Comp Image
Built Different
Icon 9Icon 114
Traits
Trait BackgroundBlack Rose Icon
2
Black Rose
3 > 4 > 5 > 7
Trait BackgroundArtillerist Icon
1
Artillerist
2 > 4 > 6
Trait BackgroundBruiser Icon
1
Bruiser
2 > 4 > 6
Trait BackgroundConqueror Icon
1
Conqueror
2 > 4 > 6 > 9
Trait BackgroundDominator Icon
1
Dominator
2 > 4 > 6
Trait BackgroundEnforcer Icon
1
Enforcer
2 > 4 > 6 > 8 > 10
Trait BackgroundExperiment Icon
1
Experiment
3 > 5 > 7
Trait BackgroundForm Swapper Icon
1
Form Swapper
2 > 4
Trait BackgroundPit Fighter Icon
1
Pit Fighter
2 > 4 > 6 > 8
Trait BackgroundRebel Icon
1
Rebel
3 > 5 > 7 > 10
Trait BackgroundScrap Icon
1
Scrap
2 > 4 > 6 > 9
Trait BackgroundSentinel Icon
1
Sentinel
2 > 4 > 6
Trait BackgroundSniper Icon
1
Sniper
2 > 4 > 6
Trait BackgroundSorcerer Icon
1
Sorcerer
2 > 4 > 6
Elise Vi Elise Mordekaiser Illaoi Vi LeBlanc Corki Twitch
Trait BackgroundBlack Rose Icon
2
Trait BackgroundArtillerist Icon
1
Trait BackgroundBruiser Icon
1
Trait BackgroundConqueror Icon
1
Trait BackgroundDominator Icon
1
Trait BackgroundEnforcer Icon
1
Trait BackgroundExperiment Icon
1
Trait BackgroundForm Swapper Icon
1
Trait BackgroundPit Fighter Icon
1
Trait BackgroundRebel Icon
1
Trait BackgroundScrap Icon
1
Trait BackgroundSentinel Icon
1
Trait BackgroundSniper Icon
1
Trait BackgroundSorcerer Icon
1
Experiment Icon
Experiment
Sniper Icon
Sniper
Twitch Cost Icon 4
800 HP
0 / 40
Infectious Anomaly
Mini Mees
Strength Training
Current
TFT_Item_GuinsoosRageblade
TFT_Item_LastWhisper
TFT_Item_InfinityEdge
Best-in-Slot
TFT_Item_GuinsoosRageblade
TFT4_Item_OrnnTheCollector
TFT_Item_InfinityEdge
Alt Build 1
TFT_Item_GuinsoosRageblade
TFT_Item_Deathblade
TFT_Item_InfinityEdge
Ability Icon Spray and Pray
Range Icon 6 Hex
For the next 8 attacks, gain 75% Attack Speed, infinite range, and replace attacks with a piercing bolt that targets random enemies. Bolts deal 116/172/592 (scaleAD Icon) physical damage, reduced by 40/40/20% for each enemy they pass through.

Experiment Bonus: After every 5 attacks, deal physical damage to the nearest enemy equal to % of their max Health.
Artillerist Icon
Artillerist
Scrap Icon
Scrap
Corki Cost Icon 4
850 HP
0 / 60
Infectious Anomaly
Center of the Universe
Comeback Story
Current
TFT_Item_LastWhisper
TFT_Item_InfinityEdge
TFT_Item_MadredsBloodrazor
Ability Icon Broadside Barrage
Range Icon 4 Hex
Lock onto target and strafe to a nearby position, unleashing 21/21/35 missiles split between the target and all enemies within two hexes. Each missile deals 29/43/124 (scaleAD Icon) physical damage and reduces Armor by 1.

Every 7th missile deals 201/302/866 (scaleAD Icon) physical damage and reduces Armor by 7.
Dominator Icon
Dominator
Conqueror Icon
Conqueror
Mordekaiser Cost Icon 5
1200 HP
25 / 100
Infectious Anomaly
Legacy Of Shurima
Stoneskin
Current
TFT_Item_Quicksilver
TFT_Item_GuardianAngel
TFT_Item_UnstableConcoction
Ability Icon Grasp of the Iron Revenant
Range Icon 1 Hex
Briefly gain 40% Durability and summon a massive claw, dealing 160/240/800 (scaleAP Icon) magic damage to the most enemies in a line. The 4 closest enemies take 25% more damage and are pulled towards Mordekaiser.

