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Updated on December 1, 2021
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League of Legends Build Guide Author Sovereign Kitten Build Guide By Sovereign Kitten 432 48 805,643 Views 22 Comments
432 48 805,643 Views 22 Comments League of Legends Build Guide Author Sovereign Kitten Build Guide By Sovereign Kitten Updated on December 1, 2021
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Teamfight Tactics Guide


By Sovereign Kitten

The straight forward answer is, it's a special game mode that is within League of Legends.
8-Players fight through multiple stages for (20-30 mins), positioning, organizing an competing against one another. Understanding everything about TFT is very important if you intend to climb.
It's chess, but at the same time it's more hands off, where you watch your units do their things.
TFT is what we call 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 interact with them any further outside of placing them on the board. It's really all about using your own strategy & utilizing what you have been given to win your games. Blindly placing units doesn't do much.

No game will be exactly the same. You may be the type of player who likes to play games one specific way, a similar style, every single time you play, because it is fun to do just that, play what you're comfortable with. In TFT you are never guaranteed the same composition or style due to the randomness of item drops and units. Add in the fact that everyone shares the unit pool makes it even harder if someone else is trying to go for your favorite composition.

You'll find yourself becoming quite the strategist, in this fast-paced game mode, be it through RNG or AI prediction. So let's get into the basics of how this game works, and how to understand the core basics of how TFT operates.

The carousal is a safe haven. After a set number of battles, two players each in order from last place (8th-7th, 6th-5th) and onward struggle to acquire a unit/item of their choice. Some items may be on tier 1 units or tier 5 units later on.

The first Carousel is a free-for-all, 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 for a better one that fits into your future build, giving the item to a unit who can fully utilize it's full potential, don't build useless items.

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 for that item/unit. It is a strong & valid strategy.

There are specific instances where the entire Carousal will be nothing but full items or one specific item, this could be anything in the game. Use this information to acquire items that work with the unit, especially if it apart of your current composition. If you have the chance to do so, as it benefits them and you if they are going to be used in your comp.
If you look here, in this video reference, we want the Tear of the Goddess. So we run ahead of the item and run into it