Main
▾
Traits
Current



Best-in-Slot



Alt Build 1



Passive: Every 3rd attack is replaced with a spark that deals 112/168/249/331 (
) physical damage to target and 56/84/125/165 (
) physical damage to 2 nearby enemies.
Current



Alt Build 1



Gain 45%/45%/50%/50% (
) Durability and grant the ally who has dealt the most damage this round 100/120/160/200% Attack Speed, decaying over 4 seconds.
Current



Gain 300/350/400/540 (
) Shield for 4 seconds. Lance enemies in a line for 120/180/270/360 (
) magic damage and steal 10/12/15/18 Armor and Magic Resist from enemies hit.
Current



Enter a sniper’s stance and call in an airship that circles the battlefield for 5 seconds, dropping 4/4/20 bombs at a random cluster of enemies over the duration. Bombs deal 168/251/1484 (
) physical damage in a one-hex circle.
Whenever an enemy is caught in the epicenter of an Air Raid blast, reduce their Armor and Magic Resist by 20 and fire a shot towards them, dealing 230/344/2491 (
) physical damage.
Whenever an enemy is caught in the epicenter of an Air Raid blast, reduce their Armor and Magic Resist by 20 and fire a shot towards them, dealing 230/344/2491 (
When to Play
Artifacts
Caretaker’s Ally
Two Much Value
Worth the Wait II
AD Item Opener
Strategy
Tips & Tricks
- Sentinels typically are played the same way regardless of carry: You want a scaling gunblade user in backline. In this case, it’s Zeri. Double rageblade or radiant rageblade is ideal, but there are other acceptable builds on Zeri.
- Try and prioritize utility on frontline such as Sunfire, Evenshroud, and Redemption. Don’t build utility on Zeri if you can avoid it.
- Singed 3 is high value because he buffs Zeri’s attack speed. You can anomalize him to 4-star, but only if you far enough ahead to survive 4 rounds without an anomaly.
- Rell is also worth going for. Try and hold all copies of Singed, Rell, and Zeri while slow rolling.
Openers
Sentinel Sniper




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.