Question about signature stones

JessieSJessieS Member Posts: 1,543 ★★★★★
So I will most likely awaken my CAIW soon( unless someone gives me a good case for CMM) and pour most of my science and generic sig stones into him but I wonder . What other of my champions benefit from more sig stones ? And how many are ideal for each of them?

Comments

  • This content has been removed.
  • Kill_GreyKill_Grey Member Posts: 8,666 ★★★★★

    Archangel you should take to 33% AAR (idk the exact sig number, but that should be the amount of AAR at the proper sig level)

    Sig 112 is the sweet spot as I've explained in a separate thread.
  • GardenerGardener Member Posts: 1,601 ★★★
    Kill_Grey said:

    Archangel you should take to 33% AAR (idk the exact sig number, but that should be the amount of AAR at the proper sig level)

    Sig 112 is the sweet spot as I've explained in a separate thread.
    K ill try do that to my AA, when i dupe him but sig stones are so scarce
  • Pbb22Pbb22 Member Posts: 43
    CMM since you already have Fury duped and R4. I’ll make the case - with her dupe + some sigs, her utility is wild. Her invulnerability helps is so many scenarios, and her big damage allows you to power through whatever else. Handcuffing her to Fury is great as well, nothing like having 2 top 10 champs in your quest at all times.
  • Kill_GreyKill_Grey Member Posts: 8,666 ★★★★★
    Kill_Grey said:

    Archangel you should take to 33% AAR (idk the exact sig number, but that should be the amount of AAR at the proper sig level)

    Sig 112 is the sweet spot as I've explained in a separate thread.


    Here's mine's description. I recall sig 111 providing 33.25% per neuro, which, when multiplied by 3, yields 99.75% as the resultant AAR for having 3 of the effects active at once (I believe the scaling is linear from sig 1 to 200 similar to how Ghost's sig functions). I decided to put in an extra stone because that 0.25% ability accuracy trigger that a normal opponent with typical "base ability accuracy" of 100% can still access can mean bad news.

    At this particular sig of level 112, 3 neuros lead to 100.2% AAR which is above the mark, and is truly enough to "shut down" just about any and all opponents to which it can take effect. and it is also achievable with a minimum of 2 heavies, which is pretty much the ideal condition one would be looking for.

  • Kill_GreyKill_Grey Member Posts: 8,666 ★★★★★
    Unfortunately, I don't know how to share links for specific comments, so I just copied mine from the other thread.
  • CrcrcrcCrcrcrc Member Posts: 7,966 ★★★★★
    Kill_Grey said:

    Kill_Grey said:

    Archangel you should take to 33% AAR (idk the exact sig number, but that should be the amount of AAR at the proper sig level)

    Sig 112 is the sweet spot as I've explained in a separate thread.


    Here's mine's description. I recall sig 111 providing 33.25% per neuro, which, when multiplied by 3, yields 99.75% as the resultant AAR for having 3 of the effects active at once (I believe the scaling is linear from sig 1 to 200 similar to how Ghost's sig functions). I decided to put in an extra stone because that 0.25% ability accuracy trigger that a normal opponent with typical "base ability accuracy" of 100% can still access can mean bad news.

    At this particular sig of level 112, 3 neuros lead to 100.2% AAR which is above the mark, and is truly enough to "shut down" just about any and all opponents to which it can take effect. and it is also achievable with a minimum of 2 heavies, which is pretty much the ideal condition one would be looking for.


    If I put 3 neurotoxins on nightcrawler at sig 111, I guarantee you that he would still evade me.
  • Kill_GreyKill_Grey Member Posts: 8,666 ★★★★★
    Kill_Grey said:

    Unfortunately, I don't know how to share links for specific comments, so I just copied mine from the other thread.

    But seriously, I need to know 😅
  • WOLF_LINKWOLF_LINK Member Posts: 1,376 ★★★★
    My Archangel with Sig 1 is working fine. Well, he already was fine without dupe. 4+ Neuros aren‘t too hard to get.
  • Thicco_ModeThicco_Mode Member Posts: 8,852 ★★★★★
    Kill_Grey said:

    Kill_Grey said:

    Unfortunately, I don't know how to share links for specific comments, so I just copied mine from the other thread.

    But seriously, I need to know 😅
    I copy the link for the time
  • Fluffy_pawsFluffy_paws Member Posts: 2,678 ★★★★★
    Crcrcrc said:

    Kill_Grey said:

    Kill_Grey said:

    Archangel you should take to 33% AAR (idk the exact sig number, but that should be the amount of AAR at the proper sig level)

    Sig 112 is the sweet spot as I've explained in a separate thread.


    Here's mine's description. I recall sig 111 providing 33.25% per neuro, which, when multiplied by 3, yields 99.75% as the resultant AAR for having 3 of the effects active at once (I believe the scaling is linear from sig 1 to 200 similar to how Ghost's sig functions). I decided to put in an extra stone because that 0.25% ability accuracy trigger that a normal opponent with typical "base ability accuracy" of 100% can still access can mean bad news.

