Main
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Traits
Current



Alt Build 1



Passive: Gain 30% more Armor and Magic Resist from all sources.
Active: Throw an EMP at the current target that explodes after 2 seconds. It deals 120/180/1800 (
) magic damage to enemies within 3 hexes and Stun them for 2/2/8 seconds.
Active: Throw an EMP at the current target that explodes after 2 seconds. It deals 120/180/1800 (
Current



Alt Build 1



Dash to a nearby location so quickly an untargetable echo lingers. The echo Attacks (
) as if it were Zeri, but deals 50/50/200% damage.
Echoes last 5/5/10 (
) seconds, and disappear when Zeri dies.
Echoes last 5/5/10 (
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 50/125/3333 (
) to each one, plus 500/900/9999 (
) split between all enemies hit.
Aurora cannot swap places with another Aurora.
Teleport to hit the most enemies in a line, dealing 50/125/3333 (
Aurora cannot swap places with another Aurora.
Alt Build 1



Fire 4 lasers at the current target and 4 more split between the nearest 2 enemies, each dealing 54/81/125 (
) magic damage and reducing Magic Resist by 5 for the rest of combat.
Current



Fire a bouncing grenade that hits four enemies, dealing 77/115/172/230 (
) physical damage and 20% Sundering them for 4.5 (
) seconds. The fourth bounce returns to the initial target and deals 195/293/440/586 (
) physical damage.
Sunder: Reduces Armor
Sunder: Reduces Armor
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 240/360/20000 (
) magic damage to adjacent enemies and 120/180/20000 (
) 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 240/360/20000 (
Shred: Reduce Magic Resist
Current


Passive: At 10% Health, split into two copies with 50/50/100% Health.
Active: Bounce 3 times on nearby enemies. Each bounce deals 198/317/2377 (
) magic damage, Stuns for 1 second, and heals Zac 80/100/2000 (
) Health.
Active: Bounce 3 times on nearby enemies. Each bounce deals 198/317/2377 (
When to Play
Strategy
Tips & Tricks
- Play from winstreak Nitro opener. Can flex into a few carries. Most popular is Zeri
- This line is not optimized yet. The basic understanding is that Nitro provides a powerful late-game frontline without much early game investment and is relatively flexible. Do not need to reroll.
- For the Miss Fortune line, it’s probably important to have Elise itemized and ideally get an Elise 3 as without it, Miss Fortune struggles to do enough damage without Syndicate. Alternatively, can try and play for upgraded 5 costs.
- For Cypher, try and winstreak early with 4 Nitro and then eventually transition to Cypher and aim for a later cashout rather than the traditional route of cashing out Cypher on 3-7.
- Play 4 Nitro in early game to stack as much Chrome as possible. Transition to 3 Nitro in late game once you start finding 5 costs.
Openers
Nitro





Strong Conditions
Items



Augments

Economy Strategy
- Without econ augment, fast 9 is almost impossible without win-streak.
- 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, or 8 if you can stay above 30g.
- Level to 8. Main difference from Fast 8 is how much you roll on 8. Ideally you are high HP and don’t need to roll at all. Otherwise, roll for acceptable board and accumulate gold afterward.
- Level to 9 if you are rich enough to roll 20g+. Generally only possible with economy augment or encounter.
- Level to 9 if you can roll 20g+ or if low HP.
- Level to 9 and roll for important 5-costs. For the remainder of game, roll until you hit your 2 star itemized units. Can consider level 10 after hitting.