About This Team Comp
Catalysts:
(Catalysts are an in-game event that should signal you that it may be a good idea to play this comp. Typically, one catalyst is enough but the more the better).
- Knuckleduster Augment
- Must be uncontested
Pyrrhic Openers:
(Pyrrhic Openers (or "pyrrhics" for short) are openers that comes at such a great cost that it's essentially as bad as a defeat. Despite having some catalysts that enable the comp, you are better off playing something else).
- Someone takes the Dr.Mundo Hero Augment (Give 'em the Chair!)
- Kayle reroll player in your lobby (Juggernauts become more contested)
- Someone has an exalted adventure that includes Vi, or Jhin
- There's BOTH a Jhin and Smolder Reroll player
- (RARE) Gnar reroll player in your lobby
Power-Up Strategy:
- If you have an early Vi and know it's Gold augment on 2-1, you can use the fruit on Vi during Stage 1 to take Demolitionist. Despite being her best fruit, you cannot get this fruit once you have taken the Knuckledusters augment
- Otherwise, use the fruit on Vi during Stage 2 to try and get Trickster's.
- Fusion Dance is fine as well
General Tips
- Take item augments (almost) whenever you can, this is because of Vi's scaling in her new hero ability.
- Flex between Smolder or Jhin as your backline carry. At the time of writing, Jhin is highly uncontested as a unit, so I would default Jhin unless otherwise
- Make sure to hold onto 1 Gnar. He goes onto the board at level 7
Gameplan (Level 6 Reroll):
Save your economy up as much as possible without compromising copies of your crucial units, and do not push levels. On 3-2, level to 6 and roll until you find your 2* carry or you're stable. Econ back up until you have 50+ gold and then roll your shops until you reach 50 gold every turn until 4-2, or until you've found your units. If you still haven't found your main 3* carries and tanks by this point, roll down until you find them all 3*. Push levels after you recover your economy.
(Catalysts are an in-game event that should signal you that it may be a good idea to play this comp. Typically, one catalyst is enough but the more the better).
- Knuckleduster Augment
- Must be uncontested
Pyrrhic Openers:
(Pyrrhic Openers (or "pyrrhics" for short) are openers that comes at such a great cost that it's essentially as bad as a defeat. Despite having some catalysts that enable the comp, you are better off playing something else).
- Someone takes the Dr.Mundo Hero Augment (Give 'em the Chair!)
- Kayle reroll player in your lobby (Juggernauts become more contested)
- Someone has an exalted adventure that includes Vi, or Jhin
- There's BOTH a Jhin and Smolder Reroll player
- (RARE) Gnar reroll player in your lobby
Power-Up Strategy:
- If you have an early Vi and know it's Gold augment on 2-1, you can use the fruit on Vi during Stage 1 to take Demolitionist. Despite being her best fruit, you cannot get this fruit once you have taken the Knuckledusters augment
- Otherwise, use the fruit on Vi during Stage 2 to try and get Trickster's.
- Fusion Dance is fine as well
General Tips
- Take item augments (almost) whenever you can, this is because of Vi's scaling in her new hero ability.
- Flex between Smolder or Jhin as your backline carry. At the time of writing, Jhin is highly uncontested as a unit, so I would default Jhin unless otherwise
- Make sure to hold onto 1 Gnar. He goes onto the board at level 7
Gameplan (Level 6 Reroll):
Save your economy up as much as possible without compromising copies of your crucial units, and do not push levels. On 3-2, level to 6 and roll until you find your 2* carry or you're stable. Econ back up until you have 50+ gold and then roll your shops until you reach 50 gold every turn until 4-2, or until you've found your units. If you still haven't found your main 3* carries and tanks by this point, roll down until you find them all 3*. Push levels after you recover your economy.
KNUCKLEDUSTER VI



Vi's hero augment is very straightforward, easy to play reroll line. Jhin backline is becoming more popular as the backline carry, but using Smolder instead is perfectly acceptable. Gnar goes in on level 7.



Dr. Mundo




Vi

Udyr

Naafiri

Aatrox

Sett




Jhin

Gnar
Recommended Power Ups
Vi
Demolitionist
Trickster
Fusion Dance
Jhin
Hero's Arc
Annihilation
Smolder
Efficient
Ashe
Shadow Clone











Team Carries











Recommended Augments
Tier 1

Kingslayer

Pandora's Items
Tier 2

Knuckledusters

Unceasing

Big Grab Bag
Tier 3

Prismatic Ticket

Sword Overflow

Buried Treasures III
Recommended Portals
Component Anvils
Golden Gala


VARIATION 1

Using Smolder instead of Jhin as your backline carry.
VARIATION 2

Using Ashe/Zyra for Crystal Gambit procs for your backline damage instead of Jhin. Unit quality wise, these are both very strong and good alternatives
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