    At this particular sig of level 112, 3 neuros lead to 100.2% AAR which is above the mark, and is truly enough to "shut down" just about any and all opponents to which it can take effect. and it is also achievable with a minimum of 2 heavies, which is pretty much the ideal condition one would be looking for.
    If I put 3 neurotoxins on nightcrawler at sig 111, I guarantee you that he would still evade me.

    I hate that guy.
  • SpideyFunkoSpideyFunko Member Posts: 21,954 ★★★★★

    Crcrcrc said:

    Kill_Grey said:

    Kill_Grey said:

    Archangel you should take to 33% AAR (idk the exact sig number, but that should be the amount of AAR at the proper sig level)

    Sig 112 is the sweet spot as I've explained in a separate thread.


    Here's mine's description. I recall sig 111 providing 33.25% per neuro, which, when multiplied by 3, yields 99.75% as the resultant AAR for having 3 of the effects active at once (I believe the scaling is linear from sig 1 to 200 similar to how Ghost's sig functions). I decided to put in an extra stone because that 0.25% ability accuracy trigger that a normal opponent with typical "base ability accuracy" of 100% can still access can mean bad news.

    At this particular sig of level 112, 3 neuros lead to 100.2% AAR which is above the mark, and is truly enough to "shut down" just about any and all opponents to which it can take effect. and it is also achievable with a minimum of 2 heavies, which is pretty much the ideal condition one would be looking for.
    If I put 3 neurotoxins on nightcrawler at sig 111, I guarantee you that he would still evade me.
    I hate that guy.


    Just use Vision Aarkus
  • Fluffy_pawsFluffy_paws Member Posts: 2,678 ★★★★★

    Crcrcrc said:

    Kill_Grey said:

    Kill_Grey said:

    Archangel you should take to 33% AAR (idk the exact sig number, but that should be the amount of AAR at the proper sig level)

    Sig 112 is the sweet spot as I've explained in a separate thread.


    Here's mine's description. I recall sig 111 providing 33.25% per neuro, which, when multiplied by 3, yields 99.75% as the resultant AAR for having 3 of the effects active at once (I believe the scaling is linear from sig 1 to 200 similar to how Ghost's sig functions). I decided to put in an extra stone because that 0.25% ability accuracy trigger that a normal opponent with typical "base ability accuracy" of 100% can still access can mean bad news.

    At this particular sig of level 112, 3 neuros lead to 100.2% AAR which is above the mark, and is truly enough to "shut down" just about any and all opponents to which it can take effect. and it is also achievable with a minimum of 2 heavies, which is pretty much the ideal condition one would be looking for.
    If I put 3 neurotoxins on nightcrawler at sig 111, I guarantee you that he would still evade me.
    I hate that guy.
    Just use Vision Aarkus

    I have him r3 but he makes my phone lag. Soo as much as I like him, I can barely use him
  • CrcrcrcCrcrcrc Member Posts: 7,966 ★★★★★

    Crcrcrc said:

    Kill_Grey said:

    Kill_Grey said:

    Archangel you should take to 33% AAR (idk the exact sig number, but that should be the amount of AAR at the proper sig level)

    Sig 112 is the sweet spot as I've explained in a separate thread.


    Here's mine's description. I recall sig 111 providing 33.25% per neuro, which, when multiplied by 3, yields 99.75% as the resultant AAR for having 3 of the effects active at once (I believe the scaling is linear from sig 1 to 200 similar to how Ghost's sig functions). I decided to put in an extra stone because that 0.25% ability accuracy trigger that a normal opponent with typical "base ability accuracy" of 100% can still access can mean bad news.

    At this particular sig of level 112, 3 neuros lead to 100.2% AAR which is above the mark, and is truly enough to "shut down" just about any and all opponents to which it can take effect. and it is also achievable with a minimum of 2 heavies, which is pretty much the ideal condition one would be looking for.
    If I put 3 neurotoxins on nightcrawler at sig 111, I guarantee you that he would still evade me.
    I hate that guy.
    Just use Vision Aarkus

    I use NF, but he is still such a pain.
  • avenge_123avenge_123 Member Posts: 1,307 ★★★
    cmm,archy
  • MauledMauled Member, Guardian Posts: 3,957 Guardian
    Kill_Grey said:

    Kill_Grey said:

    Archangel you should take to 33% AAR (idk the exact sig number, but that should be the amount of AAR at the proper sig level)

    Sig 112 is the sweet spot as I've explained in a separate thread.


    Here's mine's description. I recall sig 111 providing 33.25% per neuro, which, when multiplied by 3, yields 99.75% as the resultant AAR for having 3 of the effects active at once (I believe the scaling is linear from sig 1 to 200 similar to how Ghost's sig functions). I decided to put in an extra stone because that 0.25% ability accuracy trigger that a normal opponent with typical "base ability accuracy" of 100% can still access can mean bad news.

    At this particular sig of level 112, 3 neuros lead to 100.2% AAR which is above the mark, and is truly enough to "shut down" just about any and all opponents to which it can take effect. and it is also achievable with a minimum of 2 heavies, which is pretty much the ideal condition one would be looking for.


    Equally sig1 will still do the job - in 90% of matchups you’d use him in you’re probably getting 4 neuros easily enough.


    CMM or Cap would be where I’d send the stones

Sign In or Register to comment.