Bug? Luxury Subscription just gave me a 5-cost (Draven) AND a 2-star 3-cost (Diana) at the same time. Not complaining, I ended up taking 1st place that game, but I’m pretty sure that’s not how the augment is supposed to work. Has anyone else run into this, or did I just get lucky?
Something strange is brewing in the Enchanted Wilds... the Curse of the Carousel, Guardian Angel League's Halloween tournament, is back! Face your fears on Friday, October 30, at 1pm PST.
For: marginalized genders
When: Friday, October 15th @ 1:00 PM PST (Check-in starts at 12:00 PM PST)
Player Cap: 32 (Any additional registrations will be waitlisted)
Rank Cap: None! All ranks are welcomed.
Format: 3 qualifying rounds with top 8 competing in a final 4th round
In this episode of The Rolldown, CLE and Gangly are joined by Dpei and Dehua ahead of Week 1 of the AMER Regional Finals, as both get ready to fight for a spot in the TPC.
We cover:
- BoxBox Bash recap and Team Academy’s win
- Who made it through Trials 2 and how wisps shaped the tournament
- The Canadian Collegiate TFT Open
- The easiest path to regionals for tier two players
- Maikel and Leoflores and the LAS ladder snapshot race
- Play-ins preview and why nobody wants to start there
- Cambulee and Wigwugg in Week 1 with Worlds already locked
- How the Week 1 format works
- MetaTFT Stats Corner: who the numbers favor from tier two
- Our full Week 1 tier list
Disclaimer: most games were played on 18.4b, but the patch didn’t nerf any important units of this comp, and the meta surrounding its contested units remains mostly the same (more on this later).
I love reroll comps, but hate contested lines, so instead of gambling on whether or not I’m contested for Azir-Rammus, Kha’zix reroll, or Veigar Elderwood, I experimented with Teemo carry to the point I’m confident this is the best way to play him. This comp got me through all of Diamond to Masters.
The Plan
Board Example
In the early game, play the strongest board you can. If this means not playing the units in the comp and holding them on bench instead, that’s fine. You need HP, and winstreaking does wonders for you later on.
On 3-2, level to 6 and look for Leblanc and Teemo. They are important to generating the resources you need to both be ahead of everyone else and completing your board so you don’t fall behind in the late game.
The midgame is where the comp gets trickier to play, since you have to decide how much you reroll on 6 versus pushing to 7 to continue rerolling. This could mean digging deep for that last copy of Teemo as early as 3-5, or pushing to 7 because you hit a Sentinel and can keep winstreaking.
The lategame is simple. Finish your feasible 3 stars, and add Gnar/Alistar on 8, Tristana if you have Gnar on 9, Morgana/Ivern if you don’t. If you made it this far, you’re definitely top 4, and can even win out.
Items
This comp is great because it can build almost anything from any component. Importantly, you need mana gen (Shojin, Blue Buff, Adaptive, Nashor’s if you have Jeweled Gauntlet) on Teemo. Otherwise, build based on your item economy: decisions like Spark vs. Void Staff, Red Buff vs. Morello vs. Sunfire should be made based on what other items you can build from your remaining components and what’s in your item pool.
Teemo always gets carry items, while Leblanc can be secondary carry or utility depending on your items. For tanks, you always itemize strongest tank (which can vary depending on what you hit and what is contested), but this is typically Rammus as primary tank and Fiddlesticks or Hecarim as secondary or utility tank.
Radiant carry items are super strong on Teemo because of the B.F.F, making Teemo a damage monster (especially Radiant Blue Buff, increasing your AP gain by a crazy amount).
Augments
2-1 is always Econ.
3-2 is between Econ and Item, depending on what you need more.
4-2 can be between any of Econ, Item or Combat, but is ideally Combat.
