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How to Improve your Teamfight Tactics Mechanics (Grandmaster Tips)

How to Improve your Teamfight Tactics Mechanics (Grandmaster Tips)

TFT is quite different from LoL in that mechanic skill is not a huge factor in the game, but there are still a few mechanics that can help you win more and be more consistent. In this guide, we’ll be going over a few different mechanical tips to help you improve without having to spend hours training to decrease your reaction time by 1 millisecond.

Note that even though this is a guide to improve your mechanical skill (so things like reaction time, mouse movement, etc) many of the mechanical skills in TFT also require game knowledge and aren’t mutually exclusive.

Mechanical skill in TFT almost always refers to simply, how fast can your hands and fingers do what you want them to do. While high mouse sensitivity and practice can achieve this, here’s a few tips that will improve your mechanics, while not having to train intensively.

How to Roll Down

Rolling quickly is arguably the first mechanical skill that comes to mind when you think of TFT. Some top ladder players are able to roll down all of their gold EXTREMELY quickly. This is also key for builds that like to hyper roll.

Rolling down 50+ gold in one turn, while also buying the same cost units to increase your odds can become quite daunting. In non hyper roll cases, rolling down and picking up multiple units and envisioning multiple comps to go for based on what you find will also be very daunting.

Rolling tips:

  • For hyper roll comps, buying other one cost units will help increase the odds you find the unit you are hyper rolling for. When holding units, keep the units you want to keep on one side and the units you don’t need on the other. This way you can quickly see what units you can sell and which ones you shouldn’t.

Here I hold the units I will sell to the left, and the units I want to keep on the right.

  • Keep in mind that when a unit combines, it may mess up your ordering. You then can decide to keep those positions in mind if you buy more random units, or you can quickly move your desired units to fill those spots.
  • In other situations, if you are rolling down at 6 or 7 and haven’t committed fully to one comp, you want to keep your options open and commit to a build you find good units for. In these situations, only try to keep in mind two comps so you don’t fill your board with unnecessary units and get nowhere.
  • You may want to simply buy units for one build, while also seeing if you can high roll main carries from other comps. Example: If I’m planning to play rangers and find Kindred, I can also think about buying Yorick and Annie to pivot into Shadow Summoners if I can’t find Ashe or Twitch. Keep other comps in mind, but don’t spread yourself too thin that you end up holding 5 pairs of random good units.

How to Scout

Scouting isn’t very mechanically intensive, but it can be. If you haven’t checked it out already, be sure to read our guide, How to Improve your Scouting in TFT.

In some games, you’ll be in a situation where you have to do so many things in one round. This usually happens in the late game where you need to roll down, itemize, and reposition against players left in the lobby.

Performing all of these actions efficiently requires you to be able to scout efficiently. Early and mid game scouting usually isn’t as intense as the game is a bit slower and fewer decisions have to be made, but late game is where you really need to turn it up.

Scouting tips:

  • Scout efficiently. Basically, in the late game, you won’t have as many enemies to scout against, so just look for a few specific things on each board. Things like Zephyr, assassin jumping, and enemy value units to reposition. If you know what you’re looking for ahead of time, you can speed up your scouting process.
  • Counter Scouting. If you know other players have Zephyr, try to move your carries around every round. Other players will try to snipe your carry, and you may not always be able to position perfectly, but if you don’t have time to scout, simply move things around a bit to try and luck your way out.


Repositioning also goes hand in hand with scouting as there is the usual carry back center position. Deviations to your normal position are a reaction to enemy boards.

Things like Lux, Taric, Zephyr, Hush, Singed, etc are all things you want to reposition against. Make sure you have enough time after rolling and scouting to reposition your board or swap out units.

Other Helpful Tips

Optimize Action Order

During rounds like 4-1 or 5-1, you will likely have a lot of gold and many actions you’ll need to take. Having a solid game plan will allow you to quicken your decision-making process and keep you calm and focused.

