Comp Image
Rebels
Icon 9Icon 90
Traits
Trait BackgroundRebel Icon
7
Rebel
3 > 5 > 7 > 10
Trait BackgroundAmbusher Icon
2
Ambusher
2 > 3 > 4 > 5
Trait BackgroundSentinel Icon
2
Sentinel
2 > 4 > 6
Trait BackgroundSorcerer Icon
2
Sorcerer
2 > 4 > 6 > 8
Trait BackgroundAcademy Icon
1
Academy
3 > 4 > 5 > 6
Trait BackgroundArtillerist Icon
1
Artillerist
2 > 4 > 6
Trait BackgroundBlack Rose Icon
1
Black Rose
3 > 4 > 5 > 7
Trait BackgroundBruiser Icon
1
Bruiser
2 > 4 > 6
Trait BackgroundFirelight Icon
1
Firelight
2 > 3 > 4
Trait BackgroundQuickstriker Icon
1
Quickstriker
2 > 3 > 4
Trait BackgroundScrap Icon
1
Scrap
2 > 4 > 6 > 9
Irelia Ekko Illaoi Sett Akali Zoe LeBlanc Ezreal Jinx
Trait BackgroundRebel Icon
7
Trait BackgroundAmbusher Icon
2
Trait BackgroundSentinel Icon
2
Trait BackgroundSorcerer Icon
2
Trait BackgroundAcademy Icon
1
Trait BackgroundArtillerist Icon
1
Trait BackgroundBlack Rose Icon
1
Trait BackgroundBruiser Icon
1
Trait BackgroundFirelight Icon
1
Trait BackgroundQuickstriker Icon
1
Trait BackgroundScrap Icon
1
Ambusher Icon
Ambusher
Rebel Icon
Rebel
Jinx Cost Icon 5
900 HP
0 / 60
The Finisher
Nothing Wasted
Power Absorption
Current
TFT_Item_SpearOfShojin
TFT_Item_PowerGauntlet
TFT_Item_InfinityEdge
Best-in-Slot
TFT4_Item_OrnnMuramana
TFT_Item_PowerGauntlet
TFT_Item_InfinityEdge
Alt Build 1
TFT_Item_SpearOfShojin
TFT_Item_InfinityEdge
TFT9_Item_OrnnHorizonFocus
Alt Build 2
TFT_Item_SpearOfShojin
TFT_Item_InfinityEdge
TFT4_Item_OrnnTheCollector
Alt Build 3
TFT_Item_SpearOfShojin
TFT_Item_InfinityEdge
TFT_Item_LastWhisper
Alt Build 4
TFT_Item_SpearOfShojin
TFT_Item_PowerGauntlet
TFT_Item_Deathblade
Alt Build 5
TFT_Item_SpearOfShojin
TFT_Item_InfinityEdge
TFT_Item_MadredsBloodrazor
Ability Icon Ruin Everything
Range Icon 4 Hex
Jinx alternates between Zap, Flame Chompers, and Death Rocket for her ability.

Zap: Deal 159/239/2700 (scaleAD Icon) physical damage to enemies in a line and Stun them for 1/2/10 seconds.
Flame Chompers: Deal 159/239/2700 (scaleAD Icon) physical damage to 3 1-hex circles of enemies.
Death Rocket: Fire a rocket at the center of the board that 480/720/12451 (scaleAD IconscaleAP Icon) physical damage to ALL enemies, reduced by 10% for each hex they are away from the epicenter.
Rebel Icon
Rebel
Sorcerer Icon
Sorcerer
Zoe Cost Icon 4
800 HP
20 / 80
Nothing Wasted
Kill Streak
Energy Absorption
Current
TFT_Item_GuinsoosRageblade
TFT_Item_JeweledGauntlet
TFT_Item_RabadonsDeathcap
Alt Build 1
TFT_Item_AdaptiveHelm
TFT_Item_JeweledGauntlet
TFT_Item_ArchangelsStaff
Alt Build 2
TFT_Item_SpearOfShojin
TFT_Item_JeweledGauntlet
TFT_Item_PowerGauntlet
Ability Icon Paddle Star!
Range Icon 4 Hex
Launch a star at target that deals 140/210/450 (scaleAP Icon) magic damage. It bounces to the farthest enemy within 4 hexes, then bounces back to the target. This effect repeats 2/2/4 times, hitting a different enemy each time.
Rebel Icon
Rebel
Sentinel Icon
Sentinel
Illaoi Cost Icon 4
1100 HP
65 / 125
Giant-Sized
Deep Roots
Bulwark
Current
TFT_Item_RedBuff
TFT_Item_GargoyleStoneplate
TFT_Item_DragonsClaw
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.
Black Rose Icon
Black Rose
Sorcerer Icon
Sorcerer
LeBlanc Cost Icon 5
900 HP
45 / 90
Current
TFT_Item_StatikkShiv
Ability Icon The Chains of Fate
Range Icon 4 Hex
Chain together the nearest 4/4/20 enemies for 5 seconds, dealing 650/975/5000 (scaleAP Icon) magic damage split between them. When one takes damage, 18/25/100% of the amount is split as bonus true damage to the others.

LeBlanc’s next 3 attacks deal 160/240/900 (scaleAP Icon) bonus magic damage, increased by 50% for each enemy killed by the initial damage.
Strategy
Tips & Tricks
  • Base shell is 7 rebel units and 2 flex units. Flex unit priority: Viktor > Mel > Warwick = Ekko = Leblanc > Rumble > Elise > Nami.
  • Generally reliant on early win streak or high econ portal as the comp is heavily reliant on hitting Jinx. If you miss on Jinx, SOMETIMES you can play Sentinel Academy as an alternative if you keep yourself flexible.
Openers
Rebels
IreliaIrelia
VexVex
AkaliAkali
SettSett
EzrealEzreal
Trait BackgroundRebel Icon
5
Rebels
VexVex
AkaliAkali
SettSett
Nunu & WillumpNunu & Willump
Trait BackgroundRebel Icon
3
Trait BackgroundBruiser Icon
2
Trait BackgroundVisionary Icon
2
Rebel Academy
IreliaIrelia
LuxLux
VexVex
LeonaLeona
EzrealEzreal
Trait BackgroundAcademy Icon
3
Trait BackgroundRebel Icon
3
Trait BackgroundSentinel Icon
2
Strong Conditions
Items
Spear of ShojinSpear of Shojin
Rebel EmblemRebel Emblem
Augments
Rebel CrestRebel Crest
Rebel CrownRebel Crown
Blade DanceBlade Dance
Manaflow IIManaflow II
Paint the Town BluePaint the Town Blue
Item Priority
Spatula
>
Spear of Shojin
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.