Comp Image
Sentinel Academy
Icon 9Icon 84
Traits
Trait BackgroundSentinel Icon
6
Sentinel
2 > 4 > 6
Trait BackgroundJunker King Icon
1
Junker King
1
Trait BackgroundAcademy Icon
3
Academy
3 > 4 > 5 > 6
Trait BackgroundRebel Icon
3
Rebel
3 > 5 > 7 > 10
Trait BackgroundArtillerist Icon
2
Artillerist
2 > 4 > 6
Trait BackgroundScrap Icon
2
Scrap
2 > 4 > 6 > 9
Trait BackgroundVisionary Icon
2
Visionary
2 > 4 > 6 > 8
Trait BackgroundConqueror Icon
1
Conqueror
2 > 4 > 6 > 9
Trait BackgroundEnforcer Icon
1
Enforcer
2 > 4 > 6 > 8 > 10
Irelia Illaoi Rumble Loris Rell Leona Heimerdinger Corki Ezreal
Trait BackgroundSentinel Icon
6
Trait BackgroundJunker King Icon
1
Trait BackgroundAcademy Icon
3
Trait BackgroundRebel Icon
3
Trait BackgroundArtillerist Icon
2
Trait BackgroundScrap Icon
2
Trait BackgroundVisionary Icon
2
Trait BackgroundConqueror Icon
1
Trait BackgroundEnforcer Icon
1
Academy Icon
Academy
Visionary Icon
Visionary
Heimerdinger Cost Icon 4
800 HP
0 / 40
Nothing Wasted
Kill Streak
Comeback Story
Current
TFT_Item_BlueBuff
TFT_Item_ArchangelsStaff
TFT_Item_HextechGunblade
Alt Build 1
TFT_Item_BlueBuff
TFT_Item_ArchangelsStaff
TFT_Item_Leviathan
Alt Build 2
TFT_Item_BlueBuff
TFT_Item_ArchangelsStaff
TFT_Item_RapidFireCannon
Alt Build 3
TFT_Item_BlueBuff
TFT_Item_RabadonsDeathcap
TFT_Item_Morellonomicon
Ability Icon PROGRESSSSS!
Range Icon 4 Hex
Fire 5/5/7 missiles at random enemies that deal 50/75/225 (scaleAP Icon) magic damage. Each cast fires 1 more missile than the last.
Rebel Icon
Rebel
Sentinel Icon
Sentinel
Illaoi Cost Icon 4
1100 HP
65 / 125
Giant-Sized
Fortified
Scuttle Familiar
Current
TFT_Item_RedBuff
TFT_Item_IonicSpark
TFT_Item_Redemption
Best-in-Slot
TFT_Item_WarmogsArmor
TFT_Item_DragonsClaw
TFT_Item_Artifact_LightshieldCrest
Alt Build 1
TFT_Item_WarmogsArmor
TFT_Item_DragonsClaw
TFT4_Item_OrnnAnimaVisage
Alt Build 2
TFT_Item_WarmogsArmor
TFT_Item_Redemption
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.
Junker King Icon
Junker King
Scrap Icon
Scrap
Sentinel Icon
Sentinel
Rumble Cost Icon 5
1200 HP
40 / 120
Last Chance
Giant-Sized
Current
TFT_Item_Bloodthirster
TFT_Item_JeweledGauntlet
TFT_Item_RabadonsDeathcap
Best-in-Slot
TFT13_JunkerKing_SelfDestructButton
TFT13_JunkerKing_Tankbuster
Ability Icon The Equalizer
Range Icon 1 Hex
Call down a rain of 5 missiles on target’s row that each deal 500/750/4000 (scaleAP Icon) 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%



Artillerist Icon
Artillerist
Scrap Icon
Scrap
Corki Cost Icon 4
850 HP
0 / 60
Attack Expert
Comeback Story
Center of the Universe
Current
TFT_Item_LastWhisper
TFT_Item_InfinityEdge
TFT_Item_BFSword
Ability Icon Broadside Barrage
Range Icon 4 Hex
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 (scaleAD Icon) physical damage and reduces Armor by 1.

Every 7th missile deals 201/302/866 (scaleAD Icon) physical damage and reduces Armor by 7.
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
IreliaIrelia
LuxLux
VexVex
LeonaLeona
EzrealEzreal
Trait BackgroundAcademy Icon
3
Trait BackgroundRebel Icon
3
Trait BackgroundSentinel Icon
2
Strong Conditions
Items
Blue BuffBlue Buff
Lightshield CrestLightshield Crest
Anima VisageAnima Visage
Academy EmblemAcademy Emblem
Sentinel EmblemSentinel Emblem
Augments
Little BuddiesLittle Buddies
Mad ChemistMad Chemist
Category FiveCategory Five
Academy CrestAcademy Crest
Academy CrownAcademy Crown
Item Priority
Infinity Edge
>
Last Whisper
>
Tear of the Goddess
>
Needlessly Large Rod
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.