Main
▾
Traits
Current



Alt Build 1



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Alt Build 4



Launch a star at target that deals 140/210/450 (
) 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.
Current



Alt Build 1



Alt Build 2



Alt Build 3



Heal 240/300/380 (
) and ascend for 6 seconds. While ascended, heal 70/90/125 (
) and deal 40/60/95 (
) magic damage to adjacent enemies every second. On takedown, the ascension’s duration is extended by 2 seconds.
Current



Launch a wave at target that bounces 3 times to enemies within 3 hexes and deals 120/180/290 (
) magic damage.
Current



Alt Build 1



Alt Build 2



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Alt Build 5



Chain together the nearest 4/4/20 enemies for 5 seconds, dealing 650/975/5000 (
) 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 (
) bonus magic damage, increased by 50% for each enemy killed by the initial damage.
LeBlanc’s next 3 attacks deal 160/240/900 (
Current



Jump to a nearby hex and web all enemies within 2 hexes, Stunning them for 2/2/8 seconds and dealing 120/180/1200 (
) magic damage. Heal 400/450/2000 (
).
When to Play
AP Item Opener
Emblem
Strategy
Tips & Tricks
- The “core” units in non-reroll are 6 sorcerers (Zyra > Lux) and Elise. From there, your fill choices from strongest to weakest are: 6-costs > 4 Form Swapper > Mordekaiser > Morgana > Cassiopeia = Darius. You can drop to 4 Sorcerer if you hit many strong fill units (e.g: 4 Form Swapper + 6 Costs).
- For Emissary Sorcerer variation, you can either play reroll or play fast 8. Choice depends on econ and number of Swain / Nami. If you play fast 8, you can play around Zoe carry until you find LeBlanc. Once you have LeBlanc, carry Swain + LeBlanc (even if Swain is 2 starred).
- Solo frontline Swain is strong if you can get good items + anomaly. Ideally build 2 Gargoyle + Crownguard or 3 Gargoyle. Scuttle Familiar by far best anomaly due to high resistances from solo frontline Gargoyles
- LeBlanc doesn’t need a mana item – you can build full AP / AS due to her mana lock. Shojin still looks good overall, but not necessary like it is with most AP casters.
- Miss LeBlanc? FF go next.
- While Calling Card on Nami is a guaranteed Sorcerer emblem, you’ll generally be better off going for an anomaly on carry or tank after 8 Sorcerer was removed.
- Before you hit a 6-cost, your last slot can be Mordekaiser, Jayce, Darius, a Bruiser, or a 2nd Zoe / LeBlanc / Swain
- Sorcerer Emblem is not worth taking as an augment after they removed 8 Sorcerer.
Openers
Sorcerer Watcher





Strong Conditions
Items

Augments


Item Priority

Needlessly Large Rod

Tear of the Goddess
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.