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Main
Vex
Vex (Drop Arbiters) - 01
Vex (Drop Arbiters) - 02
Lvl9
1
2
3
Traits
Comp Variations
Flex
Tips & Tricks
- Spend Mana for Permanent HP Arbiter effect is very strong if you can scale an early Leona with it (don't roll for Leona 3, Leona 2 is fine). Otherwise, instances of damage or autos granting AP are quite good for LeBlanc
- You can use this comp as a transition to fast 9 Vex if you are rich or healthy enough, but need to roll on 8. Play around LeBlanc, push to 9. Play around the Vex variation, then can transition into the Fast 9 Vex AP boards.
- Voyager Emblem can go on a backliner like Zoe or Bard if you need damage or can go on a frontliner if you need a tankier board
- Vanguard Emblem can go on Morgana or Karma most of the time. Can also put on LeBlanc if you don't have a 3rd item yet, but eventually you'll want a real 3rd item.
- Zoe looks better than Karma if you have any Arbiter that provides her AP. Otherwise consider Karma as secondary (Note: Zoe 2 is better than Karma 1 always).
Strong Conditions
+2 Tier Conditions B → S
Voyager Emblem
Radiant Giant Slayer
Radiant Rabadon's Deathcap
Hold the Line
+1 Tier Conditions B → A
Flickerblades
Radiant Guinsoo's Rageblade
Statikk Shiv
Vanguard Emblem
Crown of Demacia
Frontline Foundation
Kayle's Boon
Epic Rolldown
Feeling Lucky
Money Hungry
Savings Account
Slice of Life
Good For Something I
AFK
Risky Moves
Speedy Double Kill
Continuous Conjuration
Expected Unexpectedness
Slammin'
Slammin'+
Cluttered Mind
Patient Study
Jeweled Lotus I
Jeweled Lotus II
Economy Strategy
Fast 8
- 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.
P
LeBlancP
Nunu & WillumpS
ZoeDefault
Best-in-Slot
Alt Build 1
Alt Build 2
Patch Changes
Leona
NERF
Armor4540
NERF
Magic Resist4540
default Ability
Previous
Patch 17.3
Gain 420/480/620/760 (
) Shield for 4 seconds. Bash the current target, dealing 226/339/509/867 (
) magic damage and stunning them for 1.75/1.75/2/2.25 seconds.
Gain 420/480/620/760 (
) Shield for 4 seconds. Bash the current target, dealing 196/294/441/753 (
) magic damage and stunning them for 1.75/1.75/2/2.25 seconds.
hero Ability
Previous
Patch 17.3
Gain 200/240/280/320 (
) Shield for 2 seconds, then dash up to 3 hexes to strike the most enemies in a line, prioritizing Tanks. The first enemy hit takes 286/488/860/1303 (
) physical damage and is stunned for 1/1.25/1.5/1.75 seconds. Additional targets take 180/270/405/385 (
) physical damage.
Gain 200/240/280/320 (
) Shield for 2 seconds, then dash up to 3 hexes to strike the most enemies in a line, prioritizing Tanks. The first enemy hit takes 258/437/769/1172 (
) physical damage and is stunned for 1/1.25/1.5/1.75 seconds. Additional targets take 200/300/480/820 (
) physical damage.
17.3▾
17.3
17.2b
17.2
17.1b
17.1
16.8
Board changed (Variation: Vex (Drop Arbiters) - 02)
Before
After
Board changed
Before
After
Board changed (Variation: Vex)
Before
After
Board changed (Variation: Vex (Drop Arbiters) - 01)
Before
After
Removed
Morgana Current Build (Variations: Vex (Drop Arbiters) - 01, Vex (Drop Arbiters) - 02)
Removed
Rhaast Current Build
Formula
Flex
Flex
Example



On 17.3 after Leona nerfs, is arbiter prio still Leona HP scaling (assuming you activate and scale it early)?
just use tftacademy man, this is ass
Maybe , JUST MAYBE you`re just bad my good friend.
Two guinsoos looks decent on vex in stats.
Hey Blue, thank you for your work. I gotta admit I need to get used to the information overload. But what I do miss everytime is who to put the emblems on. Am I blind? Would be a great benefit to see it at a glance. Like a Symbol / altbuild.
this is ass
BTW, Zoe 2 itemized does way more damage than Karma 2 itemized, plus she applies burn and shred much faster than Karma does.
Need BIS Leblanc or you won’t be 9 or doing dmg
this lowkey doesnt feel good unless you assemble exodia very early