Main ▾
Main
Traits
Comp Variations
Flex
Tips & Tricks
- This line is not solved yet. Generally the goal is to 3-star 5 different 1-costs. 4 of those 1-costs are consistent: Akali + Camille + Varus + Leona. The 5th one is not solved. Ornn has the best stats and works the best on Level 5, but Yorick and Rakan have higher sample size.
- This implies that if you can play around Ornn early and go for an artifact, you should. Otherwise, play for Yorick since his ghoul taunting on death is helpful for keeping melee carries alive.
- This is more of a 1-cost reroll line than 1 and 2 cost reroll. The goal is to 3 star all 5 1-costs to unlock the Solar trait breakpoint.
- 1-cost reroll plays slightly different in Set 18. Instead of rolling to 30g on Level 4 on 3-1, you can instead only run until 2-stars and then hold your gold. On Level 5, play 5 different 1-costs. On 3-3 you can start rolling and looking for the "Field of Mice" wisp.
- Field of Mice is a wisp that is only possible to see when you are fielding 5 unique 1-costs. It costs 8g and provides 5 tiny champion duplicators. From 3-3 to 4-1, aim to roll each turn until you hit Starfall, Field of Mice, Starting Town, or an econ wisp.
- Akali can be played as AD or AP. Both are fine. AD is slightly easier to play around since you'll want to build Sunder for Camille anyway, but if you have AP items it's fine to play around AP Akali
Strong Conditions
+3 Tier Conditions B → S+
Lich Bane
+2 Tier Conditions B → S
Missed Connections
Early Learnings
NO SCOUT NO PIVOT
Prismatic Ticket
Retribution
+1 Tier Conditions B → A
Rapid Firecannon
Find Your Center
Healing Orbs I
Small Grab Bag
Big Grab Bag
Healing Orbs II
Solo Plate
Golden Gamble
Golden Gamble+
Golden Gamble++
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.
P
AkaliP
OrnnP
CamilleS
VarusDefault
Best-in-Slot
Alt Build 1
When to Play
Item Priority
Core Items
Good Items




















→
Higher PriorityLower Priority
Encounters
Item Forge
Completed Item Anvil
Component Anvils
Reroll Subscription
Directional Items
Directional Augments
Akali Reroll
Formula
Example
Patch Changes
Amumu
BUFF
Max Mana140125
default Ability
Patch 18.1
Patch 18.1c
Passive: Every second, restore 48.5/76.5/268.5 (
) Health and deal 12/18/150 (
) magic damage to enemies within 1 hex.
Active: Deal 100/150/2000 (
) magic damage to enemies within 2 hexes and Stun them for 1/1/6 seconds, increased to 2.5/2.5/12.5 seconds if the target is Burning.
Burn: Deals a percent of the target’s max Health as true damage every second.
Active: Deal 100/150/2000 (
Burn: Deals a percent of the target’s max Health as true damage every second.
Passive: Every second, restore 52.5/83.5/268.5 (
) Health and deal 12/18/150 (
) magic damage to enemies within 1 hex.
Active: Deal 100/150/2000 (
) magic damage to enemies within 2 hexes and Stun them for 1/1/6 seconds, increased to 2.5/2.5/12.5 seconds if the target is Burning.
Burn: Deals a percent of the target’s max Health as true damage every second.
Active: Deal 100/150/2000 (
Burn: Deals a percent of the target’s max Health as true damage every second.
18.1b▾
18.1b







No comments found for this patch.