  1. Usually, when rolling down, I prefer to roll down until about halfway into the preparation round. (About 15 seconds left)
  2. I then reposition based on scouting information I either already know or look for in the moment. This is also the moment I sell champions I don’t need or are holding items for a carry I just found.
  3. After this, I can continue to roll down if I need to without stressing about repositioning. Sometimes I’ll find a unit at the last second that I won’t have time to put in, but this allows for fewer mistakes and more consistency.
  4. Lastly, as the fight is starting I place my items or combine my items into the ones I need. Items are the only action you can take mid fight, so saving this for last is most natural.
  5. Once the fight starts, there’s little to no reason to continue rolling. Your units won’t upgrade until the next round, so try to stop rolling at an interval of 10 to net some bonus gold before you either keep rolling or eco back up.

Limit Distractions

This one might be obvious, but staying focused during a game will ensure you know what units you need, what units other people have, and just a better understanding of the game while you play. TFT can be played while multitasking, but focusing will help you make decisions quicker.

Build Comp Proficiency

If you haven’t played a comp many times, you’ll find yourself questioning a lot of the decisions you make in game. This is why many players recommend newer players to master one comp and then another comp next patch, and so on.

The more you play a comp, you’ll notice champions you need in shop faster, you’ll know how to reposition faster, you’ll know what items to make faster, etc.


This one might not seem obvious, but this will play two factors into your games. A good night’s sleep will make sure you’re rested enough to make good decisions and quick decisions. Furthermore, as you sleep, your brain will problem solve and muscle memory will kick in. As a result, you’ll gain mechanical skill over time with consistency and commitment.


In a strategy game like TFT, mechanical skill is not the defining characteristic of skill. Even if your genetics have given you slow reaction time, or your new mouse is uncomfortable, by having a dominant understanding of the game and the meta, you’ll make decisions faster and play faster as a result.

Because of this, mechanical skill correlated to game knowledge and understanding. Setting a game plan for you to follow will make playing TFT like riding a bike or breathing. It will just take some time.

Research Directions in Computational Mechanics (1991)

Probabilistic computational mechanics is the methodology that forms the basis of the structure reliability and risk analysis of mechanical components and systems. Reliability and risk analyses are of critical importance both to public safety and the competitiveness of products manufactured in the United States.

Reliability analysis applications to enhance public safety include the performance of structures when subjected to seismic loads, determination of inspection cycles for aging aircraft, and evaluation of existing infrastructure such as bridges and lifelines. In the design of mechanical components and systems where safety is not a crucial issue, reliability engineering is also important because it can provide cost-effective methods for enhanced fabrication and inspection.

The problem common in reliability engineering is that certain features of the problem are uncertain or stochastic in character. Two of the most important sources of uncertainty in reliability engineering are unavoidable defects in the structures such as cracks and the environment, which includes factors such as load and temperature.


Cracks, whose behavior is described by the field of fracture mechanics, are one of the most pervasive causes of failure and therefore play a critical role in reliability engineering. Many of the problems of aging structures and aircraft, component life, and behavior under extreme loads are due to the growth of minor defects into major cracks. The growth of cracks is, however, an inherently stochastic process. Both the sizes and locations of the initial defects that lead to major cracks are random, and the growth of a crack under cyclic loading is stochastic in character. Generally, the growth of a crack under cyclic loading is modeled by the Paris law, in which the length of the crack a is governed by where n is the number of load cycles, and ΔK is the range of the stress intensity factor in the load cycle; D and m are constants that are

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fit to experimental data and exhibit significant scatter, or randomness.

In current engineering practice the reliability of a structure against excessive crack growth is usually ascertained by performing linear stress analysis and then using Sn charts, which provide the engineer with the probability of failure due to fatigue fracture of a component subjected to n cycles to a maximum stress S. These Sn charts are usually based on a simple rod specimen subjected to a uniaxial state of stress, which may be quite different from the complex stress pattern encountered in an actual component. Furthermore, the assumption of a perfect cyclic character with an amplitude that does not vary with time is usually quite unrealistic.

