Main
▾
Traits
Current



Passive: Gain Attack Damage based on bonus Health. (Current: % (
))
Active: Gain 100 Armor and Magic Resistance for 6 seconds. Hammer the nearest enemy 3 times; each deals 156/234/709 (
) physical damage and heals 50/90/324 (
) Health. If this kills an enemy, slam an additional time.
Headliner Effect: +200
+15%
Active: Gain 100 Armor and Magic Resistance for 6 seconds. Hammer the nearest enemy 3 times; each deals 156/234/709 (


Current



Best-in-Slot



Alt Build 1



Alt Build 2



Alt Build 3



Alt Build 4



Blink away from the current target and deal 245/368/1103 (
) physical damage to them. Every 3rd cast, deal 304/457/1370 (
) physical damage to all enemies in a line.
Headliner Effect: +15%

Current



Best-in-Slot



Mark the current target and spawn an untargetable Shadow with 133/200/599 (
) Attack Damage for 4 seconds. After a brief delay or when the marked enemy falls below 15% (
) health, deal an additional 252/378/1134 (
) physical damage.
Headliner Effect: +100
+5% 

When to Play
Heartsteel Opener
AD Item Opener
Strategy
Tips & Tricks
- Set 10 Revival is on the final patch of Set 10, where unfortunately this comp was not as good as it was at its peak.
- For headliners, it was generally correct to grab Poppy, Zed, or Ezreal. Emo Poppy used to actually be one of the best headliners. See variations for other headliner examples.
- Raise the stakes with Heartsteel if you think you can survive the 4 rounds. Comp wants as big a cashout as possible prior to going all in on 4-2.
- Can eventually transition out of Heartsteel while keeping Zac / Zed to play 5-costs like the “Max Cap” variation shows
Openers
Heartsteel





Strong Conditions
Items






Augments







Economy Strategy
- Level to 4 if you have upgrades and a good item to place on one of those upgrades.
- Level to 5, unless on 3 loss streak.
- Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
- Level to 6, unless you would go below 30g. If you have to stay level 5 due to low gold (rare), then level to 6 on 3-5.
- Level to 7 if you can stay above 30g, otherwise stay level 6.
- Level to 7.
- Level to 8. Roll for desired comp until stable. “Stable” changes depending on rank, items, augments, composition, and patch. Melee carries and tanks get the biggest spike for 2-stars. Usually stable involves 2-star tank or carry and some other supporting 2-stars. Try not to roll below 10g.
- If you are weak (e.g., have no 2-star 4-costs), consider rolling again to 10g here. If you are stable, save gold to go 9.
- If you are low HP and haven’t 2-starred your carry and tank, roll to 0g. If you have medium to high HP with an upgraded + itemized 4-cost unit and some other upgrades, save gold to go 9.
- If high HP, consider waiting until 5-5 to go level 9. If medium HP, consider going level 9 if you can roll 20g or wait until 5-5. If low HP and can afford to go 9, do so even if you have almost no gold to roll on 9. If you can’t afford to go 9 this game, roll every turn for upgrades.
- Level to 9 if possible. From this point onward, look to level to 9. Acknowledge games where level 9 is not possible and roll every turn on 8 to preserve placements.
- For max cap games, you can either roll on 9 or level to 10. If you are itemizing a 5-cost carry and it is 1-starred, roll on 9. If you have all your main itemized units upgraded, level to 10.
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