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Main
Level 8
Standard Max Cap
Invoker Emblem
Lvl8
1
Lvl9
1
Lvl9
1
Traits
Comp Variations
Lvl8
Lvl9
Tips & Tricks
- Void Staff is ideal because often you do not want to play Kog'Maw on either Level 8 or Level 9 as he is hard to fit on level 8 and several 5-costs are better on 9.
- Always itemize whoever is upgraded. If both Sett and Sentinel are upgraded, Sett is generally a stronger tank. However, Sentinel is strong against people who clump and let their carries get CC'd.
- This board is much easier to hit than the Blossom board which requires Ashe to perform well. This line can also use more AP items than the traditional Blossom line
- In the mirror match, make sure to position differently. This positioning is good for clumping enemies to the center of the board so Morgana and Ahri can kill them quickly, but is weak against other large AoE boards (such as the mirror match)
- In late game, look to drop Kog'Maw and Karma. Standard swap is Alune + Ashe, but can also play around Ivern and Blossom / Lunar Lux in these flex slots.
- Before hitting Taric, play around whatever upgraded Vanguard unit you can hit to pair with Sentinel or a random 5-cost if you have items on Sett 2 and don't need Vanguard as much.
Strong Conditions
+2 Tier Conditions A → S+
Invoker Emblem
Glass Cannon I
Glass Cannon II
+1 Tier Conditions A → S
Radiant Striker's Flail
Radiant Rabadon's Deathcap
Eternal Pact
Radiant Adaptive Helm
Radiant Blue Buff
Blighting Jewel
Luden's Tempest
Rolling For Days
Slice of Life
Epic Rolldown
Explosive Growth
Money Hungry
Money Hungry+
Patient Study
Slammin'
Slammin'+
Commerce Core
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
AhriP
MorganaP
SettS
SentinelDefault
Best-in-Slot
Alt Build 1
Alt Build 2
Alt Build 3
Alt Build 4
Alt Build 5
Alt Build 6
Alt Build 7
When to Play
Play from AP Blossom opener with Shojin AP crit build. Easier board to hit than Blossom comp.
Item Priority
Core Items


Good Items












→
Higher PriorityLower Priority
Encounters
Cheaper Levels
Directional Items
Formula
Example
Patch Changes
Veigar
default Ability
Patch 18.3b
Patch 18.4
Launch a giant blast at the target that deals 200/300/450/765 (
) magic damage, increased to 300/450/675/1015 (
) if they're below 30% max Health.
If they die, permanently gain 2% Ability Power.
Current bonus: 0% (
)
If they die, permanently gain 2% Ability Power.
Current bonus: 0% (
Launch a giant blast at the target that deals 190/285/430/725 (
) magic damage, increased to 285/430/640/1000 (
) if they're below 30% max Health.
If they die, permanently gain 2% Ability Power.
Current bonus: 0% (
)
If they die, permanently gain 2% Ability Power.
Current bonus: 0% (
18.2b▾
18.2b
18.2
18.1b
18.1








Aside from Invoker Emblem, Spellweaver on Morgana and Vanguard on Sett both look pretty good in the stats (current and last patch). Maybe a bit inflated due to high spreading roots avp, however it did feel pretty good in my games and could be a +1 condition imo. Both provide really good value on their own and you can cap significantly higher, even on lv 8. Even better if you can get invoker spat as well.
Not putting any spell casting items on karma to boost Ahri’s spell damage from the spell weave trait, is a serious mistake.
sorry I’m new to this set, can uexplain more, what spell casting items, and what are the effect
Don’t listen to this guy please. He’s either trolling or clueless. He’s talking about the fact that Spellweavers get 1 AP whenever a Spellweaver casts. He’s suggesting you put mana items like Shojin, Blue Buff, Adaptive, or Nashor’s on Karma so she casts more throughout the fight and gives Ahri like 3 more AP than she would get if Karma had 0 items. Which, in case it isn’t obvious, is a complete joke – It wastes your items on a 1-cost that doesn’t do anywhere as much as your 4-costs just to buff your Ahri by like 3 to 5 AP max per fight (which is practically worthless).
you sound butt hurt.
i just tried this for the luls. went 8th, really bad idea my brother
How do you cap this board? Ivern/Lux? Without invoker emblem not sure my +1 on level 9.