Computational mechanics is now reaching the stage where the actual growth of cracks in structures can be modeled along with the uncertainties in the crack growth law, initial flaw size, and randomness in loading. These methods can be based on Monte Carlo procedures; however, they are often expensive in terms of computer cost. Alternatively, the approximations of first-and second-order moment methods may be used. As described later, the latter may not be of sufficient accuracy in cases where the underlying problem is strongly nonlinear. To make these advances useful to engineers, better methods and an improved understanding of the limitations of available methods for these problems is needed.

The stochasticity in parameters D and m in the Paris law is probably due to randomness in the strength or toughness of the material and the randomness of the microstructure of the material. These ideas have been examined only very cursorily. A better understanding and methodologies for treating these problems are urgently needed for the following reasons: The development of the Paris law data involves many tests, which are often not feasible when advanced, high-cost materials are considered, and the Paris law is directly applicable only to mode I crack growth (crack growth under tension) and is not applicable to cracks that do not remain rectilinear, as in the presence of shear or in three-dimensional crack models.

By computational studies of the stochastic character of materials and their failure in conjunction with experiments, it may be possible to develop more generally applicable crack growth laws.

The implications of such improved computational mechanics methodologies are quite startling. It would be

possible to relate lifetimes of components to the size and distribution of defects that are introduced in the fabrication process and, thus, design fabrication processes and optimal cost effectiveness. Inspection cycle and nondestructive evaluation techniques for structures such as bridges, pipelines, and aircraft could be optimized for reliability and cost.


Loads are the second major source of uncertainty in reliability analysis. Loads, man-made or natural, acting on mechanical and structural systems are often difficult to predict in terms of their time of occurrence, duration, and intensity. The temporal and spatial load characteristics needed for detailed analysis are also subject to considerable uncertainty. Nowhere in the engineering field does this fact manifest itself more strongly than in earthquake engineering. In view of this, the uncertainty issues associated with earthquake engineering, particularly with earthquake ground accelerations as loads to mechanical and structural systems, are used as an example to demonstrate the complexity of the problem associated with the uncertainty in loading conditions.

There are many ways in which strong-motion earthquake phenomena can be modeled from the engineering point of view. Each model consists of a number of component models that address themselves to particular phenomena of seismic events. For example, a succession of earthquake arrival times at a site may be modeled as a stationary or nonstationary Poisson process, and the duration of significant ground motion in each earthquake may be modeled as a random variable with its distribution function specified. Also, temporal and spatial ground-motion characteristics may be idealized as a trivariate and three-dimensional nonstationary and nonhomogeneous stochastic wave with appropriate definitions of intensity. Although further study is definitely needed, the progress made in this area has been rather remarkable. Some of the current models are able to reflect the randomness in the seismic source mechanism, propagation path, and surface layer soil amplification.

The difference in ground motion and resulting structural response estimates arising from the use of various models represents modeling as well as parametric uncertainties, since each component model contains a certain number of parameters to which appropriate values must be assigned for numerical analysis. Hence, the total uncertainty consists of modeling uncertainty and parametric uncertainty.

In fact, a number of methods are available and have been used to identify the extent of uncertainty of parametric origin. The process for modeling uncertainty appears to be limited by the extent of the plausible models that can be constructed and the ability to examine the variability of the results from these different models. The degree of variability expressed in terms of range or any other meaningful quantity may be seen as representative of modeling error when, for example, »best estimates» are used for parameters within each model.


The last several years have seen a resurgence of research interest in the area of system stochasticity. The problem of system stochasticity arises when, among other things, the stochastic variability of the system parameters must be taken into consideration for evaluation of the system reliability under specified loading conditions.

