Main
▾
Traits
Current



Fire a moon blast at the largest group of enemies that deals 159/238/809 (
) physical damage to enemies within 2 hexes.
Equip 4 Chakram, plus 1 more for each enemy hit by the blast, that last for 6 attacks and deal 4.5/6.5/28 (
) bonus physical damage each.
Equip 4 Chakram, plus 1 more for each enemy hit by the blast, that last for 6 attacks and deal 4.5/6.5/28 (
Current



Passive: Gain 30% more Armor and Magic Resist from all sources.
Active: Throw an EMP at the closest enemy that explodes after 2 seconds. It deals 120/180/1200 (
) magic damage to enemies within 3 hexes and Stun them for 2/2/8 seconds.
Active: Throw an EMP at the closest enemy that explodes after 2 seconds. It deals 120/180/1200 (
Current



For 5/5/60 seconds, gain 125/125/500% Attack Speed and lock-on to the lowest percent Health enemy within 5 (
) hexes. Attacks also fire 3 rockets, each dealing 65/97/370 (
) total physical damage.
Each cast, the first time a locked-on enemy falls beneath 15/15/95% Health, execute them, reel them in, and grind them into parts.
Each cast, the first time a locked-on enemy falls beneath 15/15/95% Health, execute them, reel them in, and grind them into parts.
Current



Dash to a nearby location so quickly an untargetable echo lingers. The echo Attacks (
) as if it were Zeri, but deals 50/50/120% damage.
Echoes last 5/5/10 (
) seconds, and disappear when Zeri dies.
Echoes last 5/5/10 (
When to Play
Built Different
Strategy
Tips & Tricks
- Stun tanks like Sejuani tend to perform quite well in Built Different. You can easily double up on a frontline unit like Sej if you find many copies.
- 2-star 4-costs are better than 1-star 5-costs generally speaking. Still want to go for upgraded 5-costs long term though if possible.
- Can play Miss Fortune as an AP carry before Aurora, however I suspect that BD will mainly continue to stay AD given how both Aphelios and Zeri scale with AS.
- Cho’Gath prevents both Kobuko and Urgot which are ideal long-term, but generally do not recommend skipping anyway since again, upgrades matter more than cost bucket with BD usually.
- Given how strong rageblade is on all the AD carries for this comp, MAYBE Anger Issues is good? Hard to say for sure.
Strong Conditions
Items

Augments


Item Priority

Guinsoo’s Rageblade
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.