Main
â–¾
Traits
Current



Best-in-Slot



Alt Build 1


Heal 427/555/788 (
) over 1.5 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



Alt Build 2



Throw a canister at target, dealing 100/200/1000 (
) magic damage to them and releasing 4/4/8 monstrosities. Monstrosities attack 5 times and deal 38/57/100 (
) magic damage per attack.
Current



Best-in-Slot



Alt Build 1



Randomly cast 1 of 3 spells, with a chance of a Jackpot!
Flamethrower: {{Spell_TFT13_LieutenantSpell1_Tooltip}}
Extendo-Punch: {{Spell_TFT13_LieutenantSpell2_Tooltip}}
Chomp: {{Spell_TFT13_LieutenantSpell3_Tooltip}}
Flamethrower: {{Spell_TFT13_LieutenantSpell1_Tooltip}}
Extendo-Punch: {{Spell_TFT13_LieutenantSpell2_Tooltip}}
Chomp: {{Spell_TFT13_LieutenantSpell3_Tooltip}}
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

Fire a pair of missiles at target. Allies they pass through gain 95/120/150/180 (
) Shield for 3 seconds. When they collide, they deal 310/465/700/935 (
) magic damage to target and 155/230/350/465 (
) magic damage to adjacent enemies.
Strategy
Tips & Tricks
- While historically 400 shimmer cashout was enough to win, now you should assume that 400 cashout is likely a bot 4 unless you play really well. Ideally, you want a 500 cashout.
- There are 2 main paths to a 500 cashout: First path requires 4 Chem Baron early. Play 3 Chem-Baron on 2-1 and 2-2; 4 on 2-3 until 4-1; roll for 5 Chem on 4-1; cashout on 4-2. This will give you exactly 500 cashout with single digit HP remaining. You should be able to win-out from there.
- The second path involves an HP augment. Titanic Titan is the best because it allows you to sac both 4-2 and 4-3 if necessary. This means you can play 3 Chem Baron through stage 2 and 3, roll for 4 Chem Baron on 4-1, roll for 5 Chem Baron on 4-2 and 4-3, and cashout on 4-5 with one life.
- Tiniest Titan on 2-1 also provides enough HP to sac 4-3. War of the Undercity and Tiniest Titan+ only allow you to sac 4-2. If you can sac 4-2, you’ll generally need 4 Chem Baron by 3-2 and 5 by 4-1 to reach 500 cashout.
- For the rules of thumb provided above, keep in mind the math provided for reaching a 500 cashout assumes you go from 3 to 4 to 5 Chem Baron. There are other paths to 500 if you get a Silco earlier (e.g: from Subscription Service or high rolling). Main goal is to reach 500 by 4-2 if no HP augment.
- TL;DR: Only play Chem Baron without HP augment if you have 3 Chem-Baron on 2-1 and 4 Chem-Baron by 2-3. Roll for Silco or Sevika on 4-1, cashout 4-2. With HP augment, generally roll for 4 Chem-Baron on 3-2 and roll for 5 Chem-Baron on 4-1. Cashout on 4-3 or 4-5.
- Flex unit Priority: 6 Cost > Morde > Rumble > GP = Ambessa = Elise = Ekko. You can easily flex any 6 cost you find on your board by dropping out of GP or Chem Baron units
- Renni 3 is not going to happen most games, but you should pick up additional copies if you hit them in case it looks possible. Do not roll on 7 for Renni.
- Generally you will look to play 6 Chem Baron, but you can drop out of Chem Baron units if you hit many strong flex units
- Try and build only two items for Silco so you can place a perfected item onto him after cashing out.
Openers
Chem-Barons




Strong Conditions
Items

Augments




Item Priority

Spear of Shojin

Nashor’s Tooth
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.