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Main
4 Dark Star
Dark Star Emblem
Lvl8
1
Lvl8
1
Traits
Comp Variations
Tips & Tricks
- Protector's Vow is Cho'Gaths best first item as it helps him farm HP in the early and midgame
- First Rod will often make Jeweled Gauntlet to pair with Nashor's. Second Rod should generally be saved to make Ionic Spark
- If you miss on Jhin, play around the 4 Dark Star board instead
- Riven is almost always better than Ezreal unless you are fully itemizing Jhin instead of Kai'Sa (this is rare)
Strong Conditions
+3 Tier Conditions B → S+
Dawncore
+2 Tier Conditions B → S
Radiant Nashor's Tooth
Crown of Demacia
Dark Star Emblem
Prismatic Ticket
Spirit of Redemption
+1 Tier Conditions B → A
Lich Bane
Ahri's Aura
Soraka's Miracle
Talisman Of Ascension
Missed Connections
U.R.F
Economy Strategy
1-Cost Reroll
- Do not spend gold on leveling this stage. If you have 2-stars and a good item, you can consider playing to win some rounds. Otherwise lose streak is common for stage 2.
- Roll to 33 gold, buying any unit that will be part of the level 4 or 5 board. You can also buy units that will be part of the level 6+ board, but you can sell those if your bench fills and you need to buy other units. Rolling to 33 gold is advisable because it allows you to save back up to 50g by 3-5.
- Do not level if you haven't hit your 3-star 1-costs yet. If you have your 3-stars, you generally should still stay level 5 if you can win or if leveling to 6 would put you below 20g. Try to get above 40g this round.
- Ideally above 50g, level 5 at this point or level 6 with 3-stars.
- If you haven't hit your 3-stars yet, roll to ~52g each turn. You don't want to roll to perfect 50g as any units you buy in shop will put you below 50g. If you have 8+ copies of an itemized 1-cost, you can roll to 40g or 30g every round instead. Level to 6 once you hit your 3-stars.
- If you haven't hit your 3-stars yet, you must roll until you hit them. You should level to 6 after hitting. In some rare games, you will miss or spend so much gold you can never catch up. These games will usually result in bottom 4 placements.
- Level to 7 if you can stay above ~20g. Otherwise stay level 6.
- Level to 7.
- Level to 8 if you are in bottom half of lobby HP and are losing rounds. If you are higher HP and feel stable, you can wait until next turn.
- Level to 8 if you haven't already. Roll for any remaining units necessary for the comp. If stable, you can try to go 9. Most games you will end on level 8.
- Level to 9 whenever possible. This is rare, but can happen in the games you have a chance of winning.
Default
Best-in-Slot
Alt Build 1
Alt Build 2
Alt Build 3
Alt Build 4
Alt Build 5
Patch Changes
Mordekaiser
default Ability
Previous
Patch 17.3
Gain 300/375/500/650 (
) Shield. Each second for the next 4 seconds, gain 75/90/105/120 (
) more Shield and deal 45/70/100/170 (
) magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for 40% of its value.
Gain 300/375/500/650 (
) Shield. Each second for the next 6 seconds, gain 75/90/105/120 (
) more Shield and deal 45/70/100/170 (
) magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for 40% of its value.
hero Ability
Previous
Patch 17.3
Passive: Deal 20/30/45/75 (
) magic damage in a one hex radius each second. This aura grows one hex every 6 seconds.
Active: Gain 225/250/300/400 (
) Shield. Increase the damage of the aura to 50/75/115/195 (
) magic damage for the next 4 seconds.
Active: Gain 225/250/300/400 (
Passive: Deal 20/30/45/75 (
) magic damage in a one hex radius each second. This aura grows one hex every 6 seconds.
Active: Gain 175/200/400/550 (
) Shield. Increase the damage of the aura to 50/75/115/175 (
) magic damage for the next 6 seconds.
Active: Gain 175/200/400/550 (
17.3▾
17.3
Formula



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