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MORE INFO: https://docs.google.com/spreadsheets/d/1ecNOlky142mNy2rjvrohqKwedVZ7Ff6d5jUTjGqq7fA/edit?usp=sharing General Strategy: The deck's core strategy is to control the board's tempo using stun effects. By stunning key enemy units with cards like Leona, Determined, Zenith Blade, and Rune Prison, you activate your Legend's ability, Leona, Radiant Dawn, to consistently buff your own units. This creates a snowball effect where your units become increasingly powerful threats. The deck plays a midrange game, capable of defending early with resilient units like Shen and Taric, and then turning the tide with powerful, buffed-up finishers like Sett, Kingpin and Eclipse Herald. The goal is to establish board control, create favorable trades through combat tricks and stuns, and ultimately overwhelm the opponent. Mulligan: Your ideal opening hand should provide a smooth curve of plays. Look for a 2 or 3-cost unit (Wielder of Water, Shen, Kinkou), a stun enabler (Rune Prison, Zenith Blade), and a form of protection or combat trick (Discipline, Block). Against aggressive strategies, it is critical to mulligan for your early defensive units like Shen to survive the initial onslaught. Against control matchups, keeping a resilient threat that is hard to remove (like Sett, Kingpin) or a sideboarded counterspell (Defy, Wind Wall) is advisable to disrupt their game plan. Always prioritize having plays for the first few turns to avoid falling behind. Early Game (Turns 1-3): The primary objective is survival and setup. Deploy early units like Wielder of Water to contest the board. Use cheap stuns like Rune Prison to neutralize early threats and begin buffing your units via the Legend's ability. Hold up mana for reactive spells like Discipline or Block to protect your units and win early skirmishes. If you have Spirit's Refuge, playing it early can make your subsequent units much harder for the opponent to target. Mid Game (Turns 4-6): This is where the deck truly shines. Deploy your key threats like Leona, Determined, Sett, Kingpin, and Taric, Protector. Use Leona's attack trigger and spells like Zenith Blade to control the board, stunning problematic enemies while simultaneously growing your own. Sett becomes a massive threat very quickly as you accumulate buffed units. Taric can make your board nearly invincible in combat. Focus on making value trades and establishing a dominant board presence. Late Game (Turns 7+): In the late game, you aim to close out the match with your powerful finishers. An unchecked Eclipse Herald can end the game by itself if you can chain multiple stuns in a turn. Harnessed Dragon provides a crucial piece of unconditional removal for the opponent's biggest threat. Continue to leverage your stuns and combat tricks to protect your board and push for the final points. A well-timed Back to Back or a protected Sett can easily secure victory.













































