Predecessor Builds > Phase > Phase Be Nimble, Phase Be Quick

Build Updated at: 2024-09-07 20:32:30 UTC
Phase Be Nimble, Phase Be Quick
v1.0
Author: PhilosopherKhaos (Gold II)
Role: Support
1
0
Skill Order
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Notes

Doubling up the greaves makes for some fun. Mana regen and ability haste keeps you in the thick with the team longer. [Update v1.0: Not much change in regards to Phase, some of the support items got cheaper though.]

Early game:
Focus on hit and run tactics to draw minions to your carry and trade auto dmg with the enemy carry. Try to make them focus on you as much as possible to give your carry the edge in farm (this is what Phase's kit is good at, being the distraction). Careful, this is where you will end up dying the most if you poke through minions in the first couple waves. Once Galaxy Greaves is up, you should have a more comfortable time harassing the enemy duo. Once Marshal is up, you should be able to start pushing to take tower and not have to worry about mana levels pretty much ever. Your starting play appears aggressive and your carry might mistake this for a push when its not. The goal is to pressure enough to be the target but not full-on push at the beginning.

Midgame:
Gaia Greaves will improve durability and also help with mobility in rotations (Phase base movement is 645; Galaxy adds 64.5 and Gaia adds another 60 for a total movement spd of 769.5 out of combat. Assassins like Kallari and Countess have a base 680 for context.). You should be relying on your link/passive to keep your carry alive, so spam those abilities! If you have a carry that can take advantage, your armor boost should allow you to initiate fights with flare and then use galaxy jump to escape. The key to this build is the hit and run. Even if you get cc'd there is a good chance at escape. Everbloom will start to factor in during team fights around objectives along with Sanctification (although shield and damage mitigation doesn't do a whole lot in the current meta, that little extra could tip the balance along with tenacity buff to your adc). With two armor items you can actually be able to initiate team fights at objectives; galaxy jump into the middle of the enemy team and use your flare and then take advantage of Gaia's 75% jump boost to use your Lance as an escape (be the flashbang for your entry team).

Endgame: Dynamo and Elafrost seem to be beneficial to the hit an run strategy in team fights. A solo Phase split-push is viable when factoring in your escape mobility [ward like your life depends on it though, because it does]; plus, a strong push is kind of unexpected from Phase. If your adc doesn't need the boost from Everbloom, you can increase your auto dmg by picking up Plasma Blade and Prophecy followed by Noxia where 5% health matters in team fights.

Tainted Totem is a flex spot, these are viable alternatives.
Use this instead of Marshal if you need to support magic damage types.
For more damage output late game take these after Gaia.
Stats
Level: 18
Physical Power
116.4
Magical Power
95
Physical Penetration
0
Magical Penetration
0 (+0%)
Critical Chance
0%
Attack Speed
127%
Lifesteal
0%
Magical Lifesteal
0%
Omnivamp
0%
Physical Armor
199.65
Magical Armor
56.9
Tenacity
20%
Max Health
4147
Max Mana
1064
Health Regeneration
+50%
Mana Regeneration
+525%
Heal & Shield Power
+0%
Ability Haste
75
Movement Speed
+0%