







Team Planner Code
Power Snax Champions
Team Comp Overview
This 7-piece Mighty Mech trait is one of the vertical traits of this Set where you can comfortably breeze through the early, mid, and even late game as long as you are hitting key upgrades (Star levels matter a lot towards the Mech Lord).








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
Generally, this board is played with 3 Mighty Mech units on 2-1 with a mana or AP item start. Blue Buff is generally a good slam if you are able to obtain that early through anvils or augments. Lucian 2* will likely streak early stages.
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
Mid Game Overview
In the mid game, while it may be tempting to roll on 3-2 for 5 Mighty Mech units, it is much better to continue to play strongest board and Lucian 2* / 4 Sorcerers can also be quite effective. On 4-1, level to 8 and roll for upgraded units – you are IMMEDIATELY stable if you hit a Yone.






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
After you are stable, econ up to level 9 and roll it down for Yone 2* with 3 solid AD items. Your win condition will usually be Yone 2* and a Jarvan with mana items to immediately CC key units on the enemy board; usually insta-winning you fights.








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