Main
▾
Main
6 Cost Cap
Traits
Current



Best-in-Slot



Alt Build 1



Alt Build 2



Alt Build 3



Alt Build 4



Alt Build 5



Kick the target, dealing 157/236/380/508 (
) Adaptive Damage. Heal for 33% of the damage dealt.
Adaptive Damage: Uses the damage type the target resists less
Current



Best-in-Slot



Alt Build 1



Alt Build 2



Alt Build 3



Leap towards the enemy with the fewest items within 4 hexes. Slash 3 times, dealing a total of 420/630/957 (
) physical damage. If they die, leap again, dealing 30% less damage.
Current



Best-in-Slot



Summon an assault of afterimages that deals 300/450/1200 (
) magic damage to the target and 150/225/450 (
) magic damage to 2/2/4 other nearby enemies. Afterimages reduce their target’s Magic Resist by 5 for the rest of combat.
Current



Alt Build 1



Passive: After dealing damage, heal 15/27/162 (
).
Active: Gain 350/490/1986 (
) Shield for 4 seconds. Slam a massive sword on target, dealing 163/244/2194 (
) physical damage to them and 81/122/1097 (
) physical damage to enemies within 2 hexes.
Active: Gain 350/490/1986 (
Current



Jinx alternates between Zap, Flame Chompers, and Death Rocket for her ability.
Zap: Deal 159/239/2700 (
) physical damage to enemies in a line and Stun them for 1/2/10 seconds.
Flame Chompers: Deal 159/239/2700 (
) physical damage to 3 1-hex circles of enemies.
Death Rocket: Fire a rocket at the center of the board that 480/720/12451 (
) physical damage to ALL enemies, reduced by 10% for each hex they are away from the epicenter.
Zap: Deal 159/239/2700 (
Flame Chompers: Deal 159/239/2700 (
Death Rocket: Fire a rocket at the center of the board that 480/720/12451 (
When to Play
Strategy
Tips & Tricks
- Smeech 3 is ideal, but if you aren’t close you can push levels as hitting Jinx and Ekko are more important. Realistically when you hit Camille, you should only consider rolling on 7 if you are close to Smeech. Otherwise push to 8 and roll there for Smeech.
Openers
Ambusher





Strong Conditions
Items





Augments


Item Priority

Hand Of Justice

Edge of Night
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. Roll until stable. “Stable” changes depending on rank, items, augments, composition, and patch, but generally speaking it involves 2-starring your desired 2-cost carry and a tank with items. Major divergence between elos: The lower your elo, the less upgrades you need to be “stable” and thus lower elo players should generally roll less than high elo players on 3-2.
- After your 3-2 rolldown, you should attempt to rebuild your economy to 50g.
- Once you reach 50g (it might be later than 3-5), start slow rolling down to ~52g each turn. Try to avoid rolling to exactly 50g as any unit you want to buy in shop will put you below 50g.
- If you are high HP relative to the lobby, continue slow rolling to 52g each turn. If you are lower HP, you should roll to hit your first 2-cost 3 star on 4-1 or 4-2. If you have to roll below 30g, your placement is usually capped at 3rd or 4th.
- If you are still high HP (70+), you can continue to slow roll. Otherwise, in the majority of cases, you should roll deep for your 3-stars here. If your HP is low, you can even go to 0 gold looking for your 3-stars. If you have your 3-stars and can afford to level to 7 with 10g+, do so.
- Level to 7 if you haven’t already.
- Level to 8 as soon as possible. This may not happen until 5-5 or in some games, stage 6.
- Level to 9 whenever possible. This is rare, but can happen in the games you have a chance of winning.