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

Build Updated at: 2025-05-06 21:55:22 UTC
Phase Be Nimble, Phase Be Quick
v1.5
Author: PhilosopherKhaos (Silver II)
Role: Support
13
2
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. The goal with this build is to annoy the crap out of people and have a significant enough TTK that your team can take out whoever comes at you. I consider mobility to be the best way to enhance TTK, the devs seem to have agreed with me considering the new blink passive. Gaia will still give you a constant speed boost if you refrain from autos. I created this build to specifically take advantage of the prevailing anti-Phase strategy of targeting her first (This strategy is a mixed bag now in 1.5 as some people treat her escape like a Gideon and don't bother focusing on her but just let her be annoying while aiming for the carry).

This build hasn't really changed at all in 1.5. Mobility + Tankiness just seems to be a great combo on here since her blink/flare requires getting her hands dirty then dipping out.

Early game:
Focus on hit and run tactics utilizing the blink/flare combo. 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. Crystal Tear will boost ability haste and magic power early giving you better cd on flare/blink and lance. Once Galaxy Greaves is up, you should have a more comfortable time harassing the enemy duo. Your starting play appears aggressive and your carry might mistake this for a push when its not (be sure to communicate now that vc is available!). 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. 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 blink 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 (tenacity from Gaia). With two armor items you can actually be able to initiate team fights alongside your bruiser at objectives; blink into the middle of the enemy team and use your flare and then take advantage of Galaxy jump to use your Lance (be the flashbang for your entry team). Try to retain your blink after the flare for escape. You can fight along side your adc and when pressured blink pack and pull (just try to get a flare off after your blink and then pull if you can).

Endgame: You can go several different ways after Gaia... If they are particularly magic weak go the ability damage route. You could augment the physical damage of your carry with the on-hit damage build. Most of the time you'll be trying to keep your team topped off though, so the default build focuses on that while protecting you a bit. The mage items will scale your passive healing better than if you picked lunaria or another heal/shield buff item. DO NOT USE LUNARIA ON PHASE! Spellbreaker is a nice way to top off the build and make you super frustrating to deal with but Astral catalyst is more useful on Phase if you have a great carry as takedowns you assist in will decrease cd on your ult. The default here has taken her in a tanky direction with Golem's Fist and Spellbreaker. Tainted and Golem can be swapped out for another utility item if needed.

Golem and Scepter are flex spots, these are viable alternatives. Some higher elo peeps would recommend the Windcaller, I just don't like losing ability haste. Dynamo would be a good option.
Use this instead of Crystal Tear if you need to support a Sparrow.
For more on-hit damage output late game take these after Gaia. I would not recommend though.
Buy first if you are dealing with healing/lifesteal/omnivamp then purchase normally until 5th item for tainted scepter.
For more ability damage late game, take these after gaia. Flare has a sneaky high damage output if you double it with your link (+40%)
Crests: For a long while I went sanctification and have gone back to it. Go tranquility if that's what you're used to but you are more likely to see anti heal than anti shield. Which one is best will depend on whether itemization is health or magic heavy. Reclamation and Silentium are good for certain team comps but I rarely use them.
Pre 1.3 build taken after gaia. I think it would still be ok in 1.5 if your adc is rolling.
Stats
Level: 18
Physical Power
122.6
Magical Power
260
Physical Penetration
0
Magical Penetration
0 (+0%)
Critical Chance
0%
Attack Speed
127%
Lifesteal
0%
Magical Lifesteal
0%
Omnivamp
0%
Physical Armor
209.2
Magical Armor
100.7
Tenacity
20%
Max Health
3362
Max Mana
1064
Health Regeneration
+50%
Mana Regeneration
+350%
Heal & Shield Power
+10%
Ability Haste
70
Movement Speed
+0%