Overview of wild TODO

dark is the main side synergy of wild

wild is heavily reliant on a midgame carry, typically your t10 pick.

wild 6 is fake, it’s barely even a power spike over wild 4. in the midgame, you frequently want to be leaning into side synergies.

wild 9 is a huge power spike

econ management is critical, since wild needs to get to level 9. you can’t afford to waste gold evolving unecessary units

gourmet is playable even without capsakid in the midgame if you have nothing better. wild 4 gourmet 3 with hat on lickitung feeding ragecandybar (10 damage) to your unique is better than wild 6

wild gourmet is only playable lategame with capsakid

wild 4 / gourmet 4 / (dark 3) in the midgame with capsakid

wild 6 / gourmet 4 / (dark 3/5) at level 9.

wild 9 / (dark 5) with gourmet 4 pve cooking

gourmet 5 doesn’t actually do much since only the enrage from curry really matters

how to get into wild: opening PvE rounds roll on 9 t10 pivot

who to itemize, when to level, when to roll, what to look out for

early game item holders:

t10: absol, pinsir, stantler want to stay on the end board. all others should be sold lategame to itemize better units

counters

signals/how to get into the comp

Early:

Mid

Late:

should be level 8 by t20, burn down econ for level 9