This comp combines the 4 space pirates and uses the other 4 slots to match synergies with the Space Pirates.
This comp can be itemized and played quite flexibly in the early game, but you will have the easiest transition if you already have early Space Pirates. Finding an early Jinx will also help this build power spike.
Level up on 2 if you are strong and want to start a win streak.
Level up to 5 after the carousel on Round 4 if you want to continue your win streak.
If you were lose streaking up to Round 7, you can level up to 5 if you don't think you can beat the creeps.
Level up to level 6 if you are on a win streak or level up to 5 if you haven't already. Win or lose, you should normally catch up to level 6 on Round 2. Roll if you're very weak or sitting on a lot of pairs.
If you're commiting to a fast 8 lose streak or high rolling a win streak, you can level up to 7 early at Round 4 after the carousel. You should still have at least 40 gold after leveling and have a good unit to put in. Do not reroll until you hit level 8.
Before the fight on Round 1, level up to 7.
At Round 4, level up to 8 and roll down to hit Gangplank.
In the early game, try to run either Space Pirates or Cybernetic based on what you find.
In the mid game, look to continue running Cybernetic alongside Space Pirates. Start looking for high cost units like Jinx and Wukong to start replacing your early units.
In the early and mid game, you can commit your Gangplank items onto Rumble to stay strong. Try to either find an extra copy of Rumble or at least a Ziggs for when you find Gangplank. You can keep the items on Rumble until you either find a replacement or find GP 2.
Throughout the game, look to find units that will compliment the Space Pirates to transition. Units like Lucian, Nautilus, or Ziggs are examples of good transition units and item holders.
At level 9, you want to add in ASol or have him pulled in by Thresh at level 8.