Comp Image
Dark Star
Econ Icon Fast 8
Primary
AP Icon
Tier
B
Required
Augment Setup
Emblem
Emblem
+
Econ
Econ
+
Combat
Combat
Primordian Rogue Opener
Briar
Rek'Sai
Bel'Veth
Rogue
Flex
Briar
Rek'Sai
Bel'Veth
Cho'Gath
Kai'Sa
Formula
Example
Lvl9
Xayah
1
Lvl9
Timebreaker Emblem
1
Lvl9
Shepherd Emblem
1
Traits
Icon 0 Icon 0
Traits
Trait Background Dark Star Icon
6
Dark Star
2 > 4 > 6 > 9
Trait Background Dark Lady Icon
1
Dark Lady
1
Trait Background Eradicator Icon
1
Eradicator
1
Trait Background Oracle Icon
1
Oracle
1
Trait Background Brawler Icon
2
Brawler
2 > 4 > 6
Trait Background Rogue Icon
2
Rogue
2 > 3 > 4 > 5
Trait Background Vanguard Icon
2
Vanguard
2 > 4 > 6
Trait Background Conduit Icon
1
Conduit
2 > 3 > 4 > 5
Trait Background Sniper Icon
1
Sniper
2 > 3 > 4
Trait Background Stargazer Icon
1
Stargazer
3 > 5 > 7 > 8 > 9 > 10
Trait Background Timebreaker Icon
1
Timebreaker
2 > 3 > 4
Trait Background Voyager Icon
1
Voyager
2 > 3 > 4 > 5 > 6
Icon 9 Icon 96
RivenSNunu &…PTahm KenchFlex +1Mini Black …Cho'GathMordekaiserMini Black …MorganaKarmaPJhinPKai'SaS
Trait Background Dark Star Icon
6
Trait Background Dark Lady Icon
1
Trait Background Eradicator Icon
1
Trait Background Oracle Icon
1
Trait Background Brawler Icon
2
Trait Background Rogue Icon
2
Trait Background Vanguard Icon
2
Trait Background Conduit Icon
1
Trait Background Sniper Icon
1
Trait Background Stargazer Icon
1
Trait Background Timebreaker Icon
1
Trait Background Voyager Icon
1
Comp Variations
Flex
Lvl9
Xayah
Lvl9
Timebreaker Emblem
Lvl9
Shepherd Emblem
Tips & Tricks
  • Generally only play from Emblem because otherwise getting to 6 Dark Star requires Jhin which makes the line much more conditional on being able to go Level 9 (or Aura Farming Jhin)
  • Both Kai'Sa and Karma look strong, but Jhin is weak for a 5-cost. Do not move items from Kai'Sa 2 to Jhin 1.
  • Since the comp has so many traits that it can fill out, many Emblems are good in this line along with the Dark Star Emblem.
Strong Conditions
+2 Tier Conditions BS
Jhin
Jhin from Aura Farming
Dark Star Emblem
Dark Star Emblem
The Trait Tree+
The Trait Tree+
+1 Tier Conditions BA
Brawler Emblem
Brawler Emblem
Rogue Emblem
Rogue Emblem
Shepherd Emblem
Karma
Shepherd Emblem
Sniper Emblem
Sniper Emblem
Timebreaker Emblem
Timebreaker Emblem
Vanguard Emblem
Vanguard Emblem
Voyager Emblem
Voyager Emblem
Epic Rolldown
Epic Rolldown
Feeling Lucky
Feeling Lucky
Money Hungry
Money Hungry
Savings Account
Savings Account
Slice of Life
Slice of Life
Good For Something I
Good For Something I
AFK
AFK
Risky Moves
Risky Moves
Spreading Roots
Spreading Roots
Spreading Roots+
Spreading Roots+
The Trait Tree
The Trait Tree
Branching Out+
Branching Out+
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.
Builds
Karma
P
Karma
Jhin
P
Jhin
Nunu & Willump
P
Nunu & Willump
Kai'Sa
S
Kai'Sa
Dark Star Icon
Dark Star
Voyager Icon
Voyager
KarmaCost Icon 4
N/A HP
Default
TFT_Item_SpearOfShojin
Flex +3
TFT_Item_BlueBuff
TFT_Item_AdaptiveHelm
TFT_Item_Leviathan
TFT_Item_JeweledGauntlet
TFT_Item_PowerGauntlet
Flex +4
TFT_Item_RabadonsDeathcap
TFT_Item_ArchangelsStaff
TFT_Item_Leviathan
TFT_Item_MadredsBloodrazor
Alt Build 1
TFT17_Item_Artifact_AhriArtifact
TFT_Item_SpearOfShojin
TFT_Item_JeweledGauntlet
Dark Star Icon
Dark Star
Eradicator Icon
Eradicator
Sniper Icon
Sniper
JhinCost Icon 5
N/A HP
Current
TFT_Item_MadredsBloodrazor
Flex +3
TFT_Item_GuinsoosRageblade
TFT_Item_LastWhisper
TFT_Item_PowerGauntlet
TFT_Item_InfinityEdge
TFT_Item_Deathblade
Best-in-Slot
TFT17_Item_AssassinTraitEmblemItem
TFT_Item_InfinityEdge
TFT_Item_Deathblade
Stargazer Icon
Stargazer
Vanguard Icon
Vanguard
Nunu & WillumpCost Icon 4
N/A HP
Default
TFT_Item_FrozenHeart
Flex +1
TFT_Item_WarmogsArmor
TFT_Item_FrozenHeart
Flex +4
TFT_Item_BrambleVest
TFT_Item_RedBuff
TFT_Item_NightHarvester
TFT_Item_GargoyleStoneplate
TFT_Item_FrozenHeart
Flex +2
TFT_Item_DragonsClaw
TFT_Item_RedBuff
Best-in-Slot
TFT_Item_Artifact_HorizonFocus
TFT_Item_FrozenHeart
TFT_Item_AdaptiveHelm
Dark Star Icon
Dark Star
Rogue Icon
Rogue
Kai'SaCost Icon 3
N/A HP
Alt Build 1
TFT17_Item_RangedTraitEmblemItem
Patch Changes
BriarBriar
default Ability
Previous
Patch 17.2
Passive: For every 1% missing Health, gain 2/2/2.5/2.5% (scaleAP Icon) Attack Speed

