Intro
Academy is one of the most consistent and reliable traits you can incline towards playing, not to mention how strong it is when you can get 6 Academy (with emblem, golem, dummy)
Opener units
Items
You always want to check the items you'll get from Academy so you can itemize around them. Though, a regular item has the same effect as a sponsored item os if you put it on an academy unit, it gets the academy buffs from the item as well.
Early game, stage 2 (lvl 5)
Stage 3 (lvl 6)
Stage 4 Level 7
Level 8
Lvl 8 With Artillerist emblem (Can play without Emblem + Trist if hit Corki 2 at rolldown)
Final board level 9
Final board level 10 (if found early Rumble, play 6 Sents)
Final board level 10 - CLASSIC
Final board Level 10 no 6 costs, if found replace Sett
Conclusion
It's quite a flexible comp, you can pivot into other comps if the conditions are right ir necessary. Such as: Sorcerers (usually you look to pivot from Sorcs to Academy if contested) Rebels 6 Sent. Artillerists
If needed, roll to stabilize by 2 staring heimer and your frontline. (depends on tempo of the lobby aka how strong opponents are)
Anomaly: you usually search for Heimer damage Anomalies.
5 costs: You don't buy - Sevika, Cait, Jinx
If you manage to 2 star:
Mord - replace Lux if you have to
Malz - replace Ezreal, Lux, Heimer if you have to
LB, - Replace Ezreal if you have to
Win conditions: When lvl 8 or 9, you can go for Heimer 3 if you natural him and it's uncontested. if contested push levels and play units if you found 6 costs
Many variations unmentioned possible, it's quite a comp to master so you can feel confident and flex with it. This guide should help you with learning the comp.
Thx for reading. Hope it helps.