Main
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Traits
Tips & Tricks
- This is NOT a reroll comp and does not require Bilgewater opener, but it is ideally played from Bilgewater opener to get more Gangplanks from Bilgewater shop.
- The comp rolls deep on 8 (NOT level 7) for 2 star Ambessa, Swain, and Bel’Veth while also holding all extra Gangplanks.
- For the Bilgewater shop, prioritize Gangplank and duplicators. If you need to buy an Illaoi or Graves for tempo early game, that’s acceptable. Otherwise, exclusively use Serpents on Gangplank (aggressively reroll shop) until you 3 star him.
- After getting Gangplank 3, buy stats from the Bilgewater shop.
- This comp requires MANY items. In an ideal world, you can itemize Gangplank, Ambessa, Swain, and Bel’Veth. In a game without item augments, you can only realistically itemize 2 units. Therefore item augments are very high priority.
- Glove and Sword are the best components for this line. Most carousels you should go for one of these if you’re not sure what else to get.
- Outside of item augments, combat augments are ideal. One econ augment on 2-1 might be acceptable, but the ideal augment distribution is Item (2-1) > Item / Combat (3-2) > Combat (4-2).
- Darkin Scythe works better with Ambessa’s kit than Gangplank’s, so if you have 3 proper items for Gangplank, consider putting it on Ambessa over Gangplank (assuming Ambessa 2 vs. Gangplank 3).
- Rod is a difficult component to kill in this line. The best two options are Crownguard on Swain or Rageblade on Bel’Veth
- Since Swain is the most contested unit in the game, in some cases you will not be able to hit Swain 2. In these games, consider dropping Sion for Wukong 2 or, if you unlocked it (rare), Rift Herald 2. The tradeoff of losing Noxus for a 2-star 4-cost tank is fine
Strong Conditions
+2 Tier Conditions B → S
+1 Tier Conditions B → A
Openers
Bilgewater
Current
Best-in-Slot
Alt Build 1
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.




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