Active: Deal 130/195/320/550 (scaleAD Icon) physical damage to the target, increased by 50% if they're a tank.
Passive: For every 1% missing Health, gain 2/2/2.5/2.5% (scaleAP Icon) Attack Speed

Active: Deal 120/180/285/485 (scaleAD Icon) physical damage to the target, increased by 50% if they're a tank.
Cho'GathCho'Gath
BUFFHealth IconHealth650/1170/2106/3043700/1260/2268/3277
default Ability
Previous
Patch 17.2
Deal 262/384/588/958 (scaleHealth IconscaleAP Icon)  magic damage to the lowest Health enemy in range and permanently gain 12/18/33/50 maximum Health. If this kills them, permanently gain 25/35/65/110 maximum Health instead.

(Current Bonus: + Health)
Deal 266/391/601/977 (scaleHealth IconscaleAP Icon)  magic damage to the lowest Health enemy in range and permanently gain 12/18/33/50 maximum Health. If this kills them, permanently gain 25/35/65/110 maximum Health instead.

(Current Bonus: + Health)
default Ability
Patch 17.2
Patch 17.2b
Deal 266/391/601/977 (scaleHealth IconscaleAP Icon)  magic damage to the lowest Health enemy in range and permanently gain 12/18/33/50 maximum Health. If this kills them, permanently gain 25/35/65/110 maximum Health instead.

(Current Bonus: + Health)
Deal 266/391/601/977 (scaleHealth IconscaleAP Icon)  magic damage to the lowest Health enemy in range and permanently gain 12/18/33/50 maximum Health. If this kills them, permanently gain 30/40/70/115 maximum Health instead.

