Main
▾
Traits
Current



Best-in-Slot



Alt Build 1



Alt Build 2



Alt Build 3



Alt Build 4



Alt Build 5



Passive: Gain 2 Ability Power each Attack.
Active: Throw a card at the current target and next nearest target, dealing 150/225/340/455 (
) magic damage.
[3
] Kingpin bonus: Throw a random special card at the current target that deals 260/390/610/830 (
) magic damage. Red card hits enemies in a 1-hex area. Blue card deals 50% of its damage as true damage. Rarely, throw a Yellow card that grants gold.
[7
] Kingpin bonus: Throw all three special cards at three nearby enemies. Red card hits enemies in a 1-hex area. Blue card deals 50% of its damage as true damage. Rarely, throw a Yellow card that grants gold.
Active: Throw a card at the current target and next nearest target, dealing 150/225/340/455 (
[3

[7

Current



Best-in-Slot



Alt Build 1



Heal 237/287/361/436 (
) Health, then deal 130/195/293/390 (
) physical damage and 20% Sunder enemies within 1 hex for 6 seconds.
[3
] Kingpin bonus: Increase Ability range to 2 hexes. Damage reduced by 10% per hex away. Heal 65/77/99/120 (
) Health for each enemy hit.
[7
] Kingpin bonus: Increase Ability range to 4 hexes. Damage reduced by 10% per hex away. Heal 65/77/99/120 (
) Health for each enemy hit.
Sunder: Reduces Armor
[3

[7

Sunder: Reduces Armor
Current



Fire 8 waves of bullets towards the largest clump of enemies over 2 seconds. Enemies struck take 33/49/269 (
) physical damage from the first bullet of each wave, and 25% less from other bullets in the same wave.
[3
] Kingpin bonus: Fire 4 more waves.
[7
] Kingpin bonus: Fire 4 more waves. Bullets pierce enemies for 50% damage.
[3

[7

Current



Gain 325/375/450/525 (
) Shield for 3 seconds and dredge up a missile. When the Shield ends, hurl the missile at the group of most enemies within 2 (
) hexes, dealing 115/173/265/358 (
) magic damage to the centermost enemy, and 50% of the damage to enemies adjacent to them.
When to Play
Emblem
Perfect Items
Two Much Value
AP Item Opener
Strategy
Tips & Tricks
- Can play Miss Fortune secondary Kingpin if frontline is strong enough. Otherwise secondary Kingpin is Darius 3 if you have items for him.
Openers
Syndicate Rapidfire





Strong Conditions
Items









Augments








Item Priority

Guinsoo’s Rageblade

Hextech Gunblade

Spatula
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. Roll until stable. “Stable” changes depending on rank, items, augments, composition, and patch, but generally speaking it involves 2-starring your desired 2-cost carry and a tank with items. Major divergence between elos: The lower your elo, the less upgrades you need to be “stable” and thus lower elo players should generally roll less than high elo players on 3-2.
- After your 3-2 rolldown, you should attempt to rebuild your economy to 50g.
- Once you reach 50g (it might be later than 3-5), start slow rolling down to ~52g each turn. Try to avoid rolling to exactly 50g as any unit you want to buy in shop will put you below 50g.
- If you are high HP relative to the lobby, continue slow rolling to 52g each turn. If you are lower HP, you should roll to hit your first 2-cost 3 star on 4-1 or 4-2. If you have to roll below 30g, your placement is usually capped at 3rd or 4th.
- If you are still high HP (70+), you can continue to slow roll. Otherwise, in the majority of cases, you should roll deep for your 3-stars here. If your HP is low, you can even go to 0 gold looking for your 3-stars. If you have your 3-stars and can afford to level to 7 with 10g+, do so.
- Level to 7 if you haven’t already.
- Level to 8 as soon as possible. This may not happen until 5-5 or in some games, stage 6.
- Level to 9 whenever possible. This is rare, but can happen in the games you have a chance of winning.