For the next 10 seconds, gain 30% Omnivamp, +1 Attack Range, and replace every attack with a slam that deals 330/500/3000 (scaleAP Icon) magic damage to target and 85/125/1500 (scaleAP Icon) magic damage to all other enemies within 2 hexes.
Pit Fighter Icon
Pit Fighter
Enforcer Icon
Enforcer
Vi Cost Icon 4
1100 HP
40 / 100
Stoneskin
Bulwark
Last Chance
Current
TFT_Item_Bloodthirster
TFT_Item_SteraksGage
TFT_Item_GuardianAngel
Ability Icon Wrecking Crew
Range Icon 1 Hex
Gain 280/325/1200 (scaleAP Icon) Shield for 3 seconds, then Stun target for 2 seconds. Slam them down, dealing 450/675/2025 (scaleAD Icon) physical damage to them and causing a shockwave in their row. Enemies hit take 135/202/844 (scaleAD Icon) physical damage and are briefly knocked up.
Bruiser Icon
Bruiser
Black Rose Icon
Black Rose
Form Swapper Icon
Form Swapper
Elise Cost Icon 4
750 HP
0 / 10
Current
TFT_Item_FrozenHeart
TFT_Item_AdaptiveHelm
Ability Icon Cocoon
Range Icon 1 Hex
Jump to a nearby hex and web all enemies within 2 hexes, Stunning them for 2/2/8 seconds and dealing 120/180/1200 (scaleAP Icon) magic damage. Heal 400/450/2000 (scaleAP Icon).
Rebel Icon
Rebel
Sentinel Icon
Sentinel
Illaoi Cost Icon 4
1100 HP
65 / 125
Current
TFT_Item_RedBuff
TFT_Item_SpectralGauntlet
TFT_Item_Redemption
Ability Icon Test of Spirit
Range Icon 1 Hex
Gain 50/50/90% Durability for 3 seconds. Over the duration, drain 50/75/225 (scaleAP Icon) Health from the nearest 4/4/10 enemies. Then slam down, dealing 72/108/840 (scaleArmor IconscaleMR Icon) magic damage to all enemies within 2 hexes.
When to Play

Built Different

Strategy
Tips & Tricks
  • Expensive comp and generally does not cap high. Try to only play if you can have a decent opener as it won’t win out most games.
  • 2 star 4-costs are almost always better than 1 star 5-costs in terms of combat strength.
  • This doesn’t mean you should never play a 1-star 5-cost as you will cap higher by hitting 2-star 5-costs. If you are low HP, you might have to play for placements and focus on 4-costs. But ideally, you can aim toward playing around 5-costs.
  • Never Heimer, Zoe, or Silco. As such, Built Different is primarily an AD comp.
  • 6 Costs are worth playing despite their unique trait (they do not benefit from Built Different). Rumble / Sevika are technically worth playing as well despite their unique trait, but they grief Illaoi / Corki / Vi so they typically won’t get played.
  • Jayce can be played over Elise if you can upgrade him. Obviously don’t play Jayce if you have 2 upgraded Elises (unrealistic).
  • If you can’t find double Vi or double Elise, you can play Garen or Ambessa instead. The Emissary bonus is not as strong as Built Different, but it’s better than a random backline unit. You can also play 2/1 Emissary, but Ambessa becomes undesirable once you have Mordekaiser.
  • The all 5-cost and 6-cost board is not realistic and is only provided for ridiculous circumstances. In any competitive lobby, you won’t be able to achieve that board. Even in ridiculous circumstances, hitting 3 6-costs is challenging. You can replace them with double up 5-costs or Rumble / Sevika.
  • For your opener, it doesn’t really matter what you play as long as you don’t have any traits. Prioritize upgrades and units that can properly hold your items (preferably AD carries).
Openers
Built Different
DariusDarius
SingedSinged
TrundleTrundle
UrgotUrgot
ZeriZeri
Strong Conditions
Items
Gold CollectorGold Collector
Augments
Built DifferentBuilt Different
Item Priority
B.F. Sword
>
Recurve Bow
>
Sparring Gloves
Economy Strategy
  1. Level to 4 if you have upgrades and a good item to place on one of those upgrades.
  2. Level to 5, unless on 3 loss streak.
  3. Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
  4. 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.
  5. Level to 7 if you can stay above 30g, otherwise stay level 6.
  6. Level to 7.
  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.
  8. 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.
  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.
  10. 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.
  11. 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.
  12. 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.