Main
▾
Traits
Current



Alt Build 1



Fire a cannonball at target, dealing 84/132/213/0 (
) physical damage. If they die, the cannonball ricochets to the nearest enemy, dealing the overkill damage. When it does, permanently gain % Attack Damage.
(Current Bonus: %
)
(Current Bonus: %
Current



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



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 (
Current



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%
When to Play
Caretaker’s Ally
Two Much Value
Worth the Wait II
AD Item Opener
Strategy
Tips & Tricks
- Both the 4 Artillerist and 6 Sentinel versions are viable. Prioritize whichever one you have upgrades / items for, unless you get Rocket Collection (play 4 Artillerist in that case).
Openers
Rebel Artillerist





Sentinel Artillerist




Strong Conditions
Items

Augments





Item Priority

Guinsoo’s Rageblade

Hextech Gunblade
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. Roll until stable. “Stable” changes depending on rank, items, augments, composition, and patch, but generally speaking it involves 2-starring your desired 2-cost carry and a tank with items. Major divergence between elos: The lower your elo, the less upgrades you need to be “stable” and thus lower elo players should generally roll less than high elo players on 3-2.
- After your 3-2 rolldown, you should attempt to rebuild your economy to 50g.
- Once you reach 50g (it might be later than 3-5), start slow rolling down to ~52g each turn. Try to avoid rolling to exactly 50g as any unit you want to buy in shop will put you below 50g.
- If you are high HP relative to the lobby, continue slow rolling to 52g each turn. If you are lower HP, you should roll to hit your first 2-cost 3 star on 4-1 or 4-2. If you have to roll below 30g, your placement is usually capped at 3rd or 4th.
- If you are still high HP (70+), you can continue to slow roll. Otherwise, in the majority of cases, you should roll deep for your 3-stars here. If your HP is low, you can even go to 0 gold looking for your 3-stars. If you have your 3-stars and can afford to level to 7 with 10g+, do so.
- Level to 7 if you haven’t already.
- Level to 8 as soon as possible. This may not happen until 5-5 or in some games, stage 6.
- Level to 9 whenever possible. This is rare, but can happen in the games you have a chance of winning.