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Teamfight Tactics Guide by Sovereign Kitten


The Detailed Guide to Teamfight Tactics 4.5 [TFT]

By Sovereign Kitten | Updated on March 1, 2021
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Teamfight Tactics Guide

The Detailed Guide to Teamfight Tactics 4.5 [TFT]

By Sovereign Kitten

Hello, and welcome to the OFFICIAL Teamfight Tactics (TFT) Fates! Set 4: Detailed Guide for Beginners!

This guide is meant to help you understand the fundamentals of how this game mode plays, what you should/shouldn't be doing if you do wish to play and win games more effortlessly, we will be covering pretty much everything so lets get into it!

TFT (Teamfight Tactics) is an Auto-Battler in the form of chess. You place your units on the board, and they fight for you without you being able to control them outside of placements. It's all about strategy and utilizing what you are given to win.

8-Players will fight through multiple stages throughout the duration of the game, positioning, organizing an competing against one another to become the victor. Understanding everything about this game is pretty important if you intend to climb high.

You will find yourself becoming quite the strategist, in this fast-paced game mode, be it through the shop, drops or simple AI. Without further ado let's get right into the basics of how this game works, and how you can start improving yourself to win.

SET 4.5: New mechanic: Lanterns.
Lanterns are the new mid-set mechanic that can drop at various game times, or not at all.

They can contain things like Item Components, Loaded Dice, Gold, and much more drastically changing and allowing you to "cheat" your way to obtaining the desired units you want in a special shop full of similar units with the same traits and or origins.

Unlike other Auto-Battlers, TFT offers something new to the mixture.
What TFT offers is a unique mechanic called the Carousel. Basically a safe haven where after a set number of PvP/PvE battles, 2 players each in order from last place to first place, acquire a unit based on galaxy.

This is very important throughout the game, but crucial when you start up a new game. The first Carousel is important because it can be the decider on what you get later on in the game based on the unit that you choose, or the item that you have chosen. You can sell the unit and replace them for a better one that fits into your future build, while keeping the item to give to other units who can utilize it's full potential.

Regardless of if you are first, last or in between, you always have a shot at a specific unit or item. It does help to lose a few games on purpose if you really need to be first, at the expense of HP. It is a valid strategy when playing the carousal.

There are specific instances where the entire Carousal will be nothing but one item or item piece at the start of the game, this could literally be anything, a Recurve Bow or anything at all. Try to use this information to acquire the items that work with the unit holding them in the first place if you have the chance to do so, as it helps benefit them if you roll with them.

In TFT Fates, one of the key ways you’ll be able to claim victory over your opponent is by picking the right “Chosen” unit for your team. Occasionally, in your shop, you will be offered a Chosen unit. These units are already at 2-star level, so they cost three times their normal price. In this case, Braum is tier 2 Chosen: Dragonsoul so he is worth 6 and gains an extra trait.

They get +200 HP and a unique stat bonus—either 400 HP, 30% spell power, 20 AD, or 25% reduced mana cost. You can find out what bonuses they have by clicking here.

Once you buy a Chosen unit, other Chosen units will no longer appear in your shop. You can only have one at a time! If you sell your Chosen unit, they can start appearing again in your shop. You’ll be left with some tough decisions: Do you buy an early Chosen to lock in a direction, or do you keep yourself flexible for a late-game pivot? Do you hold out for a 4 or 5-cost Chosen that makes great use of the bonus stats, or do you grab a 2 or 3-cost with a more beneficial support trait mid game?

You won’t be able to force a Chosen unit every game and quite frankly you shouldn't rely on one singular composition, as TFT FATES tries to force diversity. Getting a specific unit is hard enough, but getting that unit with the right Chosen trait will be close to impossible. Instead, you’ll have to carefully weigh your options and figure out the best way to build your team with what you currently have in your possession more so than what is currently the top comp. This is the main focused mechanic.

In the beginning of the game you start with 100HP, and when you reach 0HP, you lose.

Taking a look to the right side of your screen when you load up a new match will give you the information about your current HP and your current placement out of the other 7 players.

The closer you are to the bottom means the more frequently you will be able to go first when you get sent back to the Carousel to choose a unit or item, this is in groups of 2. This also gives you an idea of how closer you are to losing, allowing you to theorize how to live a bit longer.

