Main
▾
Traits
Current



Alt Build 1



Alt Build 2



Alt Build 3



Alt Build 4



Alt Build 5



Fire a moon blast at the largest group of enemies that deals 159/238/950 (
) 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 4.5/6.5/35 (
) bonus physical damage each.
Equip 4 Chakram, plus 1 more for each enemy hit by the blast, that last for 6 attacks and deal 4.5/6.5/35 (
Current



Best-in-Slot



Alt Build 1



Alt Build 2



Alt Build 3



Impale 6 feathers into the current target that each deal 114/172/767 (
) physical damage. When the target dies, the feathers seek out nearby enemies within 2-hexes, each dealing 22/33/142 (
) physical damage.
Current



Gain 55%/60%/90% (
) Durability for 4 seconds. Deal 100/150/1200 (
) magic damage to the largest clump of enemies within 2 hexes and Stun the center enemy for 2 seconds.
Enemies damaged by this ability take 8.5/13/90 (
) bonus magic damage from allies’ attacks for 4/4/10 seconds.
Enemies damaged by this ability take 8.5/13/90 (
When to Play
AD Item Opener
Strategy
Tips & Tricks
- Marksman Crown gives IE + allows you to play 6 Vanguard 4 Marksman on 9.
- Both the 6 Vanguard and 4 Marksman versions are viable. Aurora is likely higher cap if you have extra gold and can throw in 5-costs, but Garen with 6 Vanguard is also quite good.
Openers
Vanguard Slayer





Strong Conditions
Items



Augments

Item Priority

Recurve Bow

B.F. Sword

Sparring Gloves
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.