One cost units can be strong throughout the whole game if you're doing certain strategies like hyper-rolling but they generally serve as a transition from early game to mid-game.andI like because they can be extremely good at holding items early on and still be relevant later into the game compared to other one cost units. So let's get into it!is, to me, one of the strongest champions overall in set 2, especially since he's only a one cost unit. Finding him early on and getting him two-starred will usually make your early game a lot smoother and net you a win-streak. He is Desert/Berserker but honestly his traits don't matter much for him as you just want to play him because how good of a front-line he is.What makes him good enough to have in your composition for a lot of the early and mid-game is due to defensive items scaling well with him. Give him a Phantom Dancer and Dragon's Claw to reduce the amount of damage he takes significantly and lets him get his ultimate off multiple times. This makes him able to solo front-line since he will heal more when he's surrounded by melee units and when he begins to get out-scaled later in the game you can easily transfer his items over to a different unit.There are a few compositions that will run him all game, mostly hyper-roll builds such as Woodland/Assassin or Predator. Keep in mind though when hyper-rolling that he is fairly contested so scout to make sure you want to commit to rolling. Acan easily carry the entire game and with defensive items can even live forever against a unit likeway late into the game.If you aren't looking to hyper-roll try picking him up just to play as your front-line unit with pretty much any other early/mid-game composition. Your goal will be to sell him once you find good unit to replace his items with, generally aorwork best.For positioning, keep him at the front-line so he will be the one going in first. I find it best to stagger him back one or two rows from the very front of your board so that he will do his Berserker jump. This often makes it so the enemy units move forward enough so that he can jump further in and have more units surrounding him. Mountain works well for him since he can be stacked early in the game but outside of hyper-roll compositions you're likely to sell him, so keep that in mind when stacking him on Mountain. Cloud is good as well and opens up the possibility of running Iceborn Gauntlet on him.Onto! She does fantastic damage throughout most of the game and her traits are great for keeping her relevant later in the game. While her summons don't contribute any extra health to your composition they do a lot of damage for a one cost unit, especially with items. Finding her early on, much like a, can often set you on the path to win-streaking.She is another one cost unit that is great at being an item carry. Her best items are Morellonomicon and Shojin with her third item being flexible. Morellonomicon will apply the burn effect to her summons attacks and any ability power increase will also increase their damage which is why she works as an item carry. Once you reach mid/late-game it's often a good time to look for a replacement unit for her items such asorcan be played in quite a few compositions all game, notably Ocean/Mage in the mid-game. She can serve as a stand-in foruntil you findor just continue to play her in a three summoner build. Early game there isn't a need to focus on any particular composition to run her with but if you find three Inferno early enough or three Summoner she will carry.Positionlike most ranged carries, in the mid-back on row four or three. Scout to make sure you know what side Assassins are jumping to as she is quite squishy and easily killed by them. Ocean and Inferno elemental hexes can be great for her but if you are running 4 Ocean with her and have a Shojins it's more mana efficient to keep her off an Ocean hex.Lastly for one cost units we have. He is similar toin being a strong front-line but he is overall a bit weaker and gets out-scaled earlier in the game. I generally suggest looking to replace him around the mid-game, between levels 6 and 7. Early Warden can do well for him to make him harder to kill early so look to pair him with another Warden. Light isn't as great of a trait in general right now outside of specific scenarios so I don't suggest looking to play Light just because you're running aItems will be front-line focused likebut you can also run Morellonomicon since he does AoE magic damage when he ults. Phantom Dancer, Redemption and Guardian Angel all do well on him and transfer to other units later on. You'll most likely sell him before you hit units likeor, though those are the ideal units to give his items to. Otherwise you can spread his items out to units that use them well which will mostly be on front-liners.Compositions for Nasus in the early game can be a lot of things since he's just used as a strong front-liner but as mentioned playing him with another Warden can help him a lot. There are hyper-roll Light builds where you will three-star him but they aren't reliable to do often and in general I'd suggest not looking to three-star him. Once you hit level 6 around stage 3-2/3-3 you'll want to try and replace him with better front-line units likeorKeepin the front-line where he will take the most initial damage so his ultimate goes off early as it gives him a lot of extra health. Cloud is the best hex to play him on but an Ocean hex near the front-line can be okay in helping get his ultimate off sooner. Youplay him on a Mountain hex but keep in mind you're likely to sell him later so don't prioritize stacking him too much.