If you are at the top you will be the very last player to get a unit or item. So you can use this information to lose a few matches purposefully if you are in dire need of an item early game when it won't drop in any of the PvE fights. Losing early grants better rewards essentually.

If another player is on fire then this information can also notify you, how well another player is doing. You can then plan your strategy for later specifically for them. Perhaps a specific comp that can counter them if others are not a major threat to it! There are multiple ways to counter every composition, which you eventually learn through reading or playing them first hand.

Every stage you lose against an NPC or player will subtract (x) amount of health based on how many units are left on the enemies playing field including the enemy player. So you will take a lot more damage from 8 units than you would from 1 unit. If you have no chance of winning fights, try to build into a comp that will at the very least keep you from taking too much damage.

While in any TFT match an whilst in the possession of any units, you will automatically activate one of many Origin an Classes effects. Which shape and determine your build.

Your main priority in TFT is to get as many as you possibly can, while also working towards compositions that compliment each other, with synergy and items that can counter your opponents or strengthen yours. It really comes down to knowledge of the whole game.

It takes time to understand everything to play optimally, to fully understand which items work with each unit and why they work with them an not other units that are similar.

It is very hard to compile a specific build due to how RNG this game mode is, sometimes you will get the items that have 0 synergy with your current units. This is bad and needs to be addressed as soon as possible before units become harder to obtain as you level up.

It really all depends on what you get early. The general idea is work and build around what you currently have in your possession early game and figure out what you can do for the remainder of the game, to improve or switch around units. Do you invest in the units you currently have because you acquired two level 2 units? Perhaps you don't want this and want another comp. Quick decisions like this can make or break your builds entirely.

If you are looking to widen your knowledge of current compositions that are doing well, why not head on over you our TFT Comps section? You may just find something that piques your interest and are currently building into, whether you know you are or not.

It's not a surprise. Gold is important to have. The more you have the more you can do for your yourself keeping yourself ahead of your opponents, in levels and in strength. You acquire gold through various means, winning and losing constantly, selling units from the carousel, PvE and sometimes boss battles and having over 10/20/30/40/50 Gold income.

Try to restrict yourself from going on a spending spree. Losing a little HP and having a huge economy late game, is much better in the long run than using re-roll strategy in the mid game until you exhaust everything losing late game if behind.

Located on the left side of the playing field is your bonus income. Each gold chest indicates 1+ extra gold per turn. You can then understand how much gold the other player is currently hovering around when you click on their side of the stage.

You could then use this information to play aggressively against another player who has no chance to obtain higher levels or higher level units for their current comp due to a drain in their economy, exhausting that unit they desperately need now.

Speaking of economy and income, there are 2 specific ways to play TFT both with their own specific pros and cons.
They are called the "Economy" and "Re-roll" strategies, they are pretty basic concepts utilizing different means of winning.

Occurs when a player simply sits on their provided income, regardless of what units they have acquired in the early game.
This requires the player to not re-roll for units, whatever the shop offers is used to make something work. In the meantime the players income will start to stack up for stage 3-1, in which they start using excess 50+ gold for their leveling and re-rolling of units to complete their desired compositions. This is the most efficient strategies to reach high level fast.

The downside: You will lose a lot but be first to pick a unit unless you are capable of pulling off a strong early composition.

Occurs when a player simply does nothing but re-roll early game, in hopes to acquire multiple leveled up units and possibly a tier 3 upgraded unit. It's often not a good choice as it does rely heavily on RNG as a leading factor which is a hit or a miss.
But if you do manage to acquire a strong front line and DPS start you're good to win most every fight til mid game.

The downside: Winning all the time can lose you precious carousal units & items early. It's also heavily reliant on RNG.

Gold can be spent three ways.

REFRESH (2 gold) your unit pool.

BUY XP (4 Gold) which levels you to acquire more and better units.

PURCHASING (1-5 Gold) unit from the unit pool.

While leveling you may notice these percentages changing the higher you climb. These are simply your current chances at gaining a specific tier of units. The higher level you become, the less likely you are to obtain a tier 1 unit compared to a tier 2 or 3 unit and the more chance you get at obtaining a tier 4 or 5. So keep this in mind instead of rerolling 1% chances.

