Main
▾
Traits
Current



Best-in-Slot



Alt Build 1



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 (
) 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.
Current



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 (
) physical damage and reduces Armor by 1.
Every 7th missile deals 201/302/866 (
) physical damage and reduces Armor by 7.
Every 7th missile deals 201/302/866 (
Current



Briefly gain 40% Durability and summon a massive claw, dealing 160/240/800 (
) 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 (
) magic damage to target and 85/125/1500 (
) magic damage to all other enemies within 2 hexes.
For the next 10 seconds, gain 30% Omnivamp, +1 Attack Range, and replace every attack with a slam that deals 330/500/3000 (
Current



Gain 280/325/1200 (
) Shield for 3 seconds, then Stun target for 2 seconds. Slam them down, dealing 450/675/2025 (
) physical damage to them and causing a shockwave in their row. Enemies hit take 135/202/844 (
) physical damage and are briefly knocked up.
Current


Jump to a nearby hex and web all enemies within 2 hexes, Stunning them for 2/2/8 seconds and dealing 120/180/1200 (
) magic damage. Heal 400/450/2000 (
).
Current



Gain 50/50/90% Durability for 3 seconds. Over the duration, drain 50/75/225 (
) Health from the nearest 4/4/10 enemies. Then slam down, dealing 72/108/840 (
) 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





Strong Conditions
Items

Augments

Item Priority

B.F. Sword

Recurve Bow

Sparring Gloves
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.