(Current Bonus: + Health)
MeepsieMeepsie
hero Ability
Previous
Patch 17.2
Passive: Attacks deal 88/132/198/330 (scaleAP Iconset17AmpIcon Icon) bonus magic damage.

Active: Leap to largest group of enemies within 2 hexes and slam the ground, dealing 265/400/600/1000 (scaleAP Icon) magic damage in a three hex radius, reduced by 35% per hex from the epicenter. The closest 3 enemies are knocked up for 1.25/1.5/1.75/2 seconds.

Meep Bonus: The passive's bonus damage is increased by 60% per Meep.
Passive: Attacks deal 88/132/198/330 (scaleAP Iconset17AmpIcon Icon) bonus magic damage.

Active: Leap to largest group of enemies within 2 hexes and slam the ground, dealing 240/360/560/950 (scaleAP Icon) magic damage in a three hex radius, reduced by 45% per hex from the epicenter. The closest 3 enemies are knocked up for 1.25/1.5/1.75/2 seconds.

Meep Bonus: The passive's bonus damage is increased by 60% per Meep.
MordekaiserMordekaiser
hero Ability
Previous
Patch 17.2
Passive: Deal 20/30/45/75 (scaleAP Icon) magic damage in a one hex radius each second. This aura grows one hex every 6 seconds.

Active: Gain 150/180/225/270 (scaleAP Icon) Shield. Increase the damage of the aura to 50/75/115/195 (scaleAP Icon) magic damage for the next 4 seconds.
Passive: Deal 20/30/45/75 (scaleAP Icon) magic damage in a one hex radius each second. This aura grows one hex every 6 seconds.

Active: Gain 175/200/250/300 (scaleAP Icon) Shield. Increase the damage of the aura to 50/75/115/195 (scaleAP Icon) magic damage for the next 4 seconds.
hero Ability
Patch 17.2
Patch 17.2b
Passive: Deal 20/30/45/75 (scaleAP Icon) magic damage in a one hex radius each second. This aura grows one hex every 6 seconds.

Active: Gain 175/200/250/300 (scaleAP Icon) Shield. Increase the damage of the aura to 50/75/115/195 (scaleAP Icon) magic damage for the next 4 seconds.
Passive: Deal 20/30/45/75 (scaleAP Icon) magic damage in a one hex radius each second. This aura grows one hex every 6 seconds.

Active: Gain 225/250/300/400 (scaleAP Icon) Shield. Increase the damage of the aura to 50/75/115/195 (scaleAP Icon) magic damage for the next 4 seconds.
KarmaKarma
BUFFAttack Speed IconAttack Speed0.750.80
default Ability
Previous
Patch 17.2
Gather the force of a black hole, dealing 570/855/5000 (scaleAP Icon) magic damage split between the target and the 2/2/4 closest enemies to them. The target takes an additional 120/180/1000 (scaleAP Icon) magic damage.
Gather the force of a black hole, dealing 570/855/5000 (scaleAP Icon) magic damage split between the target and the 2/2/4 closest enemies to them. The target takes an additional 150/225/1000 (scaleAP Icon) magic damage.
Nunu & WillumpNunu & Willump
NERFMax Mana IconMax Mana145155
default Ability
Previous
Patch 17.2
Gain 475/575/2000 (scaleAP Icon) Shield for 4 seconds. Summon an astrolabe to crash down on a nearby hex, dealing 120/180/2000 (scaleAP Icon) magic damage to enemies within 2 hexes. Then, push the astrolabe towards the end of the board, dealing 100/150/2000 (scaleAP Icon) magic damage. All enemies hit by the astrolabe are knocked up for 1.75/2/8 seconds.
Gain 475/575/2000 (scaleAP Icon) Shield for 4 seconds. Summon an astrolabe to crash down on a nearby hex, dealing 120/180/2000 (scaleAP Icon) magic damage to enemies within 2 hexes. Then, push the astrolabe towards the end of the board, dealing 100/150/2000 (scaleAP Icon) magic damage. All enemies hit by the astrolabe are knocked up for 1.5/1.75/8 seconds.
Tahm KenchTahm Kench
BUFFMax Mana IconMax Mana120110
default Ability
Previous
Patch 17.2
Passive: Once per combat after dropping below 35% Health, gain Shield for 4 seconds equal to 40% of healing received this combat.