Located on the far right corner of your shop is a lock, click it to lock and click again to unlock, this is used to safe-guard units you really need, but can not afford right now. It will lock until your next planning phase, make sure it is unlocked going into the next planning phase, or stay stuck on an empty shop.

This can be exceedingly useful for you, in the early game or late game as it will allow you to wait til the next turn to afford a unit you couldn't previously afford, especially if you were at the Max level an acquired your final tier 1 unit to upgrade it to tier 3. Knowing when to use this tool is very important.

Located on the left side of the shop-lock is the Fate seal. It will keep you notified that you have an available chosen in your shop while it is glowing, if it is greyed out it simply means you have already acquired one. Sell the current chosen unit if you are looking to acquire something else in its place.

Please keep in mind that the higher level you are, the more the shop will open its gates to you, for higher tier units. Unfortunately this will also lower your ability to purchase lower tier units, So getting them up at a low level is crucial!

Above we have the current list of Classes and Origins. If you ever need a reference to figure out which class or origin you are missing use this image. You can also use this as reference to plan out your later game, to acquire the units that would complete the bonus effects. While playing any match of TFT it is wise to structure yourself around the bonus you start out with, to save up income, otherwise following the economy strategy is one of many ways to strategically climb to top 3.

I would highly suggest you experiment with builds, the game is always changing and sticking to one specific play-style is never going to work 100% because players love to use the same compositions over and over again, rarely switching things up.

Each stage has something different. At the start you will be faced off against (3) sets of PvE battles. These special PvE battles ease you into a specific composition based on the early game RNG rolls for you, be it the item drops or the units pool. This is where you need to make your stand on whether or not you wish to dominate early game if possible, or survive enough until you can put together a strong enough team to make your come back mid-late game utilizing carousals & first picks.

The indicator is here so that you can keep track of how much longer you need to survive or wait for the next PvE/PvP or Carousel. No before you ask, you can not see the enemy you are facing, it is mostly speculation until it is the final 2-3 players remaining, at that point of the game you would start arranging and rebuilding your units to compete with them specifically.

Some times you will be faced up against an NPC of another players team, these are NPC units who can not use their Origins or Classes. It's a way for the game to keep you or others in the game longer when they have nobody to face off against them.

The longer the game goes on, the harder and more dangerous the NPC creatures become.
In which you will fight Rift Heralds & Dragons that reward much greater loot, fully built if you conquer them.

There isn't really a limit to how many stages or matches there are. However, in any normal circumstances you will only ever make it to about Stage 6 before players start to lose and leave the game, in the final debut between the top 3 players.

Please keep in mind, if you equip and item to a unit, you can not remove it unless you sell that unit. Do be careful.

Why are they so important to the strategy of this game?
It's quite simple really. You need items, specific items for specific units and compositions that allow you to counter another players an to strengthen your own further.

You won't always be lucky and unfortunately will sometimes get the short end of the straw, never finding a single good item to build into a strong item, for a specific composition you are building for. In cases like this you can still do well, by switching units around to make room for units that can utilize them. Example: You get a bunch of rods/tears, but have no mages.

Applying certain items, to compositions that can benefit from them greatly is a lot more efficient than giving something like to a unit that can not utilize it fully because of their skills. They may be a front liner, a tank someone who needs to be in the front of the fights and not the prime unit for damage. Where as a squishy Assassin is much more preferred since they can attack from a longer range preferably behind a Tahm Kench or Nunu & Willump keeping them alive longer with a tank.

There are many different and countless builds that can be applied to really every unit and their origins and classes. But this is something you must experiment with and learn for yourself. A guide can only go so far into helping you with this. Good Luck!

Something very important to TFT is unit placement. You can't just place all of your units in a random order. If your opponent has a Zephyr hitting your primary carry, switch them around last second and replace them with a unit of less importance.

Sometimes you may need to further protect your units from Assassins, who jump behind your front line.

Watching your enemy that has a few Assassins on his team can allow you to reformat your tactics and place a very strong tank to be the primary focus of one or more Assassins, allowing your carries to make short work of them in the process.

Some items will require your unit to stand within a specific pattern to acquire the effect your unit is spreading.

So if you keep losing, try switching your units around. Positioning really makes a difference against every form of composition.

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