AI Comp
Low-Cost Sea Devil Phantom
Tier A- / Difficulty 2

A-
Low-Cost Sea Devil Phantom
The composition focuses on low-cost units, with simple and clear synergies, fast to complete, and very beginner-friendly. The Sea Devil syne
Positioning
Switch between final board, transition boards and variants.
Comp analysis
Core idea and suitable matchups.
The composition focuses on low-cost units, with simple and clear synergies, fast to complete, and very beginner-friendly. The Sea Devil synergy provides extra summons and a free low-cost champion each round, helping to quickly three-star. The Phantom Squad offers tech points to exchange for powerful items, Bruisers increase tankiness, and Challengers provide attack speed. The frontline is solid, the backline has sufficient damage output, and overall capability is balanced. For positioning, the frontline tanks line up in a row, and the two backline carries are placed separately to avoid being wiped out by AOE.
Core champions and items
Prioritizes carries and fully itemized key units.
Game plan
Tempo, rolling, leveling and transition notes.
Item AllocationCore carry Jinx: Guinsoo's Rageblade for stacking attack speed, Red Buff for burn and grievous wounds, Hand of Justice for damage and sustain. Secondary carry Bel'Veth: Bloodthirster for survivability, Titan's Resolve for stacking both stats, Infinity Edge for burst damage. Main tank Maokai: Warmog's Armor for massive HP, Thornmail for reflect damage, Dragon's Claw for magic resist and heal. Other tanks pick up leftover tank items.
StrengthsSea Devil 3 grants a random 1-2 cost champion after each player combat, making it easier to three-star low-cost units with less economic pressure. Bruiser 4 provides 45% max HP, making the frontline very tanky. Phantom Squad tech points can be exchanged for items, boosting immediate combat power. Overall strong in early to mid game, suitable for win-streak transitions.
WeaknessesIn the late game, damage output is slightly lacking; Jinx and Bel'Veth are both 2-cost units with limited growth potential. Against opponents with high-cost 4-star or 5-cost tanks, it might struggle. Sea Devil summons can be cleared by AOE skills. This is an early-to-mid game composition that needs to stabilize health by stage 4-5.
Early Game TransitionEarly on, pick up Sea Devils (Briar, Rek'Sai, Bel'Veth) and Bruisers (Rek'Sai, Maokai, Cho'Gath, etc.) to form 2 Sea Devil 2 Bruiser for strength. Before Jinx arrives, use other Challengers or Gunslingers as placeholders. At level 5, aim for 3 Sea Devil 2 Bruiser for strong combat power. Try to maintain a win streak, save to 50 gold, then slow roll for three-stars.
Mid Game ExecutionAt 3-2, level to 6, complete 3 Sea Devil 3 Phantom 2 Bruiser. Then slow roll above 50 gold for three-star Jinx, Rek'Sai, Cho'Gath, and Briar (1-cost). If a unit is low on copies, skip it and level up instead. Around 4-1, level to 7 and add Gragas for 4 Bruiser. At 5-1, level to 8 and add Aurora or another Phantom; if already 3 Phantom, skip leveling. With good economy, level 8 to find Fiora replacing Aurora for higher cap.
Alternative OptionsBriar can be replaced with another Assassin (e.g., Fizz), but it affects the Sea Devil count. Maokai can be replaced with other Bruisers (e.g., Pantheon, Tahm Kench). Gragas can be swapped for any Bruiser. The primary carry Jinx can be replaced by Samira (Space Groove Sniper), but requires adjusting synergies. Overall, the low-cost framework remains; adapt flexibly.
StrengthsSea Devil 3 grants a random 1-2 cost champion after each player combat, making it easier to three-star low-cost units with less economic pressure. Bruiser 4 provides 45% max HP, making the frontline very tanky. Phantom Squad tech points can be exchanged for items, boosting immediate combat power. Overall strong in early to mid game, suitable for win-streak transitions.
WeaknessesIn the late game, damage output is slightly lacking; Jinx and Bel'Veth are both 2-cost units with limited growth potential. Against opponents with high-cost 4-star or 5-cost tanks, it might struggle. Sea Devil summons can be cleared by AOE skills. This is an early-to-mid game composition that needs to stabilize health by stage 4-5.
Early Game TransitionEarly on, pick up Sea Devils (Briar, Rek'Sai, Bel'Veth) and Bruisers (Rek'Sai, Maokai, Cho'Gath, etc.) to form 2 Sea Devil 2 Bruiser for strength. Before Jinx arrives, use other Challengers or Gunslingers as placeholders. At level 5, aim for 3 Sea Devil 2 Bruiser for strong combat power. Try to maintain a win streak, save to 50 gold, then slow roll for three-stars.
Mid Game ExecutionAt 3-2, level to 6, complete 3 Sea Devil 3 Phantom 2 Bruiser. Then slow roll above 50 gold for three-star Jinx, Rek'Sai, Cho'Gath, and Briar (1-cost). If a unit is low on copies, skip it and level up instead. Around 4-1, level to 7 and add Gragas for 4 Bruiser. At 5-1, level to 8 and add Aurora or another Phantom; if already 3 Phantom, skip leveling. With good economy, level 8 to find Fiora replacing Aurora for higher cap.
Alternative OptionsBriar can be replaced with another Assassin (e.g., Fizz), but it affects the Sea Devil count. Maokai can be replaced with other Bruisers (e.g., Pantheon, Tahm Kench). Gragas can be swapped for any Bruiser. The primary carry Jinx can be replaced by Samira (Space Groove Sniper), but requires adjusting synergies. Overall, the low-cost framework remains; adapt flexibly.









