Open Builder
Comp Image
Astral Mage
Primary
AP Icon
Tier
B
Required
Icon 9Icon 84
Traits
Trait BackgroundAstral IconDragon Icon
8
Astral
3 > 5 > 8
Trait BackgroundMage Icon
3
Mage
3 > 5 > 7 > 9
Trait BackgroundBruiser Icon
2
Bruiser
2 > 4 > 6 > 8
Trait BackgroundEvoker Icon
2
Evoker
2 > 3 > 4
Trait BackgroundWhispers Icon
2
Whispers
2 > 4 > 6
Trait BackgroundDragon Icon
1
Dragon
1 > 2 > 3 > 4 > 5 > 6
Trait BackgroundShapeshifter Icon
1
Shapeshifter
2 > 4
Trait BackgroundSwiftshot Icon
1
Swiftshot
2 > 3 > 4 > 5
Skarner Vladimir Sylas Lux Nidalee Zyra Varus Aurelion Sol
Trait BackgroundAstral IconDragon Icon
8
Trait BackgroundMage Icon
3
Trait BackgroundBruiser Icon
2
Trait BackgroundEvoker Icon
2
Trait BackgroundWhispers Icon
2
Trait BackgroundDragon Icon
1
Trait BackgroundShapeshifter Icon
1
Trait BackgroundSwiftshot Icon
1
Tips & Tricks
  • If you have Mage Emblem, aim to play 5 Mage as you level up instead of the suggested level 7 and level 8 boards (drop Jayce or Zyra for a Mage)
Strong Conditions
+2 Tier Conditions BS
Mage EmblemMage Emblem
Cooking PotCooking Pot
Prismatic TicketPrismatic Ticket
+1 Tier Conditions BA
Astral ProjectionAstral Projection
Protectors of the CosmosProtectors of the Cosmos
Stars are BornStars are Born
Thorn-Plated ArmorThorn-Plated Armor
Openers
Astral
NidaleeNidalee
SkarnerSkarner
VladimirVladimir
LuxLux
SylasSylas
Trait BackgroundAstral Icon
4
Trait BackgroundMage Icon
3
Trait BackgroundBruiser Icon
2
Lux Lux
Aurelion Sol Aurelion Sol
Astral Icon
Astral
Mage Icon
Mage
Lux Cost Icon 2
600 HP
0 / 50
Current
TFT_Item_Leviathan
TFT_Item_JeweledGauntlet
TFT_Item_PowerGauntlet
Alt Build 1
TFT_Item_SpearOfShojin
TFT_Item_JeweledGauntlet
TFT_Item_PowerGauntlet
Alt Build 2
TFT_Item_BlueBuff
TFT_Item_PowerGauntlet
TFT_Item_JeweledGauntlet
Alt Build 3
TFT9_Item_OrnnDeathfireGrasp
TFT_Item_Leviathan
TFT_Item_JeweledGauntlet
Ability Icon Cosmic Flare
Range Icon 4 Hex
Fire a star at the farthest enemy, dealing 325/410/525/0 (scaleAP Icon) magic damage to the first enemy hit and 175/210/240/0 (scaleAP Icon) magic damage to subsequent enemies.
Astral Icon
Astral
Dragon Icon
Dragon
Evoker Icon
Evoker
Aurelion Sol Cost Icon 5
800 HP
0 / 60
Current
TFT_Item_BlueBuff
TFT_Item_JeweledGauntlet
TFT_Item_RabadonsDeathcap
Best-in-Slot
TFT7_Item_MageEmblemItem
TFT_Item_BlueBuff
TFT_Item_JeweledGauntlet
Ability Icon Black Hole
Range Icon 4 Hex
Summon a black hole under a random enemy. After 2 seconds, it deals 370/600/99999 (scaleAP Icon) magic damage to the target and enemies within 2 hexes, and increases their damage taken by 20% for 10 seconds.

Black holes generated after 18 seconds of combat are larger and deal 20% more damage.
Economy Strategy
  1. Do not spend gold on leveling this stage. If you have 2-stars and a good item, you can consider playing to win some rounds. Otherwise lose streak is common for stage 2.
  2. Roll to 33 gold, buying any unit that will be part of the level 4 or 5 board. You can also buy units that will be part of the level 6+ board, but you can sell those if your bench fills and you need to buy other units. Rolling to 33 gold is advisable because it allows you to save back up to 50g by 3-5.
  3. Do not level if you haven’t hit your 3-star 1-costs yet. If you have your 3-stars, you generally should still stay level 5 if you can win or if leveling to 6 would put you below 20g. Try to get above 40g this round.
  4. Ideally above 50g, level 5 at this point or level 6 with 3-stars.
  5. If you haven’t hit your 3-stars yet, roll to ~52g each turn. You don’t want to roll to perfect 50g as any units you buy in shop will put you below 50g. If you have 8+ copies of an itemized 1-cost, you can roll to 40g or 30g every round instead. Level to 6 once you hit your 3-stars.
  6. If you haven’t hit your 3-stars yet, you must roll until you hit them. You should level to 6 after hitting. In some rare games, you will miss or spend so much gold you can never catch up. These games will usually result in bottom 4 placements.
  7. Level to 7 if you can stay above ~20g. Otherwise stay level 6.
  8. Level to 7.
  9. Level to 8 if you are in bottom half of lobby HP and are losing rounds. If you are higher HP and feel stable, you can wait until next turn.
  10. Level to 8 if you haven’t already. Roll for any remaining units necessary for the comp. If stable, you can try to go 9. Most games you will end on level 8.
  11. Level to 9 whenever possible. This is rare, but can happen in the games you have a chance of winning.
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