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 100/150/600 (
) magic damage to the nearest 4 enemies.
Current



Passive: Attacks deal 90/135/314 (
) bonus magic damage. At 35/35/90% Health, gain 630/1134/11664 (
) Shield decaying over 4 seconds, 100% Attack Speed, 20/20/100% Omnivamp, and 100 Mana.
Active: Briefly gain 33/33/99% Durability, then pick up a nearby enemy, knocking up all enemies within 1 hex2 hexes for 1.5 seconds. Then, slam down, dealing 200/300/13370 (
) magic damage to the target and 9%/15%/200% (
) of the target’s max Health as magic damage to all enemies hit.
Active: Briefly gain 33/33/99% Durability, then pick up a nearby enemy, knocking up all enemies within 1 hex2 hexes for 1.5 seconds. Then, slam down, dealing 200/300/13370 (
Current



Gain 380/480/1824 (
) Shield for 4 seconds and create an expanding zone that pops three times, each dealing 80/120/1800 (
) 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%
Current



Dash towards the target and fire a volley of 22 (
) bullets over 2 seconds split between enemies within three hexes. Each bullet reduces armor by 3 and deals 58/88/2194 (
) physical damage, reduced by 20% per hex distance from Samira (Total Damage: 1287/1930/48263 (
)).
When the volley ends, dash back to safety while dealing 325/488/7313 (
) physical damage to the current target.
For the duration of the Ability, Samira is Unstoppable and has 12%/12%/100% (
) Omnivamp.

When the volley ends, dash back to safety while dealing 325/488/7313 (
For the duration of the Ability, Samira is Unstoppable and has 12%/12%/100% (
Current



Passive: When units die, absorb their soul and heal 88/158/3564 (
) Health.
Active: Jump to the largest clump of enemies within 2 hexes, dealing 220/330/20000 (
) magic damage to adjacent enemies and 100/150/20000 (
) magic damage to other enemies within 2 hexes. 20% Shred all enemies hit for 4 seconds.
Shred: Reduce Magic Resist
Active: Jump to the largest clump of enemies within 2 hexes, dealing 220/330/20000 (
Shred: Reduce Magic Resist
Current



Throw a bomb that hits the most enemies in a + shapewhole row and column within Attack Range, dealing 250/375/1500 (
) magic damage to enemies within 1 hex of the center and 130/200/900 (
) magic damage to enemies further away. If only one unit is hit, deal 100% more.
When to Play
Artifacts
Emblem
Many Items
Quality Over Quantity
AP Item Opener
Lots of Gold
Strategy
Tips & Tricks
- This is a resource heavy comp — generally wants a lot of items and gold.
- There are many different ways to play this line – check out all the board variations for different ideas. The core concept is playing Brand + Ziggs duo. Often 4 Techie is played, but not always as seen in the Strategist variation. 4 Cyberboss is also an option if you drop to 3 Street Demon.
- For any of the boards, a Strategist emblem makes them stronger. Ideally this emblem goes onto either Viego or Samira
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.