Predecessor Builds > Skylar > Skylar The Magical Melter
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"Your tech is cute, mine will blow you away."
Basis of the Build:
This is my Skylar build for both standard and ranked in games I'm expecting to have to hard-carry late game. The main synergy or item interaction combo in this build is between Typhoon Crest Upgrade, Plasma Blade, Prophecy, and Tainted Rounds. This crest plus 3 item combo gives you insane damage output (both physical and magical) particularly from hyper-beam. The beam procs on-hit stacking items 4 times per second, meaning within the first 1-1.5 seconds you will be at full Typhoon stacks (giving you massive attack speed scaling) and full Plasma Blade stacks (giving you 40% crit from one item). The Prophecy magical on-hit and Tainted Rounds magical on-hit will also be activating and adding together 4 times per second when you are beaming someone, leading to some nice bonus magical damage output even without any magical pen. The magical power added from your items increases your beams damage through scaling but also increases your attack speed gained from Typhoon, meaning double scaling added to your beams base physical damage. I build Orb Of Growth most games to have more base stats late game but it is not entirely necessary and could easily be swapped out for an early game pressure item (like Sky Splitter), shifting the build forward for Plasma Blade first item, or picking up a different stacking item (like Soul Chalice or Alchemical Rod).
Flex Item Build Cases:
100% crit only requires 4 items if one is Plasma Blade, so Imperator is often a great item if your main concern is out damaging and beating enemy mids/carries in 1v1s or 2v2s. If the enemy team is running multiple tanks and bruisers (like 2 bruisers in solo + jung and a tank support, or tank solo + jung), then I will keep the first 4 items and forgo the last 2 items for some combination of Sky Splitter, Demolisher, Vanquisher, or Viper. Against enemy comps that are very damage heavy and light on tanks I will often pick up Terminus 4th/5th item as the standard build has no life steal which will benefit you more when facing off against soft targets. Against Comps that are all magical or have heavy CC, consider skipping Orb of Growth and picking up Spellbreaker or Mesmer 3rd/4th item, one CC immune may be all you need late game to get into the air safely and carry into a team fight win.
Playstyle/Ability Leveling:
As far as abilities, prioritize leveling your Hyperbeam as it is your main source of damage output, then prioritize your Fly second as it has a long cooldown and having it up as often as possible is your best safety net. Remember if you are stacking Orb first item to play safe in the early game, your damage will come online when your crest upgrade to Typhoon is finished, there is no need to play recklessly until then when you have the extra dash to get away from melee attackers and the insane damage boost that Typhoon provides through attack speed. With this build you will definitively out damage opponent carries late game and your beam will have the best tank melting potential of any hero in the game. I have copied below a few match IDs where I have built a variation of the build in both Plat Ranked games and Standard games, some with better results than others, but always providing an asset to the team.
Thanks for checking out the build and come check me out on YouTube at https://www.youtube.com/@GoonsCove where we are streaming Pred nearly every evening.
Standard Games:
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Ranked Games:
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