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Traits
Tips & Tricks
- Theoretically it is possible to drop down to 4 Piltover, but it may not be correct depending on the strength of the 6 Piltover modules. As of right now, 6 Piltover is the more popular board
- If you get artifacts from Ornn, you can itemize him with those artifacts and then pilot the T-Hex with Ornn to give him several thousand HP. Otherwise can pilot Caitlyn
- Can play around Miss Fortune before Lucian
- The 6 Piltover and 4 Piltover modules are not solved yet. For example, Mining Drill can farm an absurd amount of gold which might allow you to play a high cap 2 Piltover board late game.
- There are also module “combos” like Blast Shield + Gigantification Ray, but again this area is relatively unexplored. Feel free to comment if you notice any broken interactions
Strong Conditions
+2 Tier Conditions B → S
+1 Tier Conditions B → A
Openers
Piltover
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.





Radiant item piltover seems pretty bad/ inconsistent
Had a very fun match with Magnetron Coil for Damage Amp and Echo Engine to repeat the Amp stack every 7 seconds. I didn’t build optimally for more casts but my seraphine already got to around 100% Amp by the end of fights (with Strikers Flail)
Okay so i just had a game with this and if the rest of the lobby wasnt cracked out of their mind this was an easy first.
Drill farms infinite gold, 8+ per round if you have reliable mana items on sera.
I took the two tank modules at 2 and 4 piltover because I wasn’t seeing Loris in my shops. Seemed good.
Thex dishes out crazy dmg but i did like having ornn on my field more than feeding him to the thex. Maybe itemizing the thex as a fighter instead of a caster when it eats ornn is a better idea.
Regardless, fun!
piltover emblem is bait, comp sucks with it
theres no way. it allows you to hit t-hex reliably w/o getting stuck on upgrading 1 and 2 costs and you can play a flex unit or add a trait/hit another breakpoint on 9, even more so if u drop to 4 pilt
what modules to choose?