Active: Heal 385/514/1858 (scaleHealth IconscaleAP Icon), then tongue lash all enemies within two hexes dealing 71/107/884 (scaleAP IconscaleHealth Icon) magic damage.
Passive: Once per combat after dropping below 35% Health, gain Shield for 4 seconds equal to 40% of healing received this combat.

Active: Heal 410/559/1858 (scaleHealth IconscaleAP Icon), then tongue lash all enemies within two hexes dealing 71/107/1584 (scaleAP IconscaleHealth Icon) magic damage.
The Mighty MechThe Mighty Mech
alt1 Ability
Previous
Patch 17.2
Enter a defensive stance for 4 seconds, gaining 20/20/90% Durability, healing 850/1200/3000 (scaleAP Icon), and attracting nearby enemy projectiles.

As the stance ends, deal 100/150/1500 (scaleAD Icon) physical damage in a 2-hex range. Then slam down in a line towards the current target, dealing 200/300/4000 (scaleAD Icon) physical damage to all enemies hit, and creating a shockwave that deals 96/144/1200 (scaleArmor IconscaleMR Icon) physical damage in a 2-hex range
Enter a defensive stance for 4 seconds, gaining 20/20/60% Durability, healing 900/1300/3000 (scaleAP Icon), and attracting nearby enemy projectiles.

As the stance ends, deal 60/90/800 (scaleAD Icon) physical damage in a 2-hex range. Then slam down in a line towards the current target, dealing 120/180/2000 (scaleAD Icon) physical damage to all enemies hit, and creating a shockwave that deals 96/144/1200 (scaleArmor IconscaleMR Icon) physical damage in a 2-hex range
default Ability
Previous
Patch 17.2
Enter a defensive stance for 4 seconds gaining 20/20/90% Durability. While in the defensive stance, attract nearby enemy projectiles and heal 850/1200/3000 (scaleAP Icon) over the duration. When this ends, release a shockwave that deals 96/144/3600 (scaleArmor IconscaleMR Icon) as physical damage in a 2-hex range.
Enter a defensive stance for 4 seconds gaining 20/20/60% Durability. While in the defensive stance, attract nearby enemy projectiles and heal 900/1300/3000 (scaleAP Icon) over the duration. When this ends, release a shockwave that deals 96/144/3600 (scaleArmor IconscaleMR Icon) as physical damage in a 2-hex range.
XayahXayah
default Ability
Previous
Patch 17.2
Passive: Attacks bounce to strike 3/3/5 times, dealing 60/60/30% reduced damage per target hit and leaving a Feather behind the final target.

Active: Gain 75% Attack Speed for 4 seconds. At the end, recall all Feathers split between the closest 3 enemies, dealing 54/81/960 (scaleAD Icon) physical damage each.
Passive: Attacks bounce to strike 3/3/5 times, dealing 60/60/30% reduced damage per target hit and leaving a Feather behind the final target.

Active: Gain 75% Attack Speed for 4 seconds. At the end, recall all Feathers split between the closest 3 enemies, dealing 51/77/960 (scaleAD Icon) physical damage each.
JhinJhin
default Ability
Previous
Patch 17.2
Passive: Jhin has a fixed attack speed of 0.9/0.9/1.4 and converts every 1% of bonus Attack Speed into 0.75 bonus Attack Damage.

Active: Summon 4 spectral hands that fire alongside Jhin for the next 4 attacks. Each hand deals 42/63/688 (scaleAD Icon) physical damage per shot. The final shots deal 244% more damage and pierce through the most enemies in a line, dealing 44% reduced damage per target hit.
Passive: Jhin has a fixed attack speed of 0.9/0.9/1.4 and converts every 1% of bonus Attack Speed into 0.75 bonus Attack Damage.

