Most simultaneous traits for the trait ladder augment. Unique traits are excluded by default.
Every trait from 2 to 14 pays out something, and from 11 up every rung is worth steering for: 11 for a Tactician's item and the extra unit slot it brings, 12 for three 4-costs and a Lucky Chest, 13 for four components, 14 for a Masterwork Upgrade. Full ladder below.
What it pays. The augment hands you something every time you add a trait, starting at two. Rungs 11 through 14 are worth steering for, and they are the targets the Transitions tab uses.
| Traits | Reward |
|---|---|
| 2 | A Reforger |
| 3 | 3 gold |
| 4 | 6 gold |
| 5 | A component |
| 6 | 10 gold (50%), or three 3-cost units (50%) |
| 7 | 8 gold and a component anvil |
| 8 | Two components (57%), or a full item anvil (43%) |
| 9 | Three 5-cost units and 2 gold |
| 10 | 20 gold |
| 11 | A Tactician's item — Cape, Crown or Shield, near enough evenly — for an extra unit slot |
| 12 | Three 4-cost units and a Lucky Chest |
| 13 | 8 gold, four components and a Remover |
| 14 | 10 gold and a Masterwork Upgrade |
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.
Kha'Zix is a switch. Each evolution grants one of Rapidfire, Ravager, Executioner or Spellweaver, so a fully evolved Kha'Zix is a 3-cost carrying up to five traits. Tick him on and say how many evolutions you have; the board tells you which traits to take, and the right pair depends on what the rest of the board already covers. He earns his slot the moment he can evolve once — from there he is on essentially every best board — and at zero evolutions he is on none of them. Roughly one extra trait per two evolutions, so fully evolved he is worth about two emblems.
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.