Comp▸Blossom
Tier B · Fast 8 · Ahri carry. The board below is expanded in place — the rest of the rankings stay on screen.
Tips
The main board is 5 Blossom + Juggernaut + Brawler + 2 Flex Slots. Vi + Sivir + Zyra is common, but can also play Maokai over Vi and Zyra can be replaced with Ivern or Lux. Sivir is not as important if not playing around Vi. This comp is flexible on Emblems thanks to the flexible unit slots. Blossom Emblem is strong because it allows you to play 7 Blossom on 8 consistently even without Ahri. The extra gold from 7 Blossom helps you hit the full board and go 9. 5 Blossom boards tend to cap higher than 7 Blossom boards since the primary benefit of 7 Blossom is the extra gold. Play 7 Blossom as long as possible, then look to move out of 7 Blossom late game once you need to stabilize. Position Ahri on the same side as the opponent's carry. Much of the strength of this comp comes from the fact that Ahri can kill the opponent's backline before their tank. Ahri's ability to kill the backline is part of why having perfect items on her and 2 starring her as soon as possible are important. It helps give her enough damage to ensure she can kill the backline rather than leave them barely alive. Part of why Executioner Emblem is so good for this line is because it helps Ahri meet the threshold killing backline by giving her an execute AND it enables playing Kennen which also helps kill the backline.
Stage 2
Level to 4 if you have upgrades and a good item to place on one of those upgrades.
Stage 3
Level to 5, unless on 3 loss streak.
Stage 4
Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
Economy plan · Fast 8
- 2-1Level to 4 if you have upgrades and a good item to place on one of those upgrades.
- 2-5Level to 5, unless on 3 loss streak.
- 3-1Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
- 3-2Level to 6, unless you would go below 30g. If you have to stay level 5 due to low gold (rare), then level to 6 on 3-5.
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- 3-5Level to 7 if you can stay above 30g, otherwise stay level 6.
- 4-1Level to 7.
- 4-2Level to 8. Roll for desired comp until stable. "Stable" changes depending on rank, items, augments, composition, and patch. Melee carries and tanks get the biggest spike for 2-stars. Usually stable involves 2-star tank or carry and some other supporting 2-stars. Try not to roll below 10g.
- 4-5If you are weak (e.g., have no 2-star 4-costs), consider rolling again to 10g here. If you are stable, save gold to go 9.
- 5-1If you are low HP and haven't 2-starred your carry and tank, roll to 0g. If you have medium to high HP with an upgraded + itemized 4-cost unit and some other upgrades, save gold to go 9.
- 5-2If high HP, consider waiting until 5-5 to go level 9. If medium HP, consider going level 9 if you can roll 20g or wait until 5-5. If low HP and can afford to go 9, do so even if you have almost no gold to roll on 9. If you can't afford to go 9 this game, roll every turn for upgrades.
- 5-5+Level to 9 if possible. From this point onward, look to level to 9. Acknowledge games where level 9 is not possible and roll every turn on 8 to preserve placements.
- 6-2+For max cap games, you can either roll on 9 or level to 10. If you are itemizing a 5-cost carry and it is 1-starred, roll on 9. If you have all your main itemized units upgraded, level to 10.








































