Team Planner Code
Team Comp Overview
This comp should be played when your Arbiter is one where you can increase Ability Power over either a set Duration or instances of damage. Leblanc with this setup can pump out large amounts of damage and is often stable at even 1* copy. Cap out around Bard and Legendaries.
Leveling / Tempo
Below shows when you should level, and how much gold you should have leftover when you reach each level.
3
2-1stage
0gold
4
2-5stage
20+gold
5
2-7stage
30+gold
6
3-2stage
30+gold
7
3-7stage
40+gold
8
4-2stage
30+gold
Reroll for carries
Early Game Overview
In the early game, play around early Zoe or Diana drop from blue orb, If you don’t get dropped those two units, you can use any Guinsoos Rageblade holder (i.e. Teemo). If you want to accelerate econ, you can also pick the Arbiter that gives copies of units.
Leveling / Tempo
Below shows when you should level, and how much gold you should have leftover when you reach each level.
3
2-1stage
0gold
4
2-4stage
20+gold
5
2-5stage
30+gold
Mid Game Overview
In the mid game, roll down on 4-2 and try to hit at least one of Karma and Leblanc 2* and item hold whoever you hit first. If you hit both, Karma is a fantastic utility item holder. If you are rich enough, and you hit Tank upgrades early, then you can stabilize off 1* Leblanc and just go straight to level 9.
Leveling / Tempo
Below shows when you should level, and how much gold you should have leftover when you reach each level.
6
3-2stage
30+gold
7
3-7stage
40+gold
8
4-2stage
30+gold
Reroll for carries
Late Game Overview
In the late game, the only viable upgrade is adding in Bard so he can print unit copies and Conduit is a great board wide buff. If you don’t hit bard, you can alternate carry Sona if you have an excess of flat AP items.
Leveling / Tempo
Below shows when you should level, and how much gold you should have leftover when you reach each level.
9
5-5stage
20+gold