Main
▾
Traits
Current



Alt Build 1



Alt Build 2



Fire 5/5/7 missiles at random enemies that deal 50/75/225 (
) magic damage. Each cast fires 1 more missile than the last.
Current



Best-in-Slot



Alt Build 1

Heal 427/555/788 (
) over 2 seconds. For the duration, raise target into the air, Stunning them, and dealing 275/413/619 (
) physical damage. Afterwards, slam them down, dealing 110/165/248 (
) physical damage to all adjacent enemies.
Current



Alt Build 1



Summon a gate in a 5-hex line across target. Enemies hit take 100/150/1000 (
) magic damage and are 20% Shredded for 4 seconds. Malzahar spreads 5 stacks of infection between enemies hit.
Infection deals 16/24/400 (
) magic damage per second for the rest of combat. This effect can stack infinitely. When an infected target dies, they spread their stacks to nearby enemies.
Shred: Reduce Magic Resist
Infection deals 16/24/400 (
Current



Curse the nearest non-cursed enemy, dealing 530/800/1500/1800 (
) magic damage over 10 seconds and reducing the effectiveness of shields used on them by 50%.
When to Play
Chem-Baron Opener
Strategy
Tips & Tricks
- Aim for the 300 cashout. This cashout has a 70% chance of providing Renni 2-star (3 Renni) which makes it much easier to 3 star her. Expected number of Renni for 300 cashout = 2.1 Renni
- 100 cashout has a 30% chance of providing one Renni and 10% chance of 2 Renni. Expected number of Renni for 100 cashout = 0.5 Renni
- 200 cashout has a 20% chance of 1 Renni, 20% chance of 2 Renni, and 5% chance of 3 Renni. Expected number of Renni for 200 cashout = 0.75 Renni
- This comp is the lowest priority among the Chem-Baron comps. Smeech > Silco > Visionaries. Generally only recommend playing this if the other lines are contested, your items are bad for them, or you can only secure sub-500 cashouts.
- 8 of the units on the board are “fixed” — The 6 visionaries + Renni + Singed. Therefore, you have 1 flex level 9 slot. Usually this is a 6-cost or Emissary (Nami = Ambessa).
- Visionary Emblem allows you to play 4 Sentinel on 9 by dropping Morgana.
Openers
Chem-Barons




Chem-Barons





Strong Conditions
Items


Augments




Item Priority

Blue Buff

Frying Pan

Tear of the Goddess

Needlessly Large Rod
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.