Trait Ladder Set 18

Most simultaneous traits for the trait ladder augment. Unique traits are excluded by default.

Every trait from 2 to 14 pays out something, but three rungs stand above the rest: 10 for a Tactician's item and the extra unit slot it brings, 12 for four Lucky Item Chests and three 4-costs, 14 for three Masterwork Upgrades. Full ladder below.

Emblems you hold
Transitions walk you through the three biggest payouts: 10 traits in 8 slots, then 12 in 9, then 14 in 11. Emblems are the only input.
How this works

What it pays. The augment hands you something every time you add a trait, starting at two. Three rungs are worth steering for, and they are the targets the Transitions tab uses.

TraitsReward
2A Reforger and 1 gold
33 gold
46 gold
5A component
610 gold (50%), or three 3-cost units (50%)
7Three 3-cost units and 8 gold
8A completed item (43%), or two components and a Reforger (57%)
9Three 5-cost units and 2 gold
10A Tactician's item — Cape, Crown or Shield, near enough evenly — for an extra unit slot
1118 gold
12Four Lucky Item Chests and three 4-cost units
138 gold, a Remover and four components
14Three Masterwork Upgrades

What it counts. A trait is active once it reaches its lowest breakpoint — two Ravagers, three Coven, and so on. The augment only cares whether a trait is on, so the search never spends units pushing one to a higher tier.

Unique traits are excluded. Ten traits belong to a single champion — Avatar, Attuned, Old Growth, Apex Predator and the rest. The augment does not pay out for those, so they are not counted, though they still show under each board.

Board size is slots, not units. Elder Dragon occupies two, so an 8-slot board holding him fields seven units. Some units also count twice for a trait: Elder Dragon for Riftbeast, and every Lux form for her element.

Emblems. An emblem adds one to its trait, but only on a unit that does not already have it, and a unit can hold at most three. Each board shows which unit carries which emblem.

Lux counts as ten units. Each of her forms carries a different element, so the search treats them separately — but you field one Lux and she takes a form. Where another form would leave the trait count unchanged, the board says so under her name, and five of them (Blackthorn, Fae, Inferno, Lunar, Primal) turn their trait on unaided. A form is only offered when the trait it brings is not already active and the one it drops was not holding anything up.

Team codes. Each board comes with a code you can paste into the client's Team Planner. It carries units only — the planner has no notion of items, so the emblem placement shown here does not travel with it. The planner caps at ten units even though the Tactician's item lets you field eleven, so an 11-unit board leaves its cheapest unit out of the code and says which.

Ties. Many boards reach the same trait count. By default the most expensive is shown, since higher-cost units are generally stronger; switch to the cheapest if you want the version that is easier to roll for.

The answers are exact. Every board here came from an exhaustive branch-and-bound search, not a heuristic — for the constraints given, no better board exists.