Active: Summon 4 spectral hands that fire alongside Jhin for the next 4 attacks. Each hand deals 45/68/688 (scaleAD Icon) physical damage per shot. The final shots deal 244% more damage and pierce through the most enemies in a line, dealing 44% reduced damage per target hit.
Ahri's AuraAhri's Aura
Previous
Patch 17.2
The holder is orbited by 3 foxfires. Each one deals 55 (scaleAP Icon) magic damage and the orbit expands to hit the holder's current target.

For every 20 Mana the holder spends, foxfires travel 5% faster for the rest of combat.
The holder is orbited by 3 foxfires. Each one deals 50 (scaleAP Icon) magic damage and the orbit expands to hit the holder's current target.

For every 20 Mana the holder spends, foxfires travel 5% faster for the rest of combat.
Dark Star EmblemDark Star Emblem
NERFAttack Damage IconAttack Damage2518
NERFAbility Power IconAbility Power2518
Rogue EmblemRogue Emblem
NERFDamage Amp IconDamage Amp15%10%
Shepherd EmblemShepherd Emblem
Previous
Patch 17.2
The holder gains the Shepherd trait. On cast, grant 12% of max Mana to the Bond of the Stars.
The holder gains the Shepherd trait. On cast, grant 8% of max Mana to the Bond of the Stars.
NERFMana Regen IconMana Regen32
Timebreaker EmblemTimebreaker Emblem
NERFHealth IconHealth300200
AFKAFK
Previous
Patch 17.2
You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.
You cannot perform actions for the next 3 rounds. Afterwards, gain 17 gold.
Savings AccountSavings Account
Previous
Patch 17.2
After you earn 50 gold in interest, gain 30 gold. Your max interest is increased to 7. Gain 4 gold now.

Gold earned:
After you earn 50 gold in interest, gain 25 gold. Your max interest is increased to 7. Gain 4 gold now.

Gold earned:
BrawlerBrawler
Previous
Patch 17.2
Your team gains 5% Health. Brawlers gain more.

(2)
+20% maximum Health
(4)
+40% maximum Health
(6)
+60% maximum Health
Your team gains 5% Health. Brawlers gain more.

(2)
+25% maximum Health
(4)
+45% maximum Health
(6)
+65% maximum Health
MechaMecha
Previous
Patch 17.2
Innate: Mecha units can transform into their Ultimate form, upgrading their ability and gaining 50% Health. Transformed Mechas take up two team slots and count twice for the Mecha trait.

(3) Energy Cells: Mechas gain
20% scaleAD IconscaleAP Icon.
(4)
Overclocked Cells: Increased to 35% scaleAD IconscaleAP Icon.
(6)
Precision Engineering: +1 max team size

Use the Mecha-Former item to toggle the forms of your Mecha units
Innate: Mecha units can transform into their Ultimate form, upgrading their ability and gaining 40% Health. Transformed Mechas take up two team slots and count twice for the Mecha trait.

(3) Energy Cells: Mechas gain
25% scaleAD IconscaleAP Icon.
(4)
Overclocked Cells: Increased to 45% scaleAD IconscaleAP Icon.
(6)
Precision Engineering: +1 max team size

Use the Mecha-Former item to toggle the forms of your Mecha units
TimebreakerTimebreaker
Previous
Patch 17.2
(2) When you lose, gain free rerolls. When you win, store XP in a Temporal Core (scales with stage).
(3)
AND Allies gain 25% Attack Speed.
(4) AND
Timebreakers gain an additional 40% Attack Speed

Rerolls on Loss: 1
XP on Win: 2
(2) Allies gain 15% Attack Speed.
(3) AND
When you lose, gain free rerolls. When you win, store XP in a Temporal Core (scales with stage).
(4)
AND Timebreakers gain an additional 50% Attack Speed

