Comp Image
Bruiser Techie Reroll
Icon 9Icon 93
Traits
Trait BackgroundTechie Icon
6
Techie
2 > 4 > 6 > 8
Trait BackgroundSoul Killer Icon
1
Soul Killer
1
Trait BackgroundBruiser Icon
4
Bruiser
2 > 4 > 6
Trait BackgroundStreet Demon Icon
3
Street Demon
3 > 5 > 7 > 10
Trait BackgroundCyberboss Icon
2
Cyberboss
2 > 3 > 4
Trait BackgroundGolden Ox Icon
2
Golden Ox
2 > 4 > 6
Trait BackgroundAnima Squad Icon
1
Anima Squad
3 > 5 > 7 > 10
Trait BackgroundExotech Icon
1
Exotech
3 > 5 > 7 > 10
Trait BackgroundSlayer Icon
1
Slayer
2 > 4 > 6
Mordekaiser Kobuko Dr. Mundo Viego Alistar Zyra Brand Veigar Seraphine
Trait BackgroundTechie Icon
6
Trait BackgroundSoul Killer Icon
1
Trait BackgroundBruiser Icon
4
Trait BackgroundStreet Demon Icon
3
Trait BackgroundCyberboss Icon
2
Trait BackgroundGolden Ox Icon
2
Trait BackgroundAnima Squad Icon
1
Trait BackgroundExotech Icon
1
Trait BackgroundSlayer Icon
1
Bruiser Icon
Bruiser
Street Demon Icon
Street Demon
Slayer Icon
Slayer
Dr. Mundo Cost Icon 1
650 HP
25 / 75
Current
TFT_Item_DragonsClaw
TFT_Item_WarmogsArmor
TFT_Item_Redemption
Best-in-Slot
TFT4_Item_OrnnAnimaVisage
TFT_Item_WarmogsArmor
TFT_Item_DragonsClaw
Alt Build 1
TFT_Item_Artifact_InnervatingLocket
TFT_Item_WarmogsArmor
TFT_Item_DragonsClaw
Ability Icon Flex On ‘Em
Range Icon 1 Hex
Passive: Gain 30% more max Health from all sources. (Bonus Health:  )

Active: Flex, healing 107/173/280/387 (scaleHealth IconscaleAP Icon) Health, then deal 263/443/752/1061 (scaleHealth IconscaleAD Icon) physical damage to the current target.
Street Demon Icon
Street Demon
Techie Icon
Techie
Zyra Cost Icon 1
500 HP
0 / 60
Current
TFT_Item_SpearOfShojin
TFT_Item_PowerGauntlet
TFT_Item_JeweledGauntlet
Best-in-Slot
TFT_Item_Artifact_LudensTempest
TFT_Item_SpearOfShojin
TFT_Item_JeweledGauntlet
Ability Icon Stroke of Brilliance
Range Icon 4 Hex
Send a large vine towards the current target, Stunning them for 1 second and dealing 290/435/660/885 (scaleAP Icon) magic damage. Send a smaller vine at the nearest target that deals 145/220/330/440 (scaleAP Icon) magic damage.
Strategy
Tips & Tricks
  • Generally only look to play if you have One for All augment or very strong spot for it. Comp requires many items so item augments are fine before 4-2
Openers
Bruiser Techie
AlistarAlistar
Dr. MundoDr. Mundo
SeraphineSeraphine
ZyraZyra
MordekaiserMordekaiser
Trait BackgroundBruiser Icon
3
Trait BackgroundTechie Icon
3
Strong Conditions
Items
Anima VisageAnima Visage
Innervating LocketInnervating Locket
Luden's TempestLuden’s Tempest
Augments
One For All IOne For All I
One For All IIOne For All II
Preparation IPreparation I
Preparation IIPreparation II
Buried Treasures IIIBuried Treasures III
AscensionAscension
Living ForgeLiving Forge
Portable ForgePortable Forge
Latent ForgeLatent Forge
Economy Strategy
  1. 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.
  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.
  3. 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.
  4. Ideally above 50g, level 5 at this point or level 6 with 3-stars.
  5. 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.
  6. 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.
  7. Level to 7 if you can stay above ~20g. Otherwise stay level 6.
  8. Level to 7.
  9. 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.
  10. 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.
  11. Level to 9 whenever possible. This is rare, but can happen in the games you have a chance of winning.
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