Comp Image
Vertical Street Demon
Icon 9Icon 81
Traits
Trait BackgroundStreet Demon Icon
7
Street Demon
3 > 5 > 7 > 10
Trait BackgroundStrategist Icon
4
Strategist
2 > 3 > 4 > 5
Trait BackgroundA.M.P. Icon
2
A.M.P.
2 > 3 > 4 > 5
Trait BackgroundTechie Icon
2
Techie
2 > 4 > 6 > 8
Trait BackgroundAnima Squad Icon
1
Anima Squad
3 > 5 > 7 > 10
Trait BackgroundBruiser Icon
1
Bruiser
2 > 4 > 6
Trait BackgroundCyberboss Icon
1
Cyberboss
2 > 3 > 4
Trait BackgroundExecutioner Icon
1
Executioner
2 > 3 > 4 > 5
Trait BackgroundSlayer Icon
1
Slayer
2 > 4 > 6
Dr. Mundo Ekko Rengar Neeko Samira Yuumi Zyra Ziggs Brand
Trait BackgroundStreet Demon Icon
7
Trait BackgroundStrategist Icon
4
Trait BackgroundA.M.P. Icon
2
Trait BackgroundTechie Icon
2
Trait BackgroundAnima Squad Icon
1
Trait BackgroundBruiser Icon
1
Trait BackgroundCyberboss Icon
1
Trait BackgroundExecutioner Icon
1
Trait BackgroundSlayer Icon
1
Street Demon Icon
Street Demon
Techie Icon
Techie
Brand Cost Icon 4
800 HP
25 / 70
Current
TFT_Item_SpearOfShojin
TFT_Item_JeweledGauntlet
TFT_Item_PowerGauntlet
Ability Icon Paint Bomb
Range Icon 4 Hex
Throw a paint bomb at the largest group of enemies within 5 (scaleRange Icon) hexes, dealing 260/390/1500 (scaleAP Icon) magic damage to enemies within 1 hex and 80/120/600 (scaleAP Icon) magic damage to the nearest 4 enemies.
Strategist Icon
Strategist
Street Demon Icon
Street Demon
Neeko Cost Icon 4
1000 HP
30 / 95
Current
TFT_Item_GargoyleStoneplate
TFT_Item_WarmogsArmor
TFT_Item_IonicSpark
Ability Icon Pop Up Mural
Range Icon 1 Hex
Gain 380/480/1824 (scaleAP IconscaleHealth Icon) Shield for 4 seconds and create an expanding zone that pops three times, each dealing 80/120/1500 (scaleAP Icon) magic damage to enemies hit. The third pop Chills enemies for 3 seconds.

Chill: Reduce Attack Speed by 20%
Street Demon Icon
Street Demon
A.M.P. Icon
A.M.P.
Samira Cost Icon 5
900 HP
20 / 100
Current
TFT_Item_LastWhisper
TFT_Item_InfinityEdge
TFT_Item_PowerGauntlet
Ability Icon Demon Trigger
Range Icon 4 Hex
Dash towards the target and fire a volley of 25 (set14AmpIcon Icon) bullets over 2 seconds split between enemies within three hexes. Each bullet reduces armor by 4 and deals 54/81/2025 (scaleAD Icon) physical damage, reduced by 20% per hex distance from Samira (Total Damage: 1350/2025/50625 (scaleAD Icon)).

When the volley ends, dash back to safety while dealing 300/450/6750 (scaleAD Icon) physical damage to the current target.

For the duration of the Ability, Samira is Unstoppable and has 25%/25%/100% (scaleAP Icon) Omnivamp.
Strategist Icon
Strategist
Cyberboss Icon
Cyberboss
Ziggs Cost Icon 4
850 HP
20 / 70
Current
TFT_Item_StatikkShiv
TFT_Item_Morellonomicon
Ability Icon Bomberyordle
Range Icon 4 Hex
Throw a bomb that hits the most enemies in a + shapewhole row and column within Attack Range, dealing 240/360/1500 (scaleAP Icon) magic damage to enemies within 1 hex of the center and 100/150/750 (scaleAP Icon) magic damage to enemies further away. If only one unit is hit, deal 100% more.
Strategy
Tips & Tricks
  • Emblem is quite good as it makes it easier to play Garen which can provide powerful trait mods for your team. Biggest benefit of taking emblem, however, is the potential of hitting +2 and being able to play 10 Street Demon.
Openers
Bruiser Techie
Dr. MundoDr. Mundo
ZyraZyra
EkkoEkko
LeBlancLeBlanc
MordekaiserMordekaiser
Trait BackgroundStreet Demon Icon
3
Trait BackgroundBruiser Icon
2
Trait BackgroundStrategist Icon
2
Trait BackgroundTechie Icon
2
Strong Conditions
Items
Spear of ShojinSpear of Shojin
Street Demon EmblemStreet Demon Emblem
Augments
Street Demon CrownStreet Demon Crown
FreestylingFreestyling
Wandering Trainer IWandering Trainer I
Wandering Trainer IIWandering Trainer II
Tower DefenseTower Defense
Little BuddiesLittle Buddies
Item Priority
Spear of Shojin
>
Guardbreaker
Economy Strategy
  1. Level to 4 if you have upgrades and a good item to place on one of those upgrades.
  2. Level to 5, unless on 3 loss streak.
  3. Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
  4. 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.
  5. Level to 7 if you can stay above 30g, otherwise stay level 6.
  6. Level to 7.
  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.
  8. 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.
  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.
  10. 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.
  11. 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.
  12. 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.