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Main
Elderwood Lux
Level 8
Taric Version
Elderwood Emblem
Elderwood Emblem + Lux
Lvl8
1
Lvl9
1
Lvl9
1
Lvl9
1
Lvl9
1
Traits
Comp Variations
Lvl8
Tips & Tricks
- This comp can play around almost every class Emblem in the game and several origin emblems. Out of the 20 Unique emblems in the set, this comp can use 10 of them easily and several more with some adjustment so augments that give random Emblems are good.
- The basic rule of thumb for this comp is that Ivern and LeBlanc spots are flexible. LeBlanc always has to be replaced by an Elderwood unit or Emblem. Ivern can be replaced by anything that helps an Emblem or other upgraded unit fit.
- Note that replacing Ivern requires the replacement to be "worth it". Often getting another trait is not worth losing Ivern's unique buffs. Ivern 2 is almost never worth replacing.
- Can easily play around Taric by playing Hecarim instead of LeBlanc. This might even be stronger, but it's much lower sample.
Strong Conditions
+1 Tier Conditions B → A
Gold Collector
Flickerblades
Elderwood Emblem
Rapidfire Emblem
Branching Out
Branching Out+
One, Two, Five!
Rolling For Days
Slice of Life
Epic Rolldown
Explosive Growth
Money Hungry
Money Hungry+
Patient Study
Slammin'
Slammin'+
Spreading Roots
Spreading Roots+
Commerce Core
Shopping Spree
The Trait Tree
The Trait Tree+
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
ApheliosP
LilliaS
AluneDefault
Best-in-Slot
Alt Build 1
Alt Build 2
Alt Build 3
When to Play
Play from Elderwood Rapidfire opener + AD items. Usually less contested than Vanguard version.
Item Priority
Core Items

Good Items













→
Higher PriorityLower Priority
Encounters
Emblem Ensemble
Cheaper Levels
Elderwood Rapidfire
Formula
Example
Patch Changes
Deepwood Protector
BUFF
Health400/720/1296/1873450/810/1458/2107
default Ability
PBE 18.1
PBE 18.1b
Passive: When an Elderwood unit dies heal for 40/72/129.5 (
) Health and gain 80/100/250% Attack Speed for 3 seconds.
Active: Slam the ground, dealing 445/670/670 (
) magic damage to the target and 220/335/335 (
) magic damage to enemies within 2 hexes. Knock up and Stun the target for 0.5 seconds.
Active: Slam the ground, dealing 445/670/670 (
Passive: When an Elderwood unit dies heal for 48/86.5/155.5 (
) Health and gain 80/100/250% Attack Speed for 3 seconds.
Active: Slam the ground, dealing 445/670/670 (
) magic damage to the target and 220/335/335 (
) magic damage to enemies within 2 hexes. Knock up and Stun the target for 0.5 seconds.
Active: Slam the ground, dealing 445/670/670 (
default Ability
PBE 18.1b
PBE 18.1c
Passive: When an Elderwood unit dies heal for 48/86.5/155.5 (
) Health and gain 80/100/250% Attack Speed for 3 seconds.
Active: Slam the ground, dealing 445/670/670 (
) magic damage to the target and 220/335/335 (
) magic damage to enemies within 2 hexes. Knock up and Stun the target for 0.5 seconds.
Active: Slam the ground, dealing 445/670/670 (
Passive: When an Elderwood unit dies heal for 54/97/175 (
) Health and gain 80/100/250% Attack Speed for 3 seconds.
Active: Slam the ground, dealing 445/670/670 (
) magic damage to the target and 220/335/335 (
) magic damage to enemies within 2 hexes. Knock up and Stun the target for 0.5 seconds.
Active: Slam the ground, dealing 445/670/670 (
default Ability
PBE 18.1c
PBE 18.1d
Passive: When an Elderwood unit dies heal for 54/97/175 (
) Health and gain 80/100/250% Attack Speed for 3 seconds.
Active: Slam the ground, dealing 445/670/670 (
) magic damage to the target and 220/335/335 (
) magic damage to enemies within 2 hexes. Knock up and Stun the target for 0.5 seconds.
Active: Slam the ground, dealing 445/670/670 (
Passive: When an Elderwood unit dies heal for 54/97/175 (
) Health and gain 80/100/250% Attack Speed for 3 seconds.
Active: Slam the ground, dealing 500/750/750 (
) magic damage to the target and 250/375/375 (
) magic damage to enemies within 2 hexes. Knock up and Stun the target for 0.5 seconds.
Active: Slam the ground, dealing 500/750/750 (








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