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- S: Daeja, Zekes Cannoneers, Xayah
- A: Olaf (2-1), DM lee/nunu
- ***too lazy to give full list of bis augments, just go on tactics.tools, select the unit, then augments and u can see placement
- Daeja- easiest comp in the game
- Warlord/AS> Dawn > Executioner > Spellsword > Pirates(broken if daeja on stage or early stage 3) don't play electro
- Warlord = IE + JG + 1 (want 6 mirage asap)
- AS = Arc, GS + 1 (RFC, gunblade if cav frontline) (4 mirage + frontline flex, unless yasuo)
- Dawn = Arc + Arc + GS (need 6 mirage asap, items on daeja / nunu)
- Executioner = Guinsoo + Arc + 1 (4 mirage, can even play 5 mirage if u have a good +1)
- Spellsword = Guinsoo + Shiv + 1
- Can win streak early with AP items on karma/ezreal, usually get weak stage 3, but just sack 3 stage 3 and 4-1 it and roll for cavs / mirage / 1 daeja, if neeko can send it
- Lose streak astral opener into a 3-5 roll until stable, don't overroll, 1 daeja is stable, but if u dont hit daeja just buy some random item holders, reroll again 4-1
- --> 4-2 or 4-5, (4-2 better on 6 mirage so u can fit sej + hecarim(gl finding hec) --> 4-5 roll for generic frontline jayce,hecarim, +1 = twitch, sej bard, jayce
- Usually cap around cav yasuo
- Zekes cannoneers
- Super augment dependent comp, but with augments, beyond broken, Assemble exodia --> win out
- 3-2-->4-1-->4-5/5-1
- 3-5-->4-1-->4-2/4-5
- Exodia pieces
- Zekes --> LW --> Protectors/GA/Healing
- Early game full open, play astral, hold rell / aphelios > senna/sej
- Sej holds zekes early, into senna holding zekes later
- 6 cannoneer final board = senna zekes sac
- 4 cannoneer = a bunch of +1s, can run sej, twitch, double aphelios, rengar(2)
- hecarim with protectors vow beyond broken, hec 1 hec 2 no diff, also prob not finding hec 2 tricky to find early holder,
- Augments, stage 3 and stage 4, especially stage 3, priotize having cannoneers in b/c ricochet, cannoneer emblem, cannoneer heart = instant win
- CB, knive's edge, cannoneer heart, emblem, ricochet, implants, BETTER TOGETHER (TAKE THIS INSTNAT WIN), stand united, double trouble, hot shot, weakspot,
- double zekes cannons if possible, priroitize the upgrades
- Xayah, (broken with shyv, trash without)
- Usually played from win streak, rarely full open, want to 3-2 or 3-5,
- BIS = GUINSOO + LW + 1
- Guild emblem, can play xayah, gives you excuse to run zippy, but u sell for shyvana anyway, (just slam guild emblem on xayah and call it)
- Scorch = Runaans
- tempo --> 4-2/4-5 roll it down, don't hold zippy unless guild emblem, jayce 2, hec2 super important, +1's are nunu, bard, yasuo, rakan
- Trick for this comp, 1 bard = 1 shyvana, farm the first doot 100% of the time, and try not to roll to 0 until bard ups legendaries to 5% (shyvana broken)
- Shyvana bis = morello + mana/ap items (jayce frontline / ap items important as well, don't greed if u have jayce 2, just put items on him, and go for shyvana on carousel)
- Hecarim = protectors vow or mana items
- 9-10 games of aphelios,
- 3-4 games of xayah,
- 5-6 games of daeja
- 1-2 games of 2-1 olaf or easy dmancer angle
- xayah = do not roll on 7, otherwise u prob shouldnt be playing xayah, hence the 3-4 games out of 20
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Comments
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