Three cost units are quite strong in set 2 with quite a few that are great to pick up every game if you get them two-starred. A lot of them require specific compositions though, such as Nocturne
, and some of them are just overall really meh and only used for their trait like Veigar
is one of the most flexible champions currently and works really well as standalone too. Her ultimate and being an Assassin means she can jump to the back-line and stun a carry for four seconds when she's two-starred. Because her trait changes every game she is easily put into multiple different compositions and opens up a lot of possibilities in the mid-game. Pick her up early and two-star her by level 7 and she can carry you through the mid-game.
While items can be good on her they aren't necessary to play her. If you do make any on her it's usually items like Shojin or Deathcap that help her ultimate do a bit more. Since she is an Assassin she works well with both magical and physical based items so Thieve's Gloves works great on her.
It is common to keep Qiyana
all game but it depends on the element of the game. For example she is amazing on the Mountain map since she and Taliyah
can get you early Mountain while later in the game you can replace Taliyah
. She can be played on Ocean in the mid-game and can get you really early Inferno but she will likely be replaced later in the game by other units for those two traits. This flexibility is what makes her so good to pick up. If you are able to two-star early enough she can carry you in the mid-game and depending on her trait and your composition you can run her the entire game.
Paired with Thresh
is run quite often as a front-liner. Being Warden and Ocean he is splashed in with Thresh
as a good front-line and his ultimate provides good CC. Nautilus
can be a bit expensive since he is a three cost so running him too early may end up costing you econ but if you're able to find him and Thresh
it will be enough front-line for most of the game.Nautilus
doesn't really need or want to hold onto items but typical defensive items work well. Ocean hex is great for him so he gets his ultimate off earlier meaning he can CC a back-line unit (or Assassin, depending how far away a unit is) early on in the fight. Mountain is a bit better on him than Thresh
since he is often kept in your composition all game.
As mentioned he's a bit hard to justify buying early in the game but when you're hitting level 6 (3-2) it's a good time to start picking him up for your front-line. From then on it's easy to keep him in your composition all game even as a standalone front-liner.
One of the best mid-game carries, Kindred
provides a lot of damage and utility with their ultimate. They can be okay for holding onto your items but the itemization for Kindred
is often a bit different than what you'll run on other units as the two best items for them are Seraphs and Deathcap.
is playable without Shadow they will do much better if you run them with at least one other Shadow unit. Often this will be with Malzahar
. Inferno can be good but it isn't necessary for them to carry. Much like Malzahar
you want to run them early and mid-game and will look to phase them out later in the game, usually when you're transitioning to level 8. Kindred can
be played all game though especially if you are running a four Shadow composition. If you keep Kindred
late game you will often want to look to three-star them.
Ocean map is great since they have a low mana pool meaning having them on the hex will help their ultimate get off earlier. Inferno is also good since they scale well with attack-speed.
Another Summoner, Azir,
can be used as a mid-game carry. Not quite as strong as Kindred
or a Zyra
he still does a good amount of damage. Most often you will see him run with a Renekton
for an easy two Desert splash or played with three Summoner. He isn't usually an item carry but can definitely hold onto them if needed as typical carry items work on him (Shojin, Morellonomicon).
Look to buy him around the same time you would a Kindred
so between 3-2 and 4-1. Getting him two-starred around then (or after level 7) will give you a good back-line unit that pairs well with other Summoners. One of the most common builds you will see him in is Summoner/Assassin which you can see a variation of here:
Keep him to the mid-back of your composition and watch for any Assassins that may try to get on him. Ocean hex is great so he ults earlier and Inferno scales well with him since his summons mimic his attack. Azir
isn't often sold in your composition if you run Summoner/Assassin so putting him on a Mountain hex is fine to do since he will benefit from the stacking all game.