Main
▾
Traits
Current



Best-in-Slot



Alt Build 1



Alt Build 2



Throw a canister at target, dealing 100/200/1000 (
) magic damage to them and releasing 4/4/8 monstrosities. Monstrosities attack 5 times and deal 36/55/100 (
) magic damage per attack.
Current



Stop attacking and brace for 3 seconds, gaining 100/130/180/175 (
) Armor and Magic Resist. Vander’s next attack is replaced with a strike that deals 200/300/450/600 (
) physical damage, increased by 50/75/113/150 (
) physical damage for each 1 or 2 cost champion on your team.
Current



Alt Build 1



Briefly gain 40% Durability and summon a massive claw, dealing 160/240/800 (
) magic damage to the most enemies in a line. The 4 closest enemies take 25% more damage and are pulled towards Mordekaiser.
For the next 10 seconds, gain 30% Omnivamp, +1 Attack Range, and replace every attack with a slam that deals 330/500/3000 (
) magic damage to target and 85/125/1500 (
) magic damage to all other enemies within 2 hexes.
For the next 10 seconds, gain 30% Omnivamp, +1 Attack Range, and replace every attack with a slam that deals 330/500/3000 (
Current



Blast target for 230/345/550 (
) magic damage. Every third cast, splash miasma to 2 enemies within 3 hexes, dealing 160/240/385 (
) magic damage to each.
Current

Toss a bomb at target, dealing 180/270/450/535 (
) magic damage. 3 mini-bombs fly out, dealing 80/120/180/240 (
) magic damage to random enemies.
When to Play
Trait: What Could Have Been
Strategy
Tips & Tricks
- Don’t roll for 3-star Vander. Push levels instead – You want to hit Silco 2 + Morde more than hit 3* Vander.
- Vander can gain several thousand HP from the What Could Have Been trait augment, so make sure you are itemizing him even at 2 star.
- Calling Card on Silco is a guaranteed Dominator emblem after the removal of Chem Baron emblem.
Openers
What Could Have Been





Strong Conditions
Items


Augments

Item Priority

Spear of Shojin

Nashor’s Tooth
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.