Talk:Rapid Firecannon (Teamfight Tactics)/@comment-5621719-20191012234105/@comment-4091261-20191013055931

In general, 3 things need to be considered in regards to.
 * 1) Safety- always grants a boost to safety. However, some champions have greater gains than others.
 * 2) *When defending against Assassins, may give no benefits in safety for ranged champions.
 * 3) *Some units fly into melee range upon using their ability, which lowers the level of safety this item offers.
 * 4) *Some melee units are squishy beyond reason, like . Having them in a safer position can make them more useful.
 * 5) Accessibility- is beneficial in regards to autoattack accessibility, but can actually be detrimental to ability accessibility.
 * 6) *Some champions have AOE abilities centered around themselves which lowers how many enemies can be hit.
 * 7) *Melee champions are highly subject to being cockblocked in certain synergies like or.
 * 8) Autoattack effectiveness- Inevitably, the only stat you get from is . Thus your champion better have some decked out autoattacks.
 * 9) *Hypercarries that strengthen their autoattacks with their ability are the juiciest picks because increasing their safety and accessibility even by a small amount makes for catastrophic effects.
 * 10) *Certain synergies simply make a champion's autoattacks useful. Some granting on-hit special effects or straight.

The best benefit in all three regards and the viable benefit in two areas. If the champion can really only benefit in one area significantly, then consider saving for someone else.

In regards to, he can benefit in all three regards quite easily with both synergies. He benefits from safety if he has since it means granting more units armor. Being melee is his clear benefit for accessibility. gives his autoattacks meaning with capability.