Reference

Openers

The board you have at 2-1 already narrows the game down to two or three lines. These five starts cover most of them: what to look for, who holds the items, and what each early unit eventually turns into.

Compiled from a PBE guide by DarkDraven69 (2026-08-15). Every unit, item and trait below is checked against Riot's own data — but which opener is actually strong is one player's judgement, with no ranked data behind it yet.

Blackthorn

Rek'Sai holds the items and Malphite holds the line. Everything else is bought to be sold later — the early Blackthorn units are storage, not the plan.

Spot it
You see it when Blackthorn units stack up early, and above all when Kha'Zix drops from an orb.

The board

  • Rek'Sai

    Rek'SaiItem holder

    Carries the items that end up on Malphite.

  • Warwick

    WarwickItem holder

    A holder, nothing more — build items that will be good on Azir, Ahri or Kha'Zix later.

  • Veigar

    VeigarItem holder

    Same job as Warwick. Do not build for him, build for who comes after.

  • Azir

    AzirFlex

    Blackthorn, Executioner and Summoner at once — three-cost, rerollable at level 7.

  • Kha'Zix

    Kha'ZixLate carry

    Not a Blackthorn unit at all (he is Rival) but the reason this line wins: he evolves Executioner and Ravager on himself.

Items

  • Gargoyle Stoneplate

Malphite is the strongest solo tank in the set, so Gargoyle Stoneplate comes first. Component leftovers go toward the late carries, not toward the holders.

Augments

"Solo Plate" is the pick on 2-1. "U.R.F" or "Urf's Gambit" — or a carousel spatula — gets you the Blackthorn emblem (Spatula + Belt) that turns Kha'Zix into the sixth Blackthorn.

The decision

Emblem or no emblem. With one, six Blackthorn buffs the whole board and the hypercarries take over. Without one, you play the tempo line instead.

  • Azir / Kha'Zix rerollEmblem plus an early Kha'Zix
  • Blackthorn AhriEmblem, but rushing level 8 feels better than rerolling
  • Zyra Soraka APNo emblem, but a strong early board

Blossom

The one opener where nothing gets sold. Every early unit upgrades into its own replacement, so the board grows instead of being rebuilt.

Spot it
Any Blossom start works. You are not looking for a perfect board, you are looking for streak gold.

The board

  • Yorick

    YorickFrontline

    Early tank, later half of the Juggernaut pair — he stays the whole game.

  • Yunara

    YunaraEarly carry

    Executioner carry that hands her items to Kennen or Ashe later.

  • Karma

    KarmaEarly carry

    Spellweaver placeholder for Ahri. With no 2-star and no mana item, play Azir instead.

  • Master Yi

    Master YiAlternative

    If he drops from an orb and you have Edge of Night, carry him over a 1-star Karma — he pivots into Kennen.

Items

  • Jeweled Gauntlet
  • Blue Buff
  • Striker's Flail

Those three are the target for Karma and then Ahri, because Blossom already supplies a lot of AP. Slamming Void Staff or Spear of Shojin early to hold the streak is still right.

Augments

Nothing specific is required — this line wants tempo and economy, not a particular augment.

Who becomes whom

  • YorickYorickAmumuAmumuMaokaiMaokai

    Tank line: Yorick holds for Amumu, Amumu hands over to Maokai at level 9.

  • YunaraYunaraKennenKennen

    Executioner line — Ashe uses the same items and can take them instead.

  • KarmaKarmaAhriAhri

    Spellweaver line, straight swap.

Endgame · Level 8 four-costs into level 9 five-costs

  • AsheAshe
  • AhriAhri
  • KennenKennen
  • MaokaiMaokai
  • YorickYorick
  • SettSett
  • AmumuAmumu

Ahri one-shots the enemy backline once Kennen and Ashe are in front of her. Blossom Lux fits this board unusually well, and Ivern is worth playing in almost any level-9 board if he arrives early — he wants stacked mana items.

The decision

Who wears three items. Between Sett and Amumu, whichever reaches two stars first gets them.

Elderwood

Plants fight alongside you, so the board is effectively larger than the lobby's from the first rounds.

Spot it
Two variants share the same start: pure AP Elderwood, or Elderwood into Inferno for an AD board.

The board

  • LeBlanc

    LeBlancItem holder

    Holds the AP items that Soraka or Lux inherit late.

  • Xayah

    XayahFlex

    Elderwood and Fae — she is also the attack-speed holder if the board turns AD.

Items

Build for the late carry, not for LeBlanc. Whatever she holds should be what Soraka or Lux wants.

Augments

Fish for Spatula plus Chain Vest: with an Elderwood emblem, Soraka slots into seven Elderwood without ever finding Gnar.

Endgame · Seven Elderwood

  • SorakaSoraka
  • GnarGnar
  • LeBlancLeBlanc
  • XayahXayah

Soraka or Lux carries with the items LeBlanc was holding.

The decision

Emblem or Gnar. The emblem makes the line straightforward; without it you are hunting a five-cost to complete the vertical.

Inferno AD

Inferno brings Burn and Wound with it, so three item slots you would normally spend on those effects stay free.

Spot it
Early Inferno units plus AD components you would otherwise be forced to turn into Sunfire or Morellonomicon.

The board

  • Akali

    AkaliItem holder

    Holds for both Elder Dragon and Kennen — one holder, two possible endings.

  • Xayah

    XayahItem holder

    Carries the attack-speed items that Draven takes over.

Items

Skip Sunfire Cape, Morellonomicon and Red Buff — the trait already applies Burn and Wound. Spend those components on damage instead.

Augments

Three Inferno upgrades one shop slot, which is why a five-cost can appear as early as level 6. Draven or Elder Dragon showing up that early decides the game on the spot.

Endgame · Five-cost carry

  • DravenDraven
  • Elder DragonElder Dragon
  • KennenKennen
  • AkaliAkali

Place Draven at the opposite end from the enemy carry so he and Elder Dragon cut into the backline before the frontlines resolve.

The decision

Which five-cost you build toward — Akali's items fit either.

Riftbeast

Five Riftbeast floods your shop with Riftbeast units, so two-starring them stops being a matter of luck.

Spot it
Riftbeast units arriving on their own in stage 2 — the trait then feeds itself.

The board

  • Murkwolf

    MurkwolfItem holder

    First link in a chain where every unit wants the same items.

  • Brambleback

    BramblebackMid carry

    Takes Murkwolf's items unchanged.

  • Sentinel

    SentinelFlex

    The way into a level-9 board with only three Riftbeast.

Items

Murkwolf, Brambleback and Elder Dragon share one item set, so no component is ever wasted on a holder.

Augments

Nothing specific — the trait is the engine.

Who becomes whom

  • MurkwolfMurkwolfBramblebackBramblebackElder DragonElder Dragon

    One item set, three owners, no rebuild.

Endgame · Level 9 with three Riftbeast

  • Elder DragonElder Dragon
  • SentinelSentinel
  • DravenDraven

Elder Dragon counts twice for the trait, so he plus Sentinel already reach three Riftbeast — the rest of the board is free.

The decision

How far up the vertical you go. Ten Riftbeast is not reachable every game, so the three-Riftbeast level-9 board is the version worth practising.