Rerolls on Loss: 1
XP on Win: 2
Change Log
17.2
17.1b
AB
Dark Star Emblem Dark Star Emblem upgraded tier modifier → +2
Rogue Emblem Rogue Emblem downgraded tier modifier +2 → +1
{champion} from Aura Farming {champion} from Aura Farming added with tier modifier +2
Tip changed from This comp has not been solved yet. After the B-patch buff to Karma, it has become noticeably stronger. It's hard to say what the best final board is even with Emblem as it's not possible to fit all traits.Both Kai'Sa and Karma look strong, but Jhin is weak for a 5-cost. Do not move items from Kai'Sa 2 to Jhin 1.
Tip changed from Generally only play from Emblem because otherwise getting to 6 Dark Star requires Jhin which makes the line much more conditional on being able to go Level 9Generally only play from Emblem because otherwise getting to 6 Dark Star requires Jhin which makes the line much more conditional on being able to go Level 9 (or Aura Farming Jhin)
Tip changed from Both Kai'Sa and Karma look strong, but Jhin is weak for a 5-cost. Do not move items from Kai'Sa 2 to Jhin 1. It might even be better to invest into Kai'Sa and play units like Riven on the board than a Sniper for Jhin.Since the comp has so many traits that it can fill out, many Emblems are good in this line along with the Dark Star Emblem.
Removed Tip: Since the comp has so many traits that it can fill out, many Emblems are good in this line along with the Dark Star Emblem.
Openers
Primordian 3Primordian Rogue
Primordian 3Primordian 3
Briar
Rek'Sai
Bel'Veth
Rogue
Flex
Briar
Rek'Sai
Bel'Veth
Cho'Gath
Kai'Sa
Shepherd 3Shepherd
Shepherd 3Shepherd 3
Shepherd
Shepherd
Shepherd
Flex
Flex
Lissandra
Teemo
Meepsie
Cho'Gath
Pantheon
Mordekaiser
Mordekaiser
MordekaiserMordekaiser
Illaoi
Lissandra
Mordekaiser
Shepherd
Flex
Illaoi
Lissandra
Mordekaiser
Teemo
Pantheon
Space Groove 3
Space Groove
Space Groove 3Space Groove 3
Illaoi
Teemo
Nasus
Shepherd
Space Groove
Illaoi
Teemo
Nasus
Lissandra
Gwen
0

Leave a Reply

16 Comments

  1. Anonymous

    I always bot 4 even tho I have dark star emblem. If I could add a screen shot i would.
    was bot 7 when I had bis riven, karma and nunu at 40hp(no unlucky losses). 1 prisma econ(hard commit), 1 silver item aug, 1 gold combat aug…
    maybe its just not playable in prismaic lobbies. Just gold lobbies with random spatula augment.

    1. Anonymous

      karma is bad, always play around kaisa and cap out with jhin2 if you get to 9

      1. Anonymous

        tbh i think kaisa 2 might clear jhin 2 no snipa

  2. Anonymous

    can you add what comp to play if u dont have an emblem but you DO have a jhin from aura farming

    1. Anonymous

      isn’t it obviously replace the morg with a lissandra

  3. Anonymous

    Can you add Jhin from Aura Farming as an alternative to Dark Star emblem condition? It is very strong, since you are guarenteed 6 Dark Star at lvl 8 with 2 star Jhin. Very likely to win streak whole Stage 4.

    1. Anonymous

      Jhin 2 is still weak compared to other 2 star 5 Costs like Vex or Fiora. You get beaten by any other late game board.

  4. Anonymous

    if you get a brawler emblem, whos the best carrier and do you run 4 brawlers

    1. Anonymous

      I guess you can Brawler Emblem the Nunu and replace one of the flex spots with Maokai?

  5. Anonymous

    I got the perfect conditions. got 7th. Couldn’t 2star all of the 4 cost units. Nunu perma contested, riven perma contested, karma perma contested i found tahm cause i was lucky and jhin is not very possible to 2star at level8

  6. yahalo

    Where do you put the rouge emblem?

    1. I love GM Blue's website

      If you look at “Best in slot” for Jhin, you will see it there with 2 items that work well for it.

  7. mge

    so… primary dark star riven/xayah or Karma?

    1. Anonymous

      I went Primary Dark Star Karma and grinded all the way to first place.

  8. Anonymous

    would like that too

  9. FireFly

    Any chance there’s more clarity on what the emblem holders are for a few of the lines?