Main
▾
Traits
Current



Alt Build 1



Alt Build 2



Alt Build 3



Alt Build 4



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



Alt Build 1



Alt Build 2



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



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

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.
When to Play
AD Item Opener
Emblem
Strategy
Tips & Tricks
- Only play if at least 2 of your Exotech items are strong (see “Items” under Strong Conditions).
- Core comp is 7 Exotech units + Kindred + Aurora / Kobuko / Viego. Exotech emblem allows you to drop Varus or Naafiri for one of these 5-costs.
Openers
Nitro





Strong Conditions
Items




Augments



Item Priority

Guinsoo’s Rageblade

Protector’s Vow
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.