Main
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Traits
Current



Best-in-Slot



Alt Build 1

Throw a paint bomb at the largest group of enemies within 5 (
) hexes, dealing 260/390/1500 (
) magic damage to enemies within 1 hex and 80/120/600 (
) magic damage to the nearest 4 enemies.
Current



Gain 380/480/1824 (
) Shield for 4 seconds and create an expanding zone that pops three times, each dealing 80/120/1500 (
) magic damage to enemies hit. The third pop Chills enemies for 3 seconds.
Chill: Reduce Attack Speed by 20%
Chill: Reduce Attack Speed by 20%
Alt Build 1



Passive: Gain 3 (
) Mana every second.
Active: Launch a magic missile at the current target that bounces to the nearest enemy. Deal 105/155/240 (
) magic damage to the current target and 55/85/125 (
) to the other, marking both of them. If they’re already marked, deal 200% damage.

Active: Launch a magic missile at the current target that bounces to the nearest enemy. Deal 105/155/240 (
Current



Throw a bomb that hits the most enemies in a + shapewhole row and column within Attack Range, dealing 240/360/1500 (
) magic damage to enemies within 1 hex of the center and 100/150/750 (
) magic damage to enemies further away. If only one unit is hit, deal 100% more.
When to Play
10,000 IQ
AP Item Opener
Artifacts
Emblem
Lots of Gold
Many Items
Quality Over Quantity
Strategy
Tips & Tricks
- This is a very resource heavy comp. There are cheaper options such as Gragas over Garen, LeBlanc over Samira, etc. But generally speaking, this comp requires a lot of gold and items.
- Getting a Strategist trait mod from Garen on Brand is very powerful.
Openers
Bastion Techie





Strategist Techie





Strong Conditions
Items





Augments




Item Priority

Spear of Shojin

Morellonomicon

Statikk Shiv
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.