Open Builder
Comp Image
Piltover
Primary
AD Icon
Tier
C
Required
Icon 9Icon 114
Traits
Trait BackgroundBlacksmith Icon
1
Blacksmith
1
Trait BackgroundChronokeeper Icon
1
Chronokeeper
1
Trait BackgroundEmperor Icon
1
Emperor
1
Trait BackgroundHexMech Icon
1
HexMech
1
Trait BackgroundSoulbound Icon
1
Soulbound
1
Trait BackgroundPiltover Icon
4
Piltover
2 > 4 > 6
Trait BackgroundDisruptor Icon
2
Disruptor
2 > 4
Trait BackgroundGunslinger Icon
2
Gunslinger
2 > 4
Trait BackgroundInvoker Icon
2
Invoker
2 > 4
Trait BackgroundShurima Icon
2
Shurima
2 > 3 > 4
Trait BackgroundWarden Icon
2
Warden
2 > 3 > 4 > 5
Renekton Sand Soldier T-Hex Loris Ornn Sand Soldier Lucian & Senna Orianna Zilean Seraphine Azir
Trait BackgroundBlacksmith Icon
1
Trait BackgroundChronokeeper Icon
1
Trait BackgroundEmperor Icon
1
Trait BackgroundHexMech Icon
1
Trait BackgroundSoulbound Icon
1
Trait BackgroundPiltover Icon
4
Trait BackgroundDisruptor Icon
2
Trait BackgroundGunslinger Icon
2
Trait BackgroundInvoker Icon
2
Trait BackgroundShurima Icon
2
Trait BackgroundWarden Icon
2
Tips & Tricks
  • While you can choose to play 6 Piltover until the end of the game, you’ll have many dead units on your board. As such, it’s better to drop down to 4 or even 2 Piltover late game after you’ve unlocked the T-Hex if you have the gold to do so
Strong Conditions
+1 Tier Conditions CB
Piltover EmblemPiltover Emblem
Openers
Piltover
CaitlynCaitlyn
Jarvan IVJarvan IV
Orianna Orianna
ViVi
LorisLoris
Trait BackgroundPiltover Icon
4
Trait BackgroundDefender Icon
2
T-Hex T-Hex
Seraphine Seraphine
Gunslinger Icon
Gunslinger
HexMech Icon
HexMech
Piltover Icon
Piltover
T-Hex Cost Icon 5
1400 HP
30 / 100
Current
TFT_Item_Bloodthirster
TFT_Item_SteraksGage
TFT_Item_TitansResolve
Alt Build 1
TFT_Item_Bloodthirster
TFT_Item_SteraksGage
TFT_Item_InfinityEdge
Ability Icon Hextech Arsenal
Range Icon 2 Hex
Passive: Attacks fire a barrage of 4 bullets.

Active: Gain 580/904/67573 (scaleHealth Icon) Shield and begin consuming 33 mana per second. Each second while casting, fire a laser that deals 145/215/2150 (scaleAD IconscaleAP Icon) physical damage, reduced by 15% per enemy hit up to 45%. Additionally, launch 4 (scaleAS Icon) missiles split between 4 nearby enemies that each deal 29/43/430 (scaleAD IconscaleAP Icon) physical damage.
Disruptor Icon
Disruptor
Piltover Icon
Piltover
Seraphine Cost Icon 4
800 HP
0 / 20
Alt Build 1
TFT_Item_BlueBuff
TFT_Item_Leviathan
TFT_Item_JeweledGauntlet
Ability Icon Grand Encore
Range Icon 4 Hex
Gain 3 notes. For each one active, deal 25/40/200 (scaleAP Icon) magic damage to a nearby enemy.

While holding 12 notes on cast, consume them to project a wave of energy. Allies hit restore 60/90/400 (scaleAP Icon) Health. Enemies hit take 270/405/2200 (scaleAP Icon) magic damage, reduced by 30% for each enemy it’s passed through.
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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