Main
▾
Main
Double Ekko
6 Cost Cap
Traits
Current



Best-in-Slot



Alt Build 1



Alt Build 2



Alt Build 3



Alt Build 4



Alt Build 5



Leap towards the enemy with the fewest items within 4 hexes. Slash 3 times, dealing a total of 420/630/957 (
) physical damage. If they die, leap again, dealing 30% less damage.
Current



Best-in-Slot



Summon an assault of afterimages that deals 300/450/1200 (
) magic damage to the target and 150/225/450 (
) magic damage to 2/2/4 other nearby enemies. Afterimages reduce their target’s Magic Resist by 5 for the rest of combat.
Current



Alt Build 1



Passive: After dealing damage, heal 15/27/162 (
).
Active: Gain 350/490/1986 (
) Shield for 4 seconds. Slam a massive sword on target, dealing 163/244/2194 (
) physical damage to them and 81/122/1097 (
) physical damage to enemies within 2 hexes.
Active: Gain 350/490/1986 (
Current



Jinx alternates between Zap, Flame Chompers, and Death Rocket for her ability.
Zap: Deal 159/239/2700 (
) physical damage to enemies in a line and Stun them for 1/2/10 seconds.
Flame Chompers: Deal 159/239/2700 (
) physical damage to 3 1-hex circles of enemies.
Death Rocket: Fire a rocket at the center of the board that 480/720/12451 (
) physical damage to ALL enemies, reduced by 10% for each hex they are away from the epicenter.
Zap: Deal 159/239/2700 (
Flame Chompers: Deal 159/239/2700 (
Death Rocket: Fire a rocket at the center of the board that 480/720/12451 (
When to Play
Melee Item Opener
Strategy
Tips & Tricks
- For a while, the most popular way to play ambushers was with Camille. But playing Smeech has a massive benefit: You can more easily hit Ekko / Jinx.
- Ekko is an insane carry; he will do the same damage if not more than Smeech 3 in many fights. In an ideal world, you play 2 upgraded Ekkos but this is unlikely to happen most games.
- You can still consider going for Camille 3 if you are far enough ahead of the lobby and hit many copies early or during your level 7 rolls, but otherwise focus on Smeech 3 + Ekko 2.
Openers
Ambusher





Strong Conditions
Items






Augments


Item Priority

Hand Of Justice

Edge of Night
Economy Strategy
- Level to 4 if strong.
- Level to 5, unless on 3 loss streak.
- Level to 6, unless it places you below 30g.
- Stay level 6, unless you can stay above 50g on 7 or you are below 40 HP and can stay above 30g on 7.
- Level to 7, roll until board mostly upgraded. Never go below 10g even if missing tank or carry.
- Build up to 50g, slow roll to 50g until 5-1.
- If below ~25 HP, sometimes you must roll until you hit here. Not ideal.
- Roll until you hit 3-star carry and tank. Can go to 0g. Only greed gold if you are above ~60 HP.
- If you hit, you can level to 8. Otherwise stay 7. Holds true for every round for the rest of the game.