Main
▾
Traits
Tips & Tricks
- Unlocking Volibear can be difficult and requires some planning. Warmogs practically guarantees it and thus is a high priority slam. The three main units that you can itemize to reach 3800 HP are Sion, Kobuko, and Braum.
- The main items that make Volibear easier to unlock are Warmogs, Sunfire, Bramble, and Dragon’s Claw. Without Warmogs, you will often be forced to play 4+ Bruiser or 5+ Freljord for a turn to unlock Volibear.
- Kobuko 2 and Braum 2 can unlock Volibear with 2 Bruiser + 3 Freljord HP if you have Warmogs + Sunfire. Warmogs + Dragon’s Claw or Bramblevest work for Braum 2, but Kobuko 2 would need any +3rd HP item (even Belt works)
- Without Warmogs, unlocking Volibear becomes substantially harder. Even with 4 Bruiser or 5 Freljord with Kobuko / Braum respectively, you’ll still want Sunfire + Bramble / Dclaw + any HP item. It is theoretically possible to play 6 Bruiser for a turn but this is rarely practical.
- Morello is a much better item than Sunfire, but unlocking Volibear is important so if Sunfire is your only option for unlocking him, slam it. Remember Warmogs effectively is guaranteed Volibear as long as you get any other HP items on your tank, so it’s fine to slam Morello after getting Warmogs.
- Sion 2 becomes a better unit for unlocking Volibear than Kobuko 2 if you are able to farm more than 15 takedowns with him.
Strong Conditions
+3 Tier Conditions B → S+
+2 Tier Conditions B → S
+1 Tier Conditions B → A
Openers
Freljord
Noxus
Bruiser Bard
Current
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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