The composition Prototype / Atomizer from Teamfight Tactics is very powerful in the early and middle game and can be played in two different ways: either by going for level 3 carries, or by going very quickly to levels 8/9.
- Read also | Our tier list of compositions.
The Prototype / Atomizer composition
The composition 6 Prototypes builds on the trait's excellent magic damage, and therefore uses items that aim to maximize the number of damage instances. Main carry is usually Kog'Maw, capable of attacking multiple targets at the same time with another Atomizer, While Viktor et / ou Cassiopeia can also be good DPS. There are currently two ways to play this composition: slow roll to get your level 3 units if you are not challenged, or simply dash to levels 8/9 using the power of midgame.
When to Play This Comp and Victory Conditions
This composition is flexible but has certain conditions to work:
- You are not challenged : If you are alone to play this composition, you can go and get the level 3 units. Otherwise, it is always possible to play the composition if you are 2 players on it, but it is then better to rush level 8.
- You have interesting components : Objects like the red buff and / or the Dagger of Statikk are essential in the early game for your Kog'Maw.
- You have a Spatula early in the game : If it is not absolutely necessary, it allows you to enter 6 Prototypes without having to depend on Urgot.
If you are aiming for top 1 in a game, you will usually need to meet at least one of the following criteria:
- Your level 3 units if you could slowroll.
- Several level 2 legendary units (Urgot, Lulu, Aurelion Sol...) to 9 level : Your way to not get out of breath is to add these very powerful champions.
- Pivot to a more powerful composition : At the end of the game, this composition may run out of steam, but you can pivot it towards Rebels with Jinx for example.
Preferred items
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Dagger of Statikk |
red buff |
Ouragan de Runaan |
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The main purpose of the objects of Kog'Maw is to activate the trait Prototype maximum by inflicting multiple instances of damage. For this purpose, the best combination is Dagger of Statikk (particularly effective if it passes 3 level), red buff to apply the burn to multiple units, and finally Ouragan de Runaan to attack two targets at the same time.
If these three objects are ideal, Kog'Maw can also use other physical damage items such as Doom Blade, Infinity blade or even giant slayer for example. If you have these objects, it will often be interesting to pivot to a composition Jinx by terms. |
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Shroud of Calming |
Ion Spark |
bramble armor |
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Once your Kog'Maw has its defensive items, you should consider equipping defensive items to Illaoi. This one can use a lot of them, such as triple dodge items with Gripper trap, Mercury et Shroud of Calming, the latter still being an excellent object. Ion Spark is very interesting since you mainly inflict magic damage with Prototype.
Otherwise, many defensive items remain effective on the Mech: bramble armor, dragon claw, Portail de Zz'Rot, Warmog Armor or even frozen heart. Note that if you have Gnar with a Prototype Armor, it is interesting that it is he who carries the defensive objects. |
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blue buff |
Rabadon's Headdress |
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In the mid/late game, you'll ideally want to have a few items on Viktor which will be your secondary carry (if it is level 2). The most important will usually be the blue buff ( Lance de Shojin), with an object of magical power: Rabadon's Headdress ou Precious Gauntlet.
He can also use other less optimal damage items, such as a giant slayer or a Pistolame hextech for example. |
Spatula and other objects
La Spatula is particularly powerful in this composition since it allows you to make Prototype Armor ( + ), which allows you to play 6 Prototypes before having Urgot. She usually goes on Gnar ou Graves. If you're lucky enough to have two, you can also go get the 8 Prototypes at the end of the game.
At the level of other objects, it may be interesting to give objects to Urgot (especially if you have it level 2), especially Guardian angel et blue buff. It is also possible to upgrade your nocturne if he is 3 level, with a Infinity blade to Thief's Gloves for example.
Course of the game
This composition is particularly powerful in the mid-game, and can use this strength to have a solid economy and thus avoid running out of steam in the late game.
Early game (levels 3/4/5)
During the first carousel, you should aim for a curved arch, the Giant's Belt or a chainmail in general.
