Main
▾
Traits
Current



Best-in-Slot



Alt Build 1



Alt Build 2



Alt Build 3



Alt Build 4



Alt Build 5



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



Hack the target and the nearest non-hacked enemy, dealing 400/600/1000/1500 (
) magic damage over 16 seconds.
Current


On first cast, swap places with the left-most champion on your bench and continue fighting. That champion gains 50%/100%/1000% (
) Attack Speed. If the swapped champion dies, return to the board.
Teleport to hit the most enemies in a line, dealing 50/90/3333 (
) to each one, plus 525/800/9999 (
) split between all enemies hit.
Aurora cannot swap places with another Aurora.
Teleport to hit the most enemies in a line, dealing 50/90/3333 (
Aurora cannot swap places with another Aurora.
Current


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
Artifacts
Strategy
Tips & Tricks
- Another option to play with Bruisers if you get Blighting Jewel instead of Fiddlesticks.
- As with Fiddlesticks, the comp is highly artifact dependent and should not be played without them generally
Openers
Bruisers





Strong Conditions
Items




Augments



Item Priority

Blue Buff

Frying Pan

Hextech Gunblade
Economy Strategy
- Do not spend gold on leveling this stage. If you have 2-stars and a good item, you can consider playing to win some rounds. Otherwise lose streak is common for stage 2.
- Roll to 33 gold, buying any unit that will be part of the level 4 or 5 board. You can also buy units that will be part of the level 6+ board, but you can sell those if your bench fills and you need to buy other units. Rolling to 33 gold is advisable because it allows you to save back up to 50g by 3-5.
- Do not level if you haven’t hit your 3-star 1-costs yet. If you have your 3-stars, you generally should still stay level 5 if you can win or if leveling to 6 would put you below 20g. Try to get above 40g this round.
- Ideally above 50g, level 5 at this point or level 6 with 3-stars.
- If you haven’t hit your 3-stars yet, roll to ~52g each turn. You don’t want to roll to perfect 50g as any units you buy in shop will put you below 50g. If you have 8+ copies of an itemized 1-cost, you can roll to 40g or 30g every round instead. Level to 6 once you hit your 3-stars.
- If you haven’t hit your 3-stars yet, you must roll until you hit them. You should level to 6 after hitting. In some rare games, you will miss or spend so much gold you can never catch up. These games will usually result in bottom 4 placements.
- Level to 7 if you can stay above ~20g. Otherwise stay level 6.
- Level to 7.
- Level to 8 if you are in bottom half of lobby HP and are losing rounds. If you are higher HP and feel stable, you can wait until next turn.
- Level to 8 if you haven’t already. Roll for any remaining units necessary for the comp. If stable, you can try to go 9. Most games you will end on level 8.
- Level to 9 whenever possible. This is rare, but can happen in the games you have a chance of winning.
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