About This Team Comp
One is less focused on Piltover and prefers combat Augments like Pumping Up/Gotta Go Fast with Master Yi Legend. In this version you want to reroll for Jinx/Vi/Jayce with Level 6 and push towards Level 8 later to add 4 Gunner and other high value units.
The other variation is to run Pengu as your Legend and take HP Augments like Tiny Titans or Metabolic Accelerator. Here your goal is to for a large Piltover Cashout and use this as your win condition. You are not required to reroll your setup here, sometimes you can do both, but that depends on each game. If you find a Gunner Emblem you give it to Ekko and try to run 6 Gunner as another win condition.
Gunner / Piltover
Team Carries
Recommended Augments
stage 2
Best Opener is 3 Piltover, either by finding early Ekko/Jayce or with the help of Augments. Keep an eye out for Augments that grant you a free Ekko/Jayce to enable Piltover.
stage 3
If possible try to maintain lose streak with Piltover until Stage 3-5. You can push for Level 6 and slow roll for Jinx*3 and Jayce*3. Be careful as upgraded Gunners are quite powerful and can give the cashout for Piltover earlier than intended. If it seems likely you hit Jinx*3 you can give her items.
stage 4
If you can't aim for a large Piltover Cashout you can stay Level 6 / 7 and roll for Jinx*3 and Jayce*3. Vi*3 and Ekko*3 are optional. With a good Cashout you can use power spike to push towards Level 8 instead and play high value units while your Gunners remain 2 Star.
stage 5+
Push Level 8, add Sejuani/Sion for Bruiser. If you don't have Vi*3 you can also replace her with Heimerdinger. Add Aphelios for 4 Gunner and replace Graves with Gangplank.
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