Augments I autoclick: Trade Sector, Bronze for Life II (did get nerfed, so might perform worse), any augment that gives a radiant item, Team Building, 3-2 Prismatic Ticket
Augments I wouldn’t touch at all: Heroic Grab Bag, 2-1 Prismatic Ticket, Hedge Fund
The reason why I wouldn’t touch those 3 is they take too long to for their payoff. Heroic Grab Bag being a gold augment vs. Team Building being a silver. I personally think Hedge Fund is just a bad augment. 2-1 Prismatic Ticket can be argued, but I think it’s too important to have an actual prismatic augment versus nothing on Stage 2. 2-1 Prismatic Ticket is much more suited for something like Akali Reroll, or Veigar Elderwood.
Important Details
Leblanc prioritizes lower cost units when she copies, which is why you should hold and star up Kobuko and judge whether it’s worth playing Alistar on 6. Some games you’ll hit Alistar 3 and use him as primary tank until you hit Rammus or something, other games you’ll only play Alistar on 8 and only if you don’t have a Gnar. If you don’t have a Sentinel on 7, you can field a second copy of a tank, or Ezreal for Elderwood if you find that instead, as this won’t make your board that much weaker. Don’t do something crazy like making your board significantly weaker for Leblanc to try and copy an ally (especially when she doesn’t, then you’ll look really silly).
Talisman of Ascension might be the best artifact (it just looked unbeatable the one game I played it), but Lich Bane, Dawncore, Eternal Pact or tank artifacts perform very well. Do not take Luden’s, Zhonya’s or Manazane.
Roadblocks
Kha’zix Reroll blocks your Hecarim, Azir-Rammus blocks your Rammus (and sometimes Teemo if they want to handhold instead of just saccing Soraka because they turned her into second carry instead of Zyra), Veigar Elderwood blocks your Leblanc and Cassio Defenders blocks both Rammus and Fiddlesticks. The advantage is that Veigar is conditional, meaning Leblanc will be free to print copies of your tanks, hopefully putting you ahead of your competitors. Azir nerf should hopefully bring playrate down (but Tristana is going up). All that is to say you can gauge which tanks you’ll hit with just a bit of luck and scouting.
In terms of matchups, you do really poorly against Azir-Rammus and Dark Ritual because of their healing, though this might not be the case anymore with the new patch. All other matchups are dependant on positioning. For ranged carries, position Teemo and Leblanc on the same side to have Teemo potentially snipe them in a few casts (yes, he can do this and it’s especially useful in the midgame to maintain winstreak). For melee carries, position Teemo and Leblanc to not get wrapped but can hopefully target the melee carries once the first tank dies. For Kha’zix, ensure your frontline has 4 units and hope Kha’zix targets the frontline long enough to die to Teemo casts.
Finally, there will be games where Teemo never gives you any shrooms and Leblanc just refuses to print anything. These are gonna be the roughest games, but are rare, so don’t be discouraged from playing this after one game where neither carry gave you anything (unless you think you’re that unlucky).
Closing Comments
If you made it this far, thanks for reading my guide! It’s my first time doing this sort of thing because I really wanted to share this comp with others who are interested in getting full value out of Leblanc prints and Teemo shrooms (after I hit Masters ofc). This comp came together as an inspiration of the original Teemowood/Teemokin comps (which are widely deemed to not be very good, but I just think it’s the wrong way to play Teemo), my frustration with Ahri missing her abilities (Teemo shrooms can’t miss!), and ofc other AP reroll lines being heavily contested. Hope this helps anyone with their climb!
Just had a game with loaded dice first and then magic roll....
I thought this be a nice combo since Loaded Dice is supposed to make your rolls luckier, so obviously I picked Magic Roll.
turns out I just got 4 identical components and a Reforger. the usual stuff. it was like 6 4 4. Is this supposed to be or is this a bug?????????
i wouldn't have picked Magic Roll at all if I knew Loaded Dice wasn't going to make much of a difference.
And to make things worse, Loaded Dice already felt pretty terrible on its own. i barely got anything to actually roll with throughout the game, so it felt like a wasted augment. does this augment just sucks? or am i missing something?
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