Main
▾
Traits
Current



Alt Build 1



Alt Build 2



Passive: Gain 15% Omnivamp. 180% of overhealing from Retribution’s damage is converted to bonus true damage to its primary target.
Active: Send a shadow to the target, dealing 100/150/600 (
) magic damage to all enemies it passes through. The shadow then explodes, dealing 190/285/1100 (
) magic damage to the target and 100/150/600 (
) to enemies within 1 hex.
Active: Send a shadow to the target, dealing 100/150/600 (
Current



Best-in-Slot



Fire a disorienting sound blast in a cone, dealing 130/204/1597 (
) magic damage. Gain (
) max Health, get bigger, and increase the size of future sound blasts.
Current


Alt Build 1

Passive: Attacks deal 100/150/999 (
) bonus magic damage, and 50% in a one hex radius. At 50/50/90% Health, trigger ‘Phase 2’, then enrage for the rest of the fight, gaining 125% Attack Speed, 30/30/100% Omnivamp, and increasing the bonus magic damage by 33%.
Phase 2: Gain 900/1620/11664 (
) Shield for 4 seconds. Pick up a nearby enemy, knocking up all enemies within 2 hexes for 1.5 seconds. Then, slam down, dealing 300/450/13370 (
) magic damage to the target and 150/225/1337 (
) magic damage to all other enemies hit.
Phase 2: Gain 900/1620/11664 (
When to Play
Emblem
Strategy
Tips & Tricks
- The reason you play this as a fast 8 comp rather than as Fiddlesticks reroll is that it drastically increases your probability of finding Urgot, which is a massive spike.
Openers
Bruiser Techie





Strong Conditions
Items



Augments




Item Priority

Spatula

Blue Buff
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.
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