Indeed, the parameters that control the constitutive behavior crack growth and strength of the material tend to be intrinsically random and/or uncertain due to a lack of knowledge. The stochastic variability of these parameters is idealized in terms of stochastic fields, multivariate and multidimensional as appropriate, for continuous systems and by means of a multivariate random variable for discretized systems.

The resurgence of interest appears to have arrived at a time when the finite element method has finally reached its maturity, so that the finite element solution to the problem of system stochasticity can augment existing software packages and thus provide added value. The recent effort in this direction has led to the establishment of a genre nouveau, «stochastic finite elements.» However, many important issues remain to be addressed. In fact, it was only recently that the basic accuracy and convergence issue arising from the various methods of approximation was addressed in the context of Neuman expansion or Born approximation, primarily when dealing with static problems. Not only that, but the issue of stochastic shape functions has never really been resolved.

From the purely technical point of view, the subsequent comments seem in order with respect to stochastic finite element methods. Exact analytic solutions are available only for simple structures subjected to static loads. Mean-centered perturbation methods are the most widely used, accurate only for small values of variability of the stochastic properties of

the system and inadequate to deal with nonlinear and/or dynamic problems. Solutions based on the variability response function are accurate only for small values of variability of the stochastic properties of the system and inadequate to deal with nonlinear and/or dynamic problems. In the analysis of response variability arising from system stochasticity, however, introduction of the variability response function has provided conceptual and practical novelty. The same analytical procedure can be used as in random vibration analysis where the response variance is obtained from the integral over the frequency of the frequency response function squared multiplied by the spectral density function of the stationary random input function. Monte Carlo simulation techniques are accurate for any variability value of the system’s stochastic properties, applicable to nonlinear and dynamic problems, less time consuming, and more efficient in static problems if than Neuman expansion methods are used, and are applicable to non-Gaussian fields.


The primary difficulty associated with probabilistic models dealing with intrinsic randomness and other sources of uncertainty often lies in the fact that a number, for that matter usually a large number, of assumptions must be made in relation to the random variables and/or stochastic processes that analytically idealize the behavior of mechanical and structural systems. In this regard the following statement is in order: When uncertainty problems cloud the process of estimating the structural response, the use of bounding techniques permits estimation of the maximum response, which depends on only one or two key parameters of design and analysis. The maximum response thus estimated provides a good idea as to the range of the structural response variability. Although the applicability of bounding techniques is, at this time, limited to less complicated load and structural models, a strong case can be made for the use and further development of this technique.

The bounding techniques indicated here for system stochasticity are of great engineering significance because these bounds can be estimated without knowledge of the spatial autocorrelation function of the stochastic field, which is difficult, if not impossible, to establish experimentally.

The Importance of Vocabulary in Writing

Every good mechanic has a toolbox full of tools. Some tools are used more than others, but every one has a specific purpose. In much the same way, writers have a “toolbox.” This “toolbox” is constantly growing and is filled with items like grammar, punctuation, and capitalization rules; figurative language; rhyme; rhythm; and…vocabulary. Just as really good mechanics can pull out the right tools to make a good engine even more powerful, good writers can pull out the right tools at the right time to make good writing even more powerful. One tool that can “power up” your writing is a strong vocabulary.

Why is a Strong Vocabulary Important?

We use spoken and written words every single day to communicate ideas, thoughts, and emotions to those around

us. Sometimes we communicate successfully, and sometimes we’re not quite so successful. “That’s not what I meant!” becomes our mantra (an often repeated word or phrase). However, a good vocabulary can help us say what we mean.

Let’s say that you are outside in your yard and see a large black car stop in the road. You can see four tinted windows on one side of the car, and you assume there are four tinted windows on the other side, too. Just then, the driver’s door opens, and a man wearing white gloves steps out. He walks to the back of the car and looks underneath. He shrugs his shoulders, climbs back into the car, and drives away.

