Red Mage Carry Delphox - NeonMilk
Double-Digit KOs + Unlimited Attacks
Build Path
Will-O-WispFirst Pick
Damage. Slow.
Stat Boosts
Special Move Vamp
Guide
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UPDATES
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6/15/2022: Because the late game move set showcased in this build is quite literally OP and will most likely be nerfed in the near future. If that's the case, I'll update my guide soon as the patch notes release and I've done some testing.
GLHF!
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EARLY GAME --
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1: Level up like brazy! I prefer going solo top lane and hugging the goal, securing ally farm and as many bees as possible with the early move set. If you are laning with an ally, expect to level slower as the secure is not great early game.
NOTE: It doesn't matter which attack you start off with because the early game secure with Delphox is pretty bad, but I find Will-O-Wisp easier to target since it locks on to farm/opponents.
2: When you evolve to Braixen it gets interesting! Braixen gets a big pop (+61 SpAk, +211 HP) and can a) stay in the fight a bit more and b) deal more damage.
NOTE: Delphox's basic attack does almost no damage but it has a good range. If your moves are on CD, you need to be retreating or cleaning up farm.
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MID and LATE GAME --
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1: Get to level 11 ASAP! You're taking Mystical Fire soon as you evolve to Delphox because the upgraded move resets cooldowns of all other moves. Yes you read that right: ALL OTHER MOVES!
NOTE: Once you get your Unite Move, use it as often as you please. It beats Pikachu's Unite CD by about 4-5 seconds (+/- 84s from 0% to full), so it'll be 100% more often than your teammates; use that to your advantage!
2: Once you reach level 11, Delphox becomes a nightmare to the other team. You'll want to do this combo often --
Fire Spin // Mystical Fire // Basic // Mystical Fire
The reason for this combo specifically is because Fire Spin will go on CD for 8s but Mystical Fire+ will reduce the cooldown by 1.5s if it hits an opposing Pokemon. The intermittent basic attack is to keep dealing damage while the enemy team is slow. Fire Spin stacks -- or rather "ticks" -- up to 9 times. Which means the enemy essentially gets trapped in a slowness vortex of fire, unable to leave even if they have Full Heals/xSpeed.
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WHEN TO UNITE --
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When you get your Unite, you should not be precious about it. In an average Standard match I will Unite 3-4 times. For Ranked I'm a bit more selective. Let me tell you why --
Delphox's Unite will slow enemies AND reduce their healing effects (including Potions.) This is great because so many hard-hitters have moves that restore HP, like Tsareena and Venusaur, or rely on dealing a barrage of basic attacks to recover HP, like Decidueye. Delphox's Unite will negate that. They can still heal, but it won't be enough to save them from the Fire Spin + Mystical Fire combo.
>> If you're being swarmed, throw your Unite and stand inside it. Force melee pokemon to retreat or face your wrath.
>> If your team is being swarmed, Unite and send Fire Spin to chase enemies into the AoE.
>> Delphox has trash secure until it gets Mystical Fire+, so use your Unite to deal DoT by tossing it over Rotom, Zapdos, or Dread when its HP is low if your team is in fear of losing the objective.
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TIPS & STRATEGY
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>> COMING SOON <<
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OTHER BUILDS
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If you're looking for S-tier supporter advice, check out my Hoopa Build: https://www.pokemonunite.gg/build/7329/hoopa-master-of-chaos
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