DFFOO [GL][Vayne Raid] The CorVayne Experience (Vayne BT+2, no friend)
JP content got delayed. Originally wanted to share my tentative plans of F2Ping the FR era, but may as well get the Cor Vayne ball rolling and wait till Chapter 8 part 1 drops.
Not extremely different from the Agrias run, there are a few changes.
Weaknesses:
Because the Cor Vayne Y'shtola team lacks a bit of DEF down, I swapped Hope's CA with a Faris CA instead.
Cor also does not have the support that Agrias does.
Advantages:
Cor + Vayne just churns out a lot of off-turn damage. You get quite a lot more Reaper's Gale out of Vayne's consecutive turns, and if you have the luxury to plan a break recovery ahead by breaking them out of order with Vayne as boss gets their turns, Cor can preemptive strike the bosses such that they get broken, pushed back and trigger even more preemptive strike when their turn comes around again.
Vayne's consecutive turns are quite controllable, so you can plan ahead and not waste his consecutive turns when Cor approaches 10 stacks.
This Lufenia+ in particular may restrict the number of "continuous" consecutive turns that you can muster with Vayne, but you can still manage the rhythm enough to not waste his stacks too much even if bosses need their turns.
In theory when Vayne is not constrained by the warps in other Lufenia+, Vayne can grant Cor many more reaper's gale in a short amount of time than you see here.
Vayne LD/BT+ Y'shtola LD/BT also provide quite good aura support for Cor. Cor's Reaper's Gale and LD also can pretty much stall a target till break recovery for a guaranteed break with rainbow BRV shaving, thus triggering Vayne's follow-up.
Because Cor protects himself and the other person from breaks, and damage is reduced, so there is little reason to keep Hope's CA for survival reason. You can eat back to back ALL attacks without needing CCs.
Nevertheless, I tried Hope CA before to see the difference. The BRV dmg up does help more as the fight progresses, but the startup was a bit slower because it wasn't until around 80% that I deployed Hope LDCA for the 4 turn deshell debuff. In the end though, the average turn completion was 27. I had a 24 once but I gave up because I wasn't recording lol.
Should Vayne be at BT+3, the run should go even shorter and more turn efficient with a lot more additional follow-ups and early aura support.
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