Open Builder
Comp Image
Targon Aurelion Sol
Primary
AP Icon
Tier
S
Required
Early Taric
Icon 9Icon 105
Traits
Trait BackgroundTargon Icon
6
Targon
1
Trait BackgroundBlacksmith Icon
1
Blacksmith
1
Trait BackgroundEmperor Icon
1
Emperor
1
Trait BackgroundStar Forger Icon
1
Star Forger
1
Trait BackgroundShurima Icon
2
Shurima
2 > 3 > 4
Trait BackgroundDisruptor Icon
1
Disruptor
2 > 4
Trait BackgroundWarden Icon
1
Warden
2 > 3 > 4 > 5
Ornn Renekton Taric Diana Leona Aurelion Sol Zoe Azir Aphelios
Trait BackgroundTargon Icon
6
Trait BackgroundBlacksmith Icon
1
Trait BackgroundEmperor Icon
1
Trait BackgroundStar Forger Icon
1
Trait BackgroundShurima Icon
2
Trait BackgroundDisruptor Icon
1
Trait BackgroundWarden Icon
1
Tips & Tricks
  • Only play if you natural Taric early (ideally before 3-2) as this line generally wants to commit on 3-5 for Leona 2
  • The reason it’s ideal to hit Taric before 3-2 is because it can inform your augment choice. If you have Taric, try to take an augment that will help you hit Leona 2 on 3-5
  • On 3-5, if you have Taric already, level to 7 and roll for Leona 2 + all other Targon units. Put 3 items on Leona to unlock Diana, then play 5 Targon on 3-6 to unlock Aurelion on 3-7.
  • Try to play as many Targon as long as possible. You can support them with any 5-costs you hit or any strong unit packages.
  • Heroic Grab Bag is for helping hit Leona 2
  • Aurelion Sol wants as many mana items as possible to stack up Stardust as quickly as possible.
  • Late-game you can drop Aphelios and Zoe for high quality 5-costs and 4-costs.
Strong Conditions
+2 Tier Conditions SOP
Heroic Grab Bag+Heroic Grab Bag+
+1 Tier Conditions SS+
Epoch+Epoch+
Flowing TearsFlowing Tears
One Buff, Two BuffOne Buff, Two Buff
Pandora's ItemsPandora’s Items
Rolling For Days IRolling For Days I
Openers
Targon
ApheliosAphelios
LeonaLeona
ZoeZoe
TaricTaric
Trait BackgroundTargon Icon
4
Aurelion Sol Aurelion Sol
Star Forger Icon
Star Forger
Targon Icon
Targon
Aurelion Sol Cost Icon 5
1100 HP
20 / 90
Current
TFT_Item_BlueBuff
TFT_Item_AdaptiveHelm
TFT_Item_SpearOfShojin
Alt Build 1
TFT_Item_BlueBuff
TFT_Item_SpearOfShojin
TFT_Item_GuinsoosRageblade
Alt Build 2
TFT_Item_Leviathan
TFT_Item_Leviathan
TFT_Item_JeweledGauntlet
Alt Build 3
TFT_Item_SpearOfShojin
TFT_Item_SpearOfShojin
TFT_Item_GuinsoosRageblade
Ability Icon The Skies Descend
Range Icon 4 Hex
Passive: After dealing ability damage to an enemy, gain Stardust. Stadust makes The Skies Descend more powerful. (Current Stardust: )

Active: Crash a star on target, dealing 400/600/5000 (scaleAP Icon) magic damage in a 2 hex radius.

Stardust Upgrades:
15: Create a shockwave that deals 50/75/1000 (scaleAP Icon) additional magic damage in a 3 Hex radius.15: Create a shockwave that deals 50/75/1000 (scaleAP Icon) additional magic damage in a 3 Hex radius.
60: The star crash deals 12% more damage.60: The star crash deals 12% more damage.
100: Shockwave increases to a 4 hex radius.100: Shockwave increases to a 4 hex radius.
175: Knock up targets in the star crash for 2 seconds.175: Knock up targets in the star crash for 2 seconds.
250: Shockwave increases to 10 radius.250: Shockwave increases to 10 radius.
400: The star crash deals 25% bonus true damage.400: The star crash deals 25% bonus true damage.
600: Also call down a meteor storm that deals 1000/1500/9999 (scaleAP Icon) magic damage split between living enemies.600: Also call down a meteor storm that deals 1000/1500/9999 (scaleAP Icon) magic damage split between living enemies.
1199: Summon a black hole at the epicenter, instantly killing enemies within.1199: Summon a black hole at the epicenter, instantly killing enemies within.
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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