Open Builder
Comp Image
Enlightened Talon
Primary
AD Icon
Tier
S
Required
Icon 9Icon 99
Traits
Trait BackgroundEnlightened IconHeadliner Icon
6
Enlightened
2 > 4 > 6 > 8
Trait BackgroundAdept Icon
3
Adept
2 > 3 > 4
Trait BackgroundDivine Icon
2
Divine
2 > 4 > 6 > 8
Trait BackgroundDuelist Icon
2
Duelist
2 > 4 > 6 > 8
Trait BackgroundMystic Icon
2
Mystic
2 > 3 > 4 > 5
Trait BackgroundSyphoner Icon
2
Syphoner
2 > 4 > 6
Trait BackgroundExile Icon
1
Exile
1 > 2
Trait BackgroundNinja Icon
1
Ninja
1 > 4
Trait BackgroundAssassin Icon
1
Assassin
2 > 4 > 6
Trait BackgroundDragonsoul Icon
1
Dragonsoul
3 > 6 > 9
Fiora Irelia Lee Sin Swain Shen Morgana Yone Janna Talon
Trait BackgroundEnlightened IconHeadliner Icon
6
Trait BackgroundAdept Icon
3
Trait BackgroundDivine Icon
2
Trait BackgroundDuelist Icon
2
Trait BackgroundMystic Icon
2
Trait BackgroundSyphoner Icon
2
Trait BackgroundExile Icon
1
Trait BackgroundNinja Icon
1
Trait BackgroundAssassin Icon
1
Trait BackgroundDragonsoul Icon
1
Tips & Tricks
  • The encounter that provides +1 to both traits is incredibly good for this comp as you can use both the Enlightened and Assassin +1 easily on the final board and it makes you noticeably stronger.
  • Enlightened Chosen is better than Assassin Chosen because you’ll often want to play around Diana + Yuumi on Level 8 and can play 6 Enlightened on 8 as well. The Assassin Chosen is playable, however. See the dropdown for an example board.
  • Can also play around Shen Chosen if it is better for your spot. Also tends to play around Yuumi Diana for most of the game
Strong Conditions
+3 Tier Conditions SOP
Think FastThink Fast
+2 Tier Conditions SOP
Enlightened EmblemEnlightened Emblem
Gold CollectorGold Collector
+1 Tier Conditions SS+
Prowler's ClawProwler’s Claw
Silvermere DawnSilvermere Dawn
Clear MindClear Mind
Cluttered MindCluttered Mind
EpochEpoch
Epoch+Epoch+
Just HitJust Hit
Rolling For Days IRolling For Days I
Second WindSecond Wind
Slammin'Slammin’
Slammin'+Slammin’+
Slice of LifeSlice of Life
Slightly Magic RollSlightly Magic Roll
Openers
Duelists
FioraFiora
YasuoYasuo
JaxJax
IreliaIrelia
KalistaKalista
Trait BackgroundDuelist Icon
4
Trait BackgroundDivine Icon
2
Trait BackgroundEnlightened Icon
2
Trait BackgroundExile Icon
1
Talon Talon
Lee Sin Lee Sin
Assassin Icon
Assassin
Enlightened Icon
Enlightened
Talon Cost Icon 4
850 HP
0 / 30
Current
TFT_Item_GuardianAngel
TFT_Item_InfinityEdge
TFT_Item_UnstableConcoction
Best-in-Slot
TFT4_Item_OrnnTheCollector
TFT_Item_GuardianAngel
TFT_Item_UnstableConcoction
Alt Build 1
TFT_Item_Artifact_ProwlersClaw
TFT_Item_GuardianAngel
TFT_Item_UnstableConcoction
Alt Build 2
TFT_Item_Artifact_SilvermereDawn
TFT_Item_GuardianAngel
TFT_Item_UnstableConcoction
Alt Build 3
TFT_Item_Quicksilver
TFT_Item_InfinityEdge
TFT_Item_UnstableConcoction
Ability Icon Truestrike
Range Icon 1 Hex
Deal 100/200/600 (scaleAD Icon) physical damage to the current target. If this kills them, become Unstoppable and Untargetable while leaping to the lowest Armor enemy.

Divine Icon
Divine
Duelist Icon
Duelist
Lee Sin Cost Icon 5
1200 HP
0 / 30
Current
TFT_Item_ThiefsGloves
Best-in-Slot
TFT4_Item_EnlightenedEmblemItem
TFT_Item_BlueBuff
TFT_Item_GuardianAngel
Ability Icon God Fist
Range Icon 1 Hex
Punch the target, dealing 200/375/1000 (scaleAP Icon) magic damage, knocking them back to the edge of the battlefield, and Stunning them for 2/3/10 seconds. Enemies struck by the target take half damage and are also Stunned for 1/1/10 second.

If the target cannot be pushed back further, knock them out of the battlefield, removing them from combat.

If the target survives, dash to them.

Economy Strategy
  1. Level to 4 if you have upgrades and a good item to place on one of those upgrades.
  2. Level to 5, unless on 3 loss streak.
  3. Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
  4. 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.
  5. Level to 7 if you can stay above 30g, otherwise stay level 6.
  6. Level to 7.
  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.
  8. 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.
  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.
  10. 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.
  11. 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.
  12. 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.
0

Leave a Reply

0 Comments

    No comments found for this patch.