Team Planner Code
Team Comp Overview
This composition is particularly strong with the Yasuo hexes or prismatic items (Prismatic Gargoyle Stoneplate is BIS) due to the multiplicative nature of unit stats for the selector-ed Mech 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
2-5stage
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
This composition heavily requires best in slot items, so you are often playing from a Primordian or Timebreaker opener and aggressively pushing econ breakpoints.
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
On 3-2, make sure to pick an econ or item augment, otherwise your spike on stage 4 will be too small. Stage 4-1 or Stage 4-2, aggressively roll for upgraded Mechs. You are not allowed to go level 9 until you have all 3 Mech units upgraded. For the extra slot, you can play any Voyager or Conduit.
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, you just need to focus on having every Mech unit upgraded. If you are hitting multiple copies of Urgot, you may stay on level 8 to slowroll for him and chase 3* which would be the highest cap of the board. If you don’t, then push level 9 as fast as possible to add in board wide splashes (i.e. Voyager and Conduit)
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