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After you remember to close your mouth, which has been hanging open, you run next door to tell your friend what you saw. What do you say? If you know a couple of key words, you can quickly explain to this person what you saw. Instead of describing the number of windows and the length of the car, you could simply say that you saw a black limousine (a long, luxurious car). Then, instead of describing the man with the white gloves, you could say you saw the chauffeur (someone paid to drive a car or limousine) walk to the back of the car. Knowing these key words can help you quickly and effectively communicate your meaning.

When you’re faced with a writing assignment, a good vocabulary is an indispensable (very important or necessary) tool. If you have several synonyms (words with similar meanings) in your repertoire (“toolbox”), you’ll be able to choose the best word for the job. Avoid vague words like “stuff” or “things” when you write. These words do not give the reader a good sense of your meaning. Also, use strong verbs that give the reader good information.

Here’s an example:

  • POOR: People do a lot of things.
  • BETTER: People perform a lot of tasks.

Ways that having a strong vocabulary helps when writing include:

  • being able to choose more descriptive words to help your reader envision what you are describing.
  • being able to adapt your writing for your audience (e.g., simpler words for children and more complex words for college students).
  • creating more variety in paragraphs and sentences with vocabulary words which keep your reader interested in what you have to say.

Increasing Your Vocabulary

If you don’t have a strong vocabulary yet, the first way you can develop one is with a couple of tools: a thesaurus and a dictionary. A thesaurus (a resource that lists synonyms and antonyms of words) is a helpful tool, but it is essential (very important and necessary) that you use a dictionary along with it. For example, imagine that I want to say that putting an engine together is difficult. However, I want a more descriptive word than “difficult.” What other word could I use? A thesaurus might give me choices like these: complex, intricate, tricky, and thorny. Do I know what those words mean, though? That’s where a dictionary comes in.

Writing prompts that include specific vocabulary words can be powerful skill boosters. sense of the meanings of each word. The next step, then, is for me to look the words up in a dictionary to be certain of their meanings.

The Merriam Webster Online Dictionary gives these definitions (among others):

  • complex: hard to separate, analyze, or solve
  • intricate: having many complexly interrelating parts or elements
  • tricky: requiring skill, knack, or caution
  • thorny: full of difficulties or controversial points

Notice that each word has a slightly different meaning. Which meaning seems to work best when talking about an engine? Since an engine has many complexly interrelating (connected together like a puzzle) parts, the word “intricate” seems to be a great choice. Putting an engine together can definitely be intricate work. My choice is made. The thesaurus and dictionary have saved the day and have helped me develop my vocabulary!

Another way to develop a strong vocabulary is to read books with rich vocabulary. These books will help you see the words in context (in their natural settings). The context can help you guess the meanings of the words and can give you a good sense of how they’re used.

Be sure to pay attention to vocabulary words as you read. Write down words that you don’t know and look them up. Try to find them elsewhere, and write down the sentences you find. Listen for them in the world around you. Write down the sentences that you hear. Study these words when you can, and try to use them in your speaking and writing.

Another good idea is to keep a word journal. Try to incorporate interesting words into your journal entry for the day (or week). If you’re not sure if you’re using the word correctly, ask a parent, a teacher, or a brainy friend.

Vocabulary games are another great way to develop your vocabulary. You can find hundreds of ways to build your vocabulary. Who doesn’t love playing games? And these games have the added benefit of helping you add to your writer’s “toolbox.” Do you have difficulty with homophones (words that sound alike)? Then try these homophone games. You can even bone up on synonyms (words with similar meanings). Learning the meanings of root words is another way you can strengthen your vocabulary skills, so try these games and see what you know. Strengthening your vocabulary doesn’t have to be boring!

Time4Writing can Help

Online courses like Time4Writing’s mechanics and writing courses have interactive games like the vocabulary ones in the above links. These games will help you practice new concepts in a fun and lasting way. And working one-on-one with a Time4Writing teacher is a great way to get feedback on your writing, including your vocabulary. Work on developing and strengthening your vocabulary, and keep your writer’s “toolbox” full!

