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The key is to bait the opponent to believe you have Aurora. It is actually hidden in your sideboard. This build utilizes more midrange mighty units and ww+anivia for control. They will be vary of your aurora and not kill your balistas. Game 2, always swap in 3 cards. If they do run gear killers or have a lot of deflect units, get rid of the balistas and put in punch first and stormbringer. After 2 games in if they swap out gear killers, or if they do not run gear killers at all(unlikely) you can always put aurora back in. All the battlefields are chosen not to ramp, but force the enemy to only hold one of the battlefield and scatter their units. Use WW+anivia to destroy their defense. If they retreat their unit into their base, use challenge or piercing light to kill their backline. Always go second. T1 mobilize/disintegrate to deny enemy early score/balista. T2 battleram or COA to ramp. Double ramp allow you to play voli on turn 3, then voli+ww to conquer. The outcome of the game depends on whether the enemy have the ability to deal with this exact combo. Red-orange is not great at keeping their units alive. Use sabatoge to remove their removals or tricks. It also helps you determine whether you can actually kill a certain unit before you burn through your runes. Worst matchup: Mind-order (viktor, renata, lux) if those three are meta, you're in a world of pain.





















































