Arngor here, a player who peaked in Challenger every set and was even hovering around the top 10 mark this set. I started playing 6 Rebels last patch with some success, considering the overall buffs this comp has received I’m convinced it will become a top tier comp this patch.
Rebels are a powerful comp in this meta since they have multiple carries and can use almost all item components you get. This comp doesn’t rely on any 3* units so it can easily support multiple players in the same lobby (as we’ve seen at the start of this set).
The great part about the comp is that all you need are 6 Rebels (+GP,MF,Kayle) so even beginners can get the hang of it really quick.
Table Of Contents
- 1 Strengths
- 2 Weaknesses
- 3 Items
- 4 Strategy
- 5 Variants and Positioning
- Incredible AoE damage potential – Aurelion Sol, GP and MF offer insane AoE damage.
- Insane late game spike – since the comp consists of three 5 cost units, it heavily spikes at lvl 9.
- Item flexible – besides the required items on Jinx – GP, MF and ASol can literally use any item.
- Tanky carries – due to the Rebel trait, Asol and Jinx won’t be susceptible to Infiltrators or Burst damage.
- Not flexible – you need the same units every game or the comp won’t work as you might desire.
- Relies on hitting 5 costs to spike late – to win you need at least ⅔ of your 5 costs upgraded.
It’s important to note that your Jinx items are your first priority, so before you think about itemizing Aurelion Sol/MF/GP your Jinx should have 3 good items.
- Chain Vest
- Bow, Belt, Rod
- Glove, Cloak
For future carousels, focus on your Jinx items first, then look to itemize Gangplank and MF, leftovers will be put on Aurelion Sol. You should also consider picking up a Spatula from the carousel to make a Demo on Asol.
- 2 Offensive and 1 Defensive Item
Offensive: Giantslayer + Red Buff
Defensive: Trap Claw = GA > QSS
- 1 Offensive and 2 Defensive Items
Offensive: Ionic Spark > Deathcap > Morello
Defensive: GA >>> Bramble Vest > Trap Claw
- Mana Item and Defensive Item
Offensive: Seraphs >>>The Rest
Defensive: QSS or Trap Claw
Early Game (Stage 1 & 2)
There are typically two routes that you can take early-game in a Rebels comp.
1. (3) Rebels
With the Lucian buff this patch, he’s an even stronger early carry than before.
Besides Lucian you want to pick up Graves to a) give you the blaster buff to spread Red Buff easier and b) because his ability can win you many early fights. 3 Rebels will serve as a frontline in that case and will also make it easier to commit into 6 Rebels later.
Lucian will carry all of the Jinx items as they aren’t just strong late game items but also let you snowball really heavy.
2. Playing the strongest board
An advanced strategy would be to always play your strongest board.
This is probably the better way to play Rebels since your highest priority is to win streak throughout the early stages of the game to ensure you reach level 8 fast and healthy, so you can hit all your units.
It’s important to level aggressively with this comp to keep the win streak going and maybe hit an early Jinx.
Mid Game (Stage 3 & 4)
If you’re on a win streak, consider leveling at 3-1 instead of 3-2 to keep it, otherwise you should level to 6 at 3-2 and continue playing your strongest board. Now is the time to start picking up your first Rebels, as long as they don’t cost you interest.
This is how your board could look like at level 6. Your stacked 2* Lucian shouldn’t have a problem carrying you through stages 3 and early stage 4. You also want to go for the Space Pirate trait to farm up a little more gold. If you find Gangplank items, feel free to throw them on your Jayce/Darius).
Stage 4-1 you should start scouting to see if more than one player is contesting you. If that’s the case, you want to go level 8 at Stage 4-2 and roll down for a 2* Jinx, an ASol and a Kayle. If you’re uncontested, you want to go level 8 at 4-3 and roll until you think you can keep streaking, that means either hitting a 2* Jinx, a 2* Kayle + MF/GP.
Your goal should be getting your comp online at 4-3 and rushing level 9 from there.
So your comp should look like this.
If you find an Aurelion Sol you’ll want to swap him in for Sona.
If you find a GP you can swap him in for Kayle, if you have items for him, otherwise, you bench him until level 9.
Late Game (Stage 5+)
You now want to get to level 9 ASAP and put your in GP in to finish your comp, if you’re able to stabilize and/or are over 40 HP. If not, you want to stay level 8 until you’ve two starred all of your units. Another option to consider is slowrolling for a 3* Jinx on level 8 (which is only possible if you’re uncontested and that’s rare in the current meta).
Your level 9 is also very important because you have a higher chance to two star your 5 cost units.
Variants and Positioning
Level 9 + FON option: If you either randomly get a FON or are playing in the Superdense Galaxy you want to throw in a 2* Lulu and swap out Malphite for Sona to make use of the Mystic trait.
Standard (Level 9)
This is how your comp should look like at level 9. Running Sona over Malphite is an option to consider if the enemies have a ton of stuns. Make sure to scout for enemy Blitzcrank’s so your Miss Fortune won’t get hooked since she is one of your main damage dealers. Position your Gangplank in a way that his ability hits as many opponents as possible.
Standard (Level 9) Left side
Vs. Mech Infiltrators
You need the larger area upgrade on GP to hit the Mech + the Infiltrators to win this matchup. If you don’t have the larger area upgrade on GP you want to backline him to make sure his ability hits the Infiltrators.
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