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Main
6 Vanguard
Lvl8
1
Traits
Comp Variations
Flex
Tips & Tricks
- Prioritize taking Cassiopeia on first carousel regardless of the component most of the time - It's more important to make sure you get 4 Coven as early as possible than perfect items.
- There is debate whether this comp is best played as 3 cost reroll or Fast 8. For Fast 8, hold extra copies of Cassio on Level 8 and play for 6 Vanguard or 4 Vanguard + Legendaries. Reroll version of comp should roll on 7, not 6, and try to go for Elise 3 + Cassio 3.
- This comp can push levels instead of reroll because Elise 2 with the AP from the augment is usually tanky enough, especially with 6 Vanguard. Sometimes Elise 2 can get burst down when Elise 3 wouldn't, but going level 8 makes hitting Morgana 2 and legendaries easier.
- Goal is to get 250 Essence, which gives your Coven units 125 AP which is usually enough for Elise to go infinite. Cash out 40s afterward first cash for 7 AP each time unless you can get to 135 which is 50 AP.
- Make sure you try to kill units early game and midgame, otherwise getting to 250 with enough life can be difficult. Cashout earlier if you must, but 250 is ideal for winning out.
- Do not greed for best in slot items. You do not need specific items - it's more important to kill units early game so you can make it to the 250 cashout.
- The reason for Titan's Resolve on Elise is because with the AP from Dark Ritual, she often is unkillable as she heals back up with each auto attack. The only way for her to die is crowd control ("CC") or her walking up toward the end of a fight.
- This is also why Rageblade is bad - Elise usually survives as long as she is in attack range of an enemy and isn't CC'd. Rageblade fixes neither of these issues. Therefore the best builds are usually Titans + 2 Tank items to help her survive walking up. 3 Tank items is fine too.
- Do not pass by Coven Lux if you hit her. She is a massive spike - her passive and ability help all your Coven units, plus she does a ton of damage with the AP from augment.
Strong Conditions
+1 Tier Conditions S → S+
Blighting Jewel
Dawncore
Eternal Pact
Manazane
Ravager Emblem
Rolling For Days
Slice of Life
Team Building
Epic Rolldown
Explosive Growth
Heroic Grab Bag+
Heroic Grab Bag++
Money Hungry
Money Hungry+
Patient Study
Slammin'
Slammin'+
Commerce Core
Prismatic Ticket
Shopping Spree
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
EliseP
CassiopeiaP
MorganaDefault
When to Play
Only playable with Dark Ritual augment. Always take Cassiopeia on first carousel if she is there.
Item Priority
Core Items
Good Items















→
Higher PriorityLower Priority
Encounters
Golden Gala
Golden Prelude
Coven
Formula
Flex
Example
Patch Changes
Diana
default Ability
Patch 18.1c
Patch 18.2
Gain 150/275/400 shield for 2 seconds and send out 6 moonlight orbs spread among enemies within 2 hexes, each dealing 70/105/170 (
) magic damage.
Gain 150/275/500 shield for 2 seconds and send out 6 moonlight orbs spread among enemies within 2 hexes, each dealing 75/115/180 (
) magic damage.
18.2▾
18.2
Tip added: Do not pass by Coven Lux if you hit her. She is a massive spike - her passive and ability help all your Coven units, plus she does a ton of damage with the AP from augment.
Tip changed from There is debate whether this comp is best played as 3 cost reroll or Fast 8. For Fast 8, hold extra copies of Cassio on Level 8 and play for 6 Vanguard or 4 Vanguard + Legendaries. Reroll version of comp should roll on 7, not 6. → There is debate whether this comp is best played as 3 cost reroll or Fast 8. For Fast 8, hold extra copies of Cassio on Level 8 and play for 6 Vanguard or 4 Vanguard + Legendaries. Reroll version of comp should roll on 7, not 6, and try to go for Elise 3 + Cassio 3.
Tip changed from The reason this comp can push levels instead of reroll is because Elise 2 with the AP from the augment is usually tanky enough, especially with 6 Vanguard. There are some circumstances where Elise 2 can get burst down that Elise 3 wouldn't, but going level 8 makes hitting Morgana 2 much more likely. → This comp can push levels instead of reroll because Elise 2 with the AP from the augment is usually tanky enough, especially with 6 Vanguard. Sometimes Elise 2 can get burst down when Elise 3 wouldn't, but going level 8 makes hitting Morgana 2 and legendaries easier.







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