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Core Game Plan The main idea of the deck is to abuse high-impact, large units—Sett above all—by committing them to a battlefield and then manipulating enemy positioning to create favorable trades and board states. Cards like Bone Skewer, Blast Cone, and Void Assault allow you to displace opposing units, often forcing the opponent into awkward or losing situations. At the same time, you can leverage your Legend ability to safely recall your units back to base, protecting your key threats after they’ve generated value. Core Cards The true core of the deck consists of: Sett Challenge Void Assault Bone Skewer These are essential to the strategy and should not be cut. Card Choices & Flex Slots Spirit Wheel can serve as a solid draw engine, since your Legend ability will frequently be used to pick up and reposition units, enabling consistent value. First Mate is a card I like because it enables double conquest, but running three copies might be excessive. I’m currently considering reducing the count. A possible replacement is Tideturner, which offers a similar effect while potentially fitting the deck’s flow better. Master Yi is a clean 4-drop with no recycling synergy, but it helps generate experience. If I find that the deck gains enough XP without him, he could be replaced by Qiyana, who provides ramp and card draw instead. Draven is also a flexible slot. Since the deck tends to fall behind in the early turns, he can help stabilize or steal the last point by repositioning enemy units. Still, he’s not fully locked in.





















































