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Main
Executioner Emblem
Juggernaut Emblem - 01
Juggernaut Emblem - 02
Lvl9
1
Lvl9
1
2
Traits
Comp Variations
Tips & Tricks
- Move items from Amumu to Maokai once you have him 2 starred.
- Archangel scaling is important to have enough damage since this is more of a stall comp. Gunblade is good on Zyra in this line for similar reasons.
- The reason for playing Morgana over Azir is this line struggles without a secondary carry and Azir is not strong enough to reasonably secondary carry. Play Azir if you have Executioner Emblem, otherwise default to the Morgana setup.
- Technically this comp is not restricted to Zyra + Morgana. The frontline is "fixed", but you can easily play around Ashe + Sivir, Nidalee + Zyra, Sivir + Zyra, etc. So while Zyra + Morgana is the most popular, be mindful of other options especially if you have AD items.
- Rakan is played over Sejuani because he provides Attack Speed to carry, which is even better when you build Shojin on Zyra.
- It's okay to take item augments if you need to build out your carry items still or are missing important utility. In an ideal world, the Encounter helps provide items and you prioritize taking combat augments.
- With Seraphim's Staff, best build is two Archangels and Gunblade (replace the Shojin with an Archangel).
Strong Conditions
+2 Tier Conditions B → S
Executioner Emblem
Juggernaut Emblem
Boxing Lessons
Bodyguard Training
Seraphim's Staff
Hold the Line
+1 Tier Conditions B → A
Blighting Jewel
One, Two, Five!
Residual Magic
Residual Magic +
Residual Magic ++
Rolling For Days
Slice of Life
Arcane Viktor-y
Ascension
Clockwork Accelerator
Epic Rolldown
Explosive Growth
Makeshift Armor II
Money Hungry
Money Hungry+
Patient Study
Plot Armor
Slammin'
Slammin'+
Baron's Lair
Commerce Core
Giant and Mighty
Shopping Spree
Soul Awakening
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
ZyraP
AmumuS
MorganaAlt Build 2
Default
Alt Build 1
When to Play
Play from good combat augments preferably and tear / rod opener.
Item Priority
Core Items

Good Items















→
Higher PriorityLower Priority
Encounters
Cheaper Levels
Directional Items
Directional Augments
Veigar Sprykin
Formula
Example
Patch Changes
Veigar
default Ability
Patch 18.1c
Patch 18.2
Launch a giant blast at the target that deals 175/265/395/670 (
) magic damage, increased to 265/400/595/1015 (
) if they're below 30% max Health.
If they die, permanently gain 1.5% Ability Power.
Current bonus: 0% (
)
If they die, permanently gain 1.5% Ability Power.
Current bonus: 0% (
Launch a giant blast at the target that deals 175/265/395/670 (
) magic damage, increased to 265/400/595/1015 (
) if they're below 30% max Health.
If they die, permanently gain 3% Ability Power.
Current bonus: 0% (
)
If they die, permanently gain 3% Ability Power.
Current bonus: 0% (
18.2▾
18.2
Board added (Variation: Juggernaut Emblem - 01)
Added
Board removed (Variation: Juggernaut Emblem)
Removed
Board changed (Variation: Juggernaut Emblem - 02)
Before
After
Removed
Core Item
Removed
Good Item







There is potentially a variation with extra items focusing more on sentinel items and playnig pebbles on 8 when you have jugg emblem. So 5 Juggs(scuttle and rakan) + Sentinel with emblem(and riftbeast mark over scuttle?) and mana items + pebbles + morgana main carry + zyra for thornmaiden.