Job Profiles

As you may have picked up on by now, the tasks of auto mechanics and technicians aren’t just a case of the same thing with a different name or title. The post that these positions occupy in terms of the fields they operate in, the services they offer, and the variety of tools they use are all different. The quality of students passing out after the completion of a degree in an automotive technology program will differ from those with a mechanics certificate from a trade school. The level of trust, salary rates, expertise, that a mechanic and a technician possess, will differ too. This will affect the pace at which they can work, the level of problems they can solve, and the number of hours of training the two will need before they get a glimpse of a customer’s car will all be different. It is a fact that technicians are taught skills in categories that mechanics don’t cover. From how to use computers to look up articles, the types of words that are appropriate for an email exchange with a client, the right technical term or word or name to use for a specific matter, and many more things. The training received by technicians outstrips that of mechanics and others in the place of work.

In conclusion, if you are interested in the automotive space, there is a place for both technicians and mechanics that you can explore. The option is always there to choose from and becoming a mechanic or a technician is all about personal preference. Mechanics are guys that are more practical, and a technician is a person that is more focused on the computer-derived, data-driven aspect of car repair. The vocation of a mechanic and a technician is on the menu for an auto enthusiast, and which way you choose to go will depend on the age of the person in question, their interests, and their priorities.

Still have questions and If you want to build a promising career in automotive field, enroll today!


Feel free to contact us! We will be happy to help you.

Auto Body Repair Technicians and Mechanics Work in Different Shops

When considering whether an auto mechanic or auto body repair technician career is right for you, it’s important to consider the different working environments of each career path. Auto body technicians work in auto body shops, which have very different facilities than the shops where mechanics work, because the repairs performed on the vehicles are quite different.

The main difference between the two is that auto body shops have large painting facilities, which you likely won’t find in a mechanic shop, while mechanic shops have the tools and facilities needed to repair parts of vehicles that you can’t see, like brakes and the engine, as well as tools to repair wheels.

Do car body repair courses sound like a good fit for your career aspirations?

Contact Automotive Training Centres to learn more!

You can equip two weapons and two skills. Weapons can be used liberally, while skills have a short cooldown between uses. Both weapons and skills must be found as you progress through the castle. Aside from shields, your defensive option is a dodge roll (which works in the air too!), which lets you pass through enemies and attacks. You can also chug a healing potion, but your use of it is quite limited and it takes some time to drink, so use it wisely.

Weapons come in four types: melee, projectile, shield, and spell.

Melee weapons are about what you’d expect. You swing them at dudes and they hurt the dudes. Most, however, have a unique way to use them. For example, the assassin’s dagger normally does pitiful damage, but all hits to an enemy’s back are critical. If the enemy doesn’t have a back, well.

Projectile weapons have limited ammunition, which is refilled in an interesting way. When you hit an enemy with an arrow or something, that arrow will get stuck in the enemy, and cannot be retrieved until the enemy is killed. This makes projectile weapons significantly less useful against bosses, as once you run out of ammunition, you won’t get it back until the fight ends.

Most projectile weapons are some form of bow, but there are others, such as throwing knives. Like melee weapons, they often have properties that dictate how to use them effectively. A few are even only effective at close range.

Shields work a little differently from what you might expect. You cannot simply hold up a shield and block attacks. Instead, you must parry by using your shield shortly before an enemy’s attack hits (the window is about half of a second long).

With the high risk of parrying comes high reward; successfully blocking a melee attack damages and stuns the attacker, thought it may have other effects depending on which shield you’re using. This is especially amusing against enemies with very low health, who will explode on contact with your shield. A successful parry has no recovery time, allowing you to parry rapid blows if you’re enough of a game master.

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Shields have another bonus mechanic: when you take a hit with a shield equipped (all you need to do is have it), you gain a brief period of invincibility. Don’t rely on this to keep you alive, but it’ll stop you from getting instantly annihilated by near-simultaneous hits.