Au 3 level, you should generally play 2 Bagarreurs + Nocturne / Kog'Maw. To 4 level, you will either add a second Infiltrator (Zed), or a second Atomizer (Graves).
With this composition, you should generally avoid buying experience at the start of the game : you want to maximize your chances of having your Illaoi, malphite, nocturne, Graves et Kog'Maw levels 2 while remaining low level. Additionally, you will have to choose whether you can execute a slow roll strategy or not. For this, you will have to establish if you are challenged by looking at what your opponents are playing.
At the time of the PVE round (2-7), you should watch what your opponents are playing: if no one else is playing Prototype, then you can consider slow roll. This strategy is to go to 50 gold and roll your excess gold each round to find your level 3 champions. In this case, you should persist with this strategy for the majority of the time. stage 3, until you have at least Kog'Maw and Illaoi level 3, nocturne et Graves being mostly bonuses.
- Read also | Our guide to the slow roll strategy.
If, on the contrary, you see that you are challenged, you should instead try to level up quickly using 4 Prototypes to have a good mid game. Your goal should then be either to pivot to another comp (especially with Jinx carry), or go and play legendary champions at the end of the game.
Midgame (levels 6/7)
Au 6 level, you should logically have found a Cassiopeia to play 4 Protectors + Graves and brawler. 7 level, you can add a Mystique (Karma ou Soraka for example).
If you have slow roll, you should start leveling up once you have your level 3 champions. If you are only missing a few copies in round 4-1, You can roll up to 30-40 gold, then remount your economy and start leveling up, staying at 50 gold. With this in mind, you should be able to pass level 7 in round 5-1.
If you don't roll, you should almost always fold 6 level en round 3-2 et 7 level en round 4-1. At this point, if you're still strong and don't need to roll, you can keep your gold in anticipation of level 8. Otherwise, you can roll a bit up to say 30 gold and delay.
Endgame (level 8+)
If you don't have slow roll, you should pass 8 level en round 4-3 if you had a good economy, and still have at least 30 gold to roll. If you had to roll at level 7, you can wait for the round 4-6 ou 5-1 because otherwise you risk running out of gold to roll.
If you have slow roll, 8 level should be unlocked at middle of stage 5. Either way, you should roll to find and add Urgot et Viktor to switch to 6 Prototypes if it's not already. If you already have your upgrades, you can afford not to roll too much to aim for the 9 level later.
Au 9 level, the best unit to add will usually be a second mystic (Karma, Soraka ou Lulu). If you had a Spatula Prototype, you can for example add a second Infiltrator (Echo ou Fizz), or simply a strong unit like Aurelion Sol.
Different possible transitions
As said above, this composition tends to run out of steam at the end of the game, especially if you don't have a slow roll. It may therefore be interesting to use it simply to pivot to another comp.
malphite |
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Ezreal |
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Jinx |
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a.sun |
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The most obvious transitions with a choke Prototype is to leave on Jinx carry, which can use certain objects of Kog'Maw (especially red buff et Ouragan de Runaan), though his best combination of items is ideally still Ultra-fast cannon, giant slayer et Blades of infinity. Le red buff can then go to Ezreal.
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ziggs | Yasuo |
Zed |
Master Yi |
Ezreal |
Jinx |
Fizz |
a.sun |
Gangplank |
In the same genre, the version 6 Rebels has the advantage of also using the Chopsticks too big by putting the Headdress of Rabadon on the fact Gangplank. He also needs a Guardian angel in order to ensure that he casts his ultimate.
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Positioning Tips
It is generally interesting not to put your Kog'Maw in the last line, this one having only a rather short range, it risks coming forward to attack and put itself in danger. Putting him in the second or third line also allows him to protect himself from Infiltrators opponents.
Graves et Gnar can be put in positions so that they cast their ultimate quickly (if they are respectively levels 3 et levels 2 and don't risk dying before cast). Try to watch your opponents to see where to put your Gnar so that it hits the maximum number of targets.
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