Main
▾
Traits
Current



Alt Build 1



Alt Build 2



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 4.5/6.5/71 (
) bonus physical damage each.
Equip 4 Chakram, plus 1 more for each enemy hit by the blast, that last for 6 attacks and deal 4.5/6.5/71 (
Current



Alt Build 1



Alt Build 2

Impale 6 feathers into the current target that each deal 110/165/740 (
) physical damage. When the target dies, the feathers seek out nearby enemies within 2-hexes, each dealing 21/31/135 (
) physical damage.
Current



Alt Build 1



Throw a fireball at the current target that deals 230/345/1200 (
) magic damage and 3 (
) mini-fireballs split between the target and 2 nearby enemies that deal 40/60/300 (
) magic damage each.
Every 4 casts, instead, summon Tibbers (
) next to the current target, dealing 270/405/1215 (
) magic damage to enemies within 1 hex.

Every 4 casts, instead, summon Tibbers (

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 575/1000/9999 (
) 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.
Current



Strike the most enemies in a semi-circle, gaining 300/350/400 (
) Shield for 4 seconds plus 30/50/80 (
) per enemy hit. Deal 210/315/473 (
) physical damage to enemies hit and reduce their Armor by 15/18/20 for the rest of combat.
Alt Build 1



Gain 55%/60%/90% (
) Durability for 4 seconds. Deal 100/150/2000 (
) 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 (
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
When to Play
Emblem
Strategy
Tips & Tricks
- Golden Ox has not been optimized yet; this section will get updated as it gets more optimized.
- Current theory is this: Play 6 Golden Ox ASAP. Get as much gold and resources as you can from the trait. Stay ahead of tempo from 4-2 onwards by having more upgrades from rolling aggressively on 8 and hitting Ox intervals. Hold extra Jarvans if there aren’t too many players with him on their board
- Golden Ox emblem makes it MUCH easier to hit 4 Golden Ox earlier as you won’t need a 4 cost and 6 Golden Ox earlier since you no longer need Viego. It also allows you to drop Graves for Mordekaiser once you do find Viego which is a big spike.
- Most of the Golden Ox trait power is providing you extra gold and components. Win conditions are level 10 adding Mordekaiser, level 9 with 4 Golden Ox and many upgraded 5 Costs (see “Max Cap” variation) or Aphelios / Annie 3.
- Itemize Leona over Jarvan if you don’t have Jarvan 3.
- Can play Yuumi before Aurora, but play Aurora once you hit her even though you lose A.M.P.
Openers
Golden Ox





Executioner





Strong Conditions
Items



Augments


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.