOverride.esp Insignificant Object Remover.esp UnbogusPatch_DOOMPumpShotgun.esp NoBlurOnHit.esp PAMAP.esp CPAO - PAMAP 2.0 Patch.esp More Power Armour Mods - Automatron.esp Pip-Boy Flashlight.esp StartMeUp.esp
Hi all, It's no secret that the meta is rather stale with most people going for Vayne, Jinx, and Riven comps. In almost every game I play, I don't have a lot of success playing meta and usually prefer to find weird anti-meta/off-meta picks. I got really tired of playing one of the big three so started playing Mech to limited success. Then I started 6 Battlecast and climbed from ~70 LP Masters to now 320 LP (though I played other comps too in this climb). Here are my Battlecast stats below from about 11 games played. https://imgur.com/a/nMYgpBt https://lolchess.gg/profile/na/sakuchan39 Match History This is my first guide written so let me know if there is anything I can improve on. Why play 6 Battlecast I think its a decently strong comp for climbing purposes only. As you can see, I have a really high top rate but really low win rate with this comp. To be honest, it is a bit player diff since this set I have had a low win rate in general. I think the comp is rather fun to play to see all of the battlecast procs, and is also easy due to how straightforward 6 trait comps are in general. Pros
Strong for climbing. This is because of people usually contesting one of the Big 3. Battlecast spikes early at level 6 and you will winstreak hard and do big damage to low rollers. In non high elo (GM+) lobbies, there is usually a skill gap in lobbies and people will not know how to play from behind, allowing you to at least top 6 almost any lobby through developing a large health and gold lead.
Generally uncontested. It is very easy to upgrade the units you need. Kogmaw can be contested early from Jinx players, but otherwise, Illaoi, Nocturne, Cass, are all uncontested and can be upgraded easily.
Strong matchups into Big 3 before their endgame. Nocturne jumping and getting fear on Vayne/Jinx is really good. Urgot eating Riven can quickly turn fights in late game against sorcs.
Really bad scaling. Once you do go to end game, you will probably go on a large lose streak. The purpose of this game is to win through attrition; from the large health lead you've gained through winstreaking in the mid-game, hopefully you will top 4 from everyone's end game comp beating up on each other.
Reliance on a legendary unit/spat. 6 battlecast is absolutely necessary to survive the terrible endgame. If you can't hit, you will suffer large losses and lose your win condition of barely scraping into the top 4.
Weak in stronger lobbies. I end up occasionally in GM/Chally lobbies but I cannot conclude the strength of this comp in these lobbies. I believe that it is weaker in general due to the lobby being closer in strength making it difficult to generate a high health lead (even if you win they will probably get good losses) and people knowing how to play better from behind.
Early Game The general indicators to play 6 battlecast are early upgrades to Illaoi, Nocturne, and components for Kogmaw. Kogmaw absolute core item is Red Buff and needs one of Shiv or Runaan's Hurricane. I prio Bow on first carousel because it can be either RH or Shiv, but I've seen ideas of Vest prio for Red Buff. If you get good items, but no upgrades, it may be worth it to lose streak early for carousel priority, and to stay lower level to complete Illaoi and Nocturne upgrades. Here are some early game boards. Early Kog Infil Open In Early Kog opener, Lucian is replaceable to hold Kog items, or if early Ezreal then Graves can hold Kog items. Blitz can replace Malphite. Play what makes sense in the context of your game. Mid Game The biggest spike is at level 6 and getting 4 battlecast, 2 chrono, 2 blaster with one core item on Kogmaw. Until you get there, just play whatever you have that is