Spells are interesting, and quite rare. They have no limits on their usage and usually have good range and unique properties, but are quite slow.

Skills come in several varieties, usually of the «throw something at your enemy» variety. They often have useful properties besides simply doing damage, such as having an area of effect or inflicting status ailments. As with projectile weapons, skill cooldowns are short enough that you shouldn’t be shy about using them. Really, don’t. Throw explosives everywhere and watch the magic happen. Don’t worry about getting caught in the blast; you can’t hurt yourself with them.


You have three stats: Brutality, Tactics, and Survival. Stats can be raised by finding upgrade scrolls. Some upgrade scrolls will let you choose which stat to upgrade; others will choose for you. Sometimes weapons or skills will give you a point on a stat while equipped.

Brutality increases the damage dealt by RED equipment. Prioritize this for an offensive build. This stat typically increases effectiveness of melee weapons, some ranged weapons, and grenades.

Tactics increases the damage dealt by PURPLE equipment. Tactics are generally more focused on utility than anything, so prioritize making this equipment a compliment to your loadout, rather than relying on them for your only damage output. This stat typically increases effectiveness of ranged weapons and DPS turrets.

Survival increases damage dealt by GREEN equipment and generally offers the highest increase in HP. Prioritizing this stat means you will have a larger health pool. This stat typically increases effectiveness of shields and some melee weapons.

Status ailments

There are six status ailments in Dead Cells: stun, freeze, immobilize, poison, bleed, and burn.

Stun incapacitates a target for the stun’s full duration, regardless of what happens to the target in that time. It is also the only ailment that can affect you. If you fall too far without a graceful landing (such as a stomp, but if you fall REALLY far it won’t work), you’ll be stunned for a few seconds when you hit the ground. If it turns out there’s danger where you landed, you might be up a creek. You can also be stunned by some enemy attacks or by having your guard broken.

Freeze is like stun, but lasts longer at the cost of usually ending when damage is taken. Freezing is good for managing groups of enemies or repositioning, but it won’t really let you deliver a beatdown.

Immobilize, well, immobilizes enemies. They can still perform actions but are stuck in place until the effect ends. The most important thing about immobilize is that it stops enemies from even turning around. Because most enemies cannot attack you while facing away from you, they might as well be stunned while you’re behind them.

Poison, bleeding, and burning all do damage over time. They can be stacked with each other or with themselves to increase the damage. The only real differences between them are their sources.

Weapons and skills will often have modifiers that increase the damage done to enemies suffering from status ailments. There is, however, no modifier that increases damage against immobilized enemies.


Dead Cells is called Dead Cells because your cells die when the rest of you dies, and you dying is something that is expected to happen plenty.

Dying sends you back to the starting area and robs you of most of your belongings; your money, your cells (not the ones in your body but instead the things that you give to the Collector who we’ll get to in a bit), your weapons, and your skills. Basically, dying sucks and you should generally try to avoid doing it.

Not everything is lost on death. As you progress through the castle, you will occasionally acquire upgrades that will persist after death. You will also be able to purchase permanent upgrades from the Collector.

The Collector

After every area, you’ll find the Collector.

The Collector is a weirdo living in the castle who wants cells. Not the ones in your body but instead the ones in the bodies of your fallen enemies. The really big ones. Enemies sometimes drop these large cells upon death, and they must be quite versatile, as the Collector can apparently do just about anything with them. The Collector has dozens of research options, and you’ll have to fund them with cells. Funding doesn’t need to be done all at once; if something costs 50 cells, you can invest 25 into it and come back later to invest the other 25. This is quite convenient, because the Collector wants your cells so badly that he won’t let you leave his room until you give him every last one you have.

