Main
▾
Main
Level 8, No Legendaries
Sentinel Emblem
6 Cost Cap
Singed Hero Augment
Category Five Ezreal
Academy Emblem – 01
Traits
Current



Alt Build 1



Alt Build 2



Alt Build 3



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



Alt Build 2



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.
Current



Best-in-Slot


Call down a rain of 5 missiles on target’s row that each deal 500/750/4000 (
) magic damage, Wound, and 1% Burn units hit for 5 seconds. For each missile that doesn’t hit an enemy, restore 20 Mana.
If there’s only 1 enemy left, fire all of the missiles at them.
Burn: Deal a percent of the target’s max Health as true damage every second
Wound: Reduce healing received by 33%
If there’s only 1 enemy left, fire all of the missiles at them.
Burn: Deal a percent of the target’s max Health as true damage every second
Wound: Reduce healing received by 33%
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 (
When to Play
Artifacts
AD Item Opener
Category Five
Hero Augment
Strategy
Tips & Tricks
- 6 Sentinel is a massive spike from 4, but can be difficult to play if you’re missing a Sentinel Emblem. Note that Sentinel Emblem is generally NOT worth an augment slot.
- 6 Sentinel is easiest way to cap, but flex units like 6 costs, AD carries (Jayce / Corki), and Lux also work fine with 4 Sentinel. If your academy item is good or you have a strong reason to play Corki, it is completely normal to play 4 Sentinel instead.
- Corki 2 > Jayce 1 if you have AD items. Jayce 2 > Corki 2 and Jayce 1 > Corki 1 obviously, even factoring in the loss of traits.
- If you get Center of the Universe on Corki, place him on center back hex. He will AoE entire frontline.
Openers
Rebel Academy





Strong Conditions
Items





Augments





Item Priority

Infinity Edge

Last Whisper

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.