strongest. Again, the purpose of this comp is to win streak. As soon as I can put in 4 battlecast, I level to 6. I avoid aggressively leveling to 7 as I like to stay at 6 for increased chances of upgrading Kogmaw. Stage 4-1 is always a level 7 and then roll an appropriate amount of gold to maintain econ while upgrading your board. Since this board is pretty self-explanatory, look to snipe carries with Blitz/Noc to cheese out wins. If you can't hit these units, or have bad items at this stage, look to pivot out. I pivot to Bang Bros (shares Runaans as core item), Jinx (if high roll early Jinx), or even once Mech (had really bad items). In the mid-game, you should also look to start building Urgot items (GA and mana items) as well has hopefully completing an Ionic Spark for Illaoi. GA is really good on Urgot to trade 1 for 1 in the endgame (saving health) as well as stalling for tie breakers. Mid-game Board End-game Ideally, by the time it is time to level to 8 (between stage 4-3 to 5-1), you'll have generated a 50 health lead over the 7th and 8th place people. Now, the goal is to complete the trait with Viktor and Urgot to try and survive to 9. Until you hit these units, splashing traits like Mystic (Karma/Soraka/Lulu) or Infil (Fizz/Ekko) or front line (Gnar) are great to help you survive and can hold Urgot items. Similar to mid-game, you are looking to cheese out wins with Blitz/Infil/Urgot. Urgot targets the furthest unit in his range which is 3 hexes. Once you have hit 6 Battlecast, look to go 9 to add in Mystic/Asol/Ekko/any other broken unit. Battlecast matches up really bad against Sorcs so Mystic is usually my go to since it helps against Mech and Jinx. End-game Board Other Notes
Urgot targeting is getting changed to the farthest unit but can be blocked. This makes it difficult to snipe back row carries. He also doesn't eat through GA anymore making it difficult to fight Riven Sorcs.
Requires flexible gaming. If you don't hit early and spike too late, you will die very quickly. Think about how the items you make can be flexed into other comps. I flex RH into Bang Bros for Yi and Spark flexes into every comp. When you play 6 Battlecast, try to have an out in mind if you can't make Red Buff, can't hit Kog, or are contested by someone high-rolling Battlecast units.
Extra AP items go on Cass/Viktor. I put them on I feel is stronger at the time. Viktor 1 is also stronger than Noc 1, but I prefer Noc 2 over Viktor 1 as my 4th battlecast in the mid-game. Use whatever is appropriate (Viktor can be strong against Sorc backlines and Jinx clumps, Noc strong against solo back line Vayne).
Who does Spat go on. I haven't really had a large enough sample to tell. I really like Asol not because it is strong but because Asol is just broken. He helps you beat Sorc comps. I've seen people say Gnar which is good as added front line in a very weak front line comp, but you end up stuck with 3/4 brawler since you may need Mystic/Asol in at 9. If you hit Gnar 2 though then obviously it is better. Spat Item generally is an Urgot replacement, then Urgot replaces Nocturne.
Galaxies. Battlecast is super strong in Littler and Binary Star. It is good in Treasure Trove (access to Spat, easy to high roll items), Reroll (can high roll upgrades early, potential 3 star though I don't usually go for Kog 3), and Star Cluster (same as reroll).
I haven't played that many games with Battlecast, but the results have been very positive so far. Hopefully, this will increase the flavor of your games in the last few days of this flavorless meta. Let me know if there's anything I can improve in my guide; I realize I don't go over general Econ strategies or flex options. I think there's lots of good information in high-elo streamers on economy vs aggressive leveling. I find my playstyle to try and balance both but leaning more towards econ is king. I'll answer as many questions as I can below.