The Collector’s research options are numerous. He can create new weapons from blueprints you find, which will then begin to appear in the castle. He can upgrade existing weapons (this applies to every time you find that weapon in the future, not just the one you currently have). He can increase your healing potion capacity. He can even give you insurance, allowing you to keep a portion of your money when you die.

Speed Boost

When you kill a bunch of enemies in rapid succession, you’ll acquire a speed boost. In addition to giving you cool afterimages, it makes you a lot faster. The speed boost can be maintained by killing enemies, and will fade if you go too long without killing something.

Daily Run

The daily run is, basically, exactly what it says it is; a run that changes daily.

Less basically, it tasks you with running through one area of the game, with a boss at the end. This boss is not necessarily tied to the area the run takes place in; the Incomplete One can show up in the Old Sewers, for example.

The goal in the daily run is not to clear it quickly, but to obtain as many points as you can within the time limit. Points are obtained in three ways: killing enemies, collecting items that give you points (they appear as blue stars), and finishing. You probably won’t have enough time to explore the entire level and kill everything in it, so you’ll have to optimize your route to pick up as many points as you can and then finish in the nick of time.

Luckily, you can do that in the daily run. Nothing in the daily run changes (well, until the next day, anyway. ); enemy, item, and pickup placements are consistent every time, allowing you to practice and hopefully get a good score.

The daily run is not entirely separate from the main game. Items that appear in the daily run are not available if you haven’t unlocked them in the main game. Furthermore, completing daily runs unlocks items in the main game.


This mechanic is incredibly hard to evaluate without knowing the distribution of the creature types at common. However, we do know that this mechanic is seeded across every single color combination. My current expectation on evaluating party cards is to assume that there is at least one creature in your party. This is because it seems like most commons revealed so far have one of the described types. Hence I believe Spoils of Adventure will range from four to five mana on average, with lower or higher being quite uncommon. However, that yields a fairly potent card-draw spell. Furthermore, this evaluative perspective shifts according to archetypal texture.

Classic Boros decks have more creatures than Azorius decks. Hence the aggressively slanted decks are more likely to take advantage of the party mechanic, as they are more likely to have multiple creatures on the battlefield. This actually creates a very important connection to the landfall mechanic. Both mechanics incentivize early battlefield presence. The earlier a landfall creature is on the battlefield, the more landfall triggers happen to yield advantage. Similarly, an early Rogue, Wizard, Warrior, or Cleric on the battlefield can create a tempo advantage via casting a card with party ahead of the curve.

The observer, observed

In 1961, the Hungarian-American theoretical physicist Eugene Wigner devised a thought experiment to show what’s so tricky about the idea of measurement.

He considered a situation in which his friend goes into a tightly sealed lab and performs a measurement on a quantum particle – its position, say.

However, Wigner noticed that if he applied the equations of quantum mechanics to describe this situation from the outside, the result was quite different. Instead of the friend’s measurement making the particle’s position real, from Wigner’s perspective the friend becomes entangled with the particle and infected with the uncertainty that surrounds it.

This is similar to Schrödinger’s famous cat, a thought experiment in which the fate of a cat in a box becomes entangled with a random quantum event.

For Wigner, this was an absurd conclusion. Instead, he believed that once the consciousness of an observer becomes involved, the entanglement would «collapse» to make the friend’s observation definite.

But what if Wigner was wrong?

Auto Body Repair Technicians and Mechanics Work in Different Shops

When considering whether an auto mechanic or auto body repair technician career is right for you, it’s important to consider the different working environments of each career path. Auto body technicians work in auto body shops, which have very different facilities than the shops where mechanics work, because the repairs performed on the vehicles are quite different.

The main difference between the two is that auto body shops have large painting facilities, which you likely won’t find in a mechanic shop, while mechanic shops have the tools and facilities needed to repair parts of vehicles that you can’t see, like brakes and the engine, as well as tools to repair wheels.

Do car body repair courses sound like a good fit for your career aspirations?

Contact Automotive Training Centres to learn more!

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