Comp Image
Vertical Techie
Icon 9Icon 78
Traits
Trait BackgroundTechie Icon
8
Techie
2 > 4 > 6 > 8
Trait BackgroundSoul Killer Icon
1
Soul Killer
1
Trait BackgroundBruiser Icon
2
Bruiser
2 > 4 > 6
Trait BackgroundCyberboss Icon
2
Cyberboss
2 > 3 > 4
Trait BackgroundStreet Demon Icon
2
Street Demon
3 > 5 > 7 > 10
Trait BackgroundAnima Squad Icon
1
Anima Squad
3 > 5 > 7 > 10
Trait BackgroundBastion Icon
1
Bastion
2 > 4 > 6
Trait BackgroundBoomBot Icon
1
BoomBot
2 > 4 > 6
Trait BackgroundExotech Icon
1
Exotech
3 > 5 > 7 > 10
Trait BackgroundGolden Ox Icon
1
Golden Ox
2 > 4 > 6
Trait BackgroundNitro Icon
1
Nitro
3 > 4
Shyvana Kobuko Viego Mordekaiser Fiddlesticks Seraphine Zyra Veigar Brand
Trait BackgroundTechie Icon
8
Trait BackgroundSoul Killer Icon
1
Trait BackgroundBruiser Icon
2
Trait BackgroundCyberboss Icon
2
Trait BackgroundStreet Demon Icon
2
Trait BackgroundAnima Squad Icon
1
Trait BackgroundBastion Icon
1
Trait BackgroundBoomBot Icon
1
Trait BackgroundExotech Icon
1
Trait BackgroundGolden Ox Icon
1
Trait BackgroundNitro Icon
1
Street Demon Icon
Street Demon
Techie Icon
Techie
Brand Cost Icon 4
800 HP
10 / 70
Current
TFT_Item_SpearOfShojin
TFT_Item_PowerGauntlet
TFT_Item_JeweledGauntlet
Best-in-Slot
TFT9_Item_OrnnHorizonFocus
TFT_Item_SpearOfShojin
TFT_Item_JeweledGauntlet
Alt Build 1
TFT4_Item_OrnnMuramana
TFT_Item_PowerGauntlet
TFT_Item_JeweledGauntlet
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 100/150/600 (scaleAP Icon) magic damage to the nearest 4 enemies.
Bruiser Icon
Bruiser
Cyberboss Icon
Cyberboss
Kobuko Cost Icon 5
900 HP
120 / 0
Current
TFT_Item_Crownguard
TFT_Item_Bloodthirster
TFT_Item_IonicSpark
Best-in-Slot
TFT_Item_Artifact_WitsEnd
TFT_Item_Bloodthirster
TFT_Item_Quicksilver
Alt Build 1
TFT14_Item_TechieEmblemItem
TFT_Item_Bloodthirster
TFT_Item_IonicSpark
Ability Icon Game Over!
Range Icon 1 Hex
Passive: Attacks deal 100/150/999 (scaleAP Icon) bonus magic damage, and 50% in a one hex radius. At 50/50/90% Health, trigger ‘Phase 2’, then enrage for the rest of the fight, gaining 125% Attack Speed, 30/30/100% Omnivamp, and increasing the bonus magic damage by 33%.

Phase 2: Gain 900/1620/11664 (scaleHealth Icon) Shield for 4/4/60 seconds. Pick up a nearby enemy, knocking up all enemies within 2 hexes for 1.5 seconds. Then, slam down, dealing 300/450/13370 (scaleAP Icon) magic damage to the target and 150/225/1337 (scaleAP Icon) magic damage to all other enemies hit.
Strategy
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
Bruiser Techie
AlistarAlistar
Dr. MundoDr. Mundo
SeraphineSeraphine
ZyraZyra
MordekaiserMordekaiser
Trait BackgroundBruiser Icon
3
Trait BackgroundTechie Icon
3
Strong Conditions
Items
ManazaneManazane
Sniper's FocusSniper’s Focus
Techie EmblemTechie Emblem
Augments
Manaflow IIManaflow II
Piercing Lotus IIPiercing Lotus II
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.
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