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Love May Be Blind, But It Blinded Me to a Problem Player
Act I: The New Girl
It all began back in November of 2019 (feels like it was ages ago). I was running a second pass at my first ever campaign, as the original group I had fell apart due to scheduling conflicts and interpersonal drama. This new group had started playing together in August and well... it was a rough start. I made the beginner mistake of taking in more people than I could manage, and by November 3 of those original players had dropped. Having this many players dropping in such a short time was a little disconcerting for me, and as such I tried to foolishly "recoup my losses". The next person I recruited was a pretty cool guy, but after two weeks he just stopped showing up/responding to messages on Discord. To this day, I have no idea if he was just too overwhelmed by school (we're all college students) or he died. This disappearing player caused my anxiety over the stability of my campaign group to spiral further, causing me to open up my local university's DnD club Discord in desperation. That's when I found her. Let's call her June. June was posting in the general chat, talking about how she was interested in joining a campaign since she had some extra free time. I then sent her a private message, and she expressed interest in joining my game. In this initial exchange, there was the first of many red flags: Red Flag #1:She was incredibly inflexible with her character concept and was rarely willing to meet me halfway on things. The character she had in mind for my game was a Victorian-era Elf noble who hunted vampires. The "vampire-hunting" part happened to line up with the next arc of the campaign, but the "Victorian-era noble" part did not. The continent where everything took place did not have much in the way of "nobility", which was something I made very clear to her. Despite this, she would then proceed to reject any of my compromises for 3 HOURS until we both gave up and settled on something equivalent to a "lukewarm idea" concept-wise. Another thing about the character she pitched to me was that the Elf noble had a retainer who was non-binary. That was totally cool in my book; however, besides the fact they were an alchemist, there was nothing else that was given to me regarding their personality. Remember this, it'll come back up later.
Act II: The Status Quo
After hashing out character details, June then proceeded to tell me that... Red Flag #2:She couldn't make the day/time we met up for our campaign. Due to some other obligations she had, she wasn't able to make our regularly scheduled time. In all of my infinite wisdom I thought no problem, let's just get everyone to reschedule for this girl. Thankfully, this actually ended up working out and our day changed from Tuesday to Monday. After June joined, I had become confident that the "balance" had been reset. June was a fantastic RPer and her character had served to be a great thematic foil to one of the other PCs. Until we all went on hiatus for winter break, things were moving smoothly. But in hindsight, it really wasn't. Red Flag #3/3.5:Constant "below the table" messages and aggressive callouts. During sessions, June would send me Discord DMs constantly asking me questions about the game along with her comments on certain situations. This was highly distracting, and it eventually got to a point where I would ignore them. She would also make comments about encounters, saying stuff along the lines of "this is railroady as hell" or "x monstecheck is bullshit". I also tried my best to ignore these, but at some level, it did get to me. Then there was winter break. That's where things escalated.
Act III: The Incident
On the night of Christmas Eve, I was browsing through Discord and saw on our campaign Discord a message from June. She appeared to be in distress and needed someone to talk to. I quickly responded and messaged her privately. She told me about the situation and I ended up talking to her and keeping her company until 5 A.M. on Christmas morning. Now, the reason I mention this specific incident is that after this point we started talking to each other a lot. Sometimes it was every day for multiple hours at a time. At some point during those conversations, I began to catch feelings for her. This led to me eventually confessing to her in February. What was her response? Well...
Act IV: The Fickle Heart
In regards to my feelings, June told me she knew, giving me what equated to a "non-answer". I took this as rejection and carried on with my life. As for how June acted as a player, now that she had been in the campaign for a couple of months, some things were becoming painfully evident: Red Flag #4:She took wayyyyyyy too long on every single turn of her combat. I get that some people need time to think about their turns, especially if they're playing a spellcaster. However, she was playing a FIGHTER and a BARD. Bard can have some complexity, but most of the fighter is running up and hitting things. She would spend 5 minutes of everyone's time figuring out that her best option was just to run up and hit something or cast an enchantment spell that would end up failing anyway because her bard saves were low. Red Flag #5:She wanted homebrew, but her stubbornness kept me from coming up with anything for her. I tried. I really did. But when we discussed making homebrew modifications to her character or I gave her character a magical item, she would always complain about it. It didn't matter that I had spent literal hours of my time thinking about/discussing it with her: No, if it didn't fit the very exact flavor she wanted, it was bad. At some point, I talked to her about these issues along with the issue of her character's NB retainer having zero defining character traits (besides being non-binary). In regards to my concerns, she genuinely felt bad, realizing that she was failing to respect both my time and position as the DM. As for the retainer, she stated that my characterization of them was "not what she envisioned" and that it was "regrettable" that she had introduced them as only being NB. This was true, but I gave up any further discussion of that due to red flags #1 and #5. Remember that "non-answer" I had mentioned? Well when quarantine hit, I was finally given a response. June told me she had feelings for me and since I was still interested I decided to risk it and had her come over one night. The morning after I went to work, excited at the thought of being in a relationship (after being out of one for two years). However, she then sent me a text while at work telling me how she finally ended her relationship with her ex-GF (whom she was in an open relationship with). Given that I had been cheated on before, this triggered bad memories for me and I ended up breaking up with her right away after that. Even though we remained friends, both our friendship and my campaign started to take a turn for the worse.
Act V: The Fall
Outside of sessions, June and I began to get into fights more and 90% of what we talked about was the fact that she still loved me. She refused to quit my campaign, claiming she was "too invested" and I lacked the courage to kick her out, having just kicked out someone else a few weeks prior. So she stayed in the campaign and I tried my best to weather it out. But then I got a message from one of my other players, Sam, who told me... Red Flag #6:She had a tendency to "hog the spotlight" with her character. Sam expressed frustration at how June's character was "stealing her character's thunder". Sam was playing a full-on bard, but as a person she tended to be quieter and more introverted than June. As a result, many of the chances that Sam could've had to shine as her bard were squashed by June. When I read this, I was pissed. Sam had been with me through the entire campaign: She showed up on time, told me when she was gonna miss a session far in advance, and overall was a wonderful person to play with. I immediately sent messages to June confronting her about this. Jump to the final session of the campaign. This was it! The epic final battle against Orcus was upon my players. With a mega-session to accompany it, I invested all of my efforts into making it the most satisfying session yet. I had spent hours practicing my Orcus voice, recorded a "last time on..."-style audio reel recapping events from the entire campaign and meticulously crafted endings for every NPC that the party held near and dear to their hearts. However, despite all of this, June's actions caused the campaign to end on a sour note. During the Orcus fight, June decided to use an item she had bought from a magic item shop (the Slice of T'pir Weir Isles from TAZ) to try and convince Orcus to trade it for his wand. I told her that Orcus had gotten a natural 20 on his Insight check to tell if it was a good deal or not (which made sense given the fact the party had unanimously refused his previous offers to cooperate with him). She got upset and immediately left the Discord call all of us were on. This sent me into a panic as I frantically messaged her, begging her to come back. You see, I planned on having her character be a key part of the final vignette of the campaign and with no plan B in sight everything felt like it was falling apart. I managed to get her to come back, but her refusal to speak combined with the hostile energy caused me to have a panic attack. June announced to everyone that we should take 5, and I calmed myself down to continue. Then, in a move that nobody could have totally predicted, on June's next turn she said to everyone "my character stabs herself and is now dead." At this point I was tired of it so I just let her be a moody bitch and continued on my way with everyone else. After defeating Orcus in his layer of the Abyss and returning to the Prime Material Plane, I attempted to retcon her suicide by saying that her character was with everybody to which she vehemently replied, "no she's not." I did my best to change the final scenes on the fly and once the session was over she left the call again and began messaging me, saying how she should've left when I kicked the last guy out and how I should've let her do the trade since "I reward people for doing OP shit." I remember sending her a message along the lines of "I'm not gonna put up with this horse shit" and then proceeded to kick her off of the server and block her. TL;DR I fell in love with one of my players, she fell in love with me. After I found out she was still in a relationship, I broke it off, which caused her to be miserable and make my campaign worse for it. Before I confessed to her my desperation to have a new player join my game caused me to ignore all of her red flags as a "problem player" that manifested not only before she joined but ALSO as the campaign went on. Long story short... don't simp.
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