Main
▾
Traits
Current



Best-in-Slot



Alt Build 1



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



Best-in-Slot



Alt Build 1



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



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



Alt Build 1



Restore 120/140/160 (
) Health. Then slash, dealing 180/270/422 (
) physical damage to enemies in a line. If only one enemy is hit, the damage is doubled.
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
Artifacts
Emblem
Lots of Gold
Many Items

What Doesn’t Kill You
AD Item Opener
Strategy
Tips & Tricks
- There are many flex options here for your non-Scrap slots. Here’s general priority: 6-Costs > Elise > Double Ekko (if you can upgrade) > Vi vs. Illaoi (see next bullet) > Jinx = Sevika = > Tristana = Jayce > Urgot. Artillerist is NOT necessary. There are many options that are better.
- Generally you can either play Vi + Loris or Illaoi + Flex unit. Play Illaoi + Flex if you that flex unit is strong (e.g: 6-cost or 2-star 4/5 cost).
- Frontline Corki if you have any room in the frontline to make use of the Scrap shield early in the fight. Corki will flee when he casts his ability. Place him 2nd hex on left or right. Be careful of doing this against Camille + Smeech.
- Prioritize anomaly on Ekko if possible. If you take Center of Universe, center the unit in backline to maximize damage output of the anomaly. Does not have to be on Corki.
- Always hold Belt and Tear for scrap on Corki and Ekko. Belt is guaranteed Guardbreaker on Corki while Tear is guaranteed Hand of Justice on Ekko. All of your item slams should prioritize getting strong items on both Corki and Ekko. Keep spare components for scrapping other units.
Openers
Scrap





Bruiser Sniper





Strong Conditions
Items



Augments








Item Priority

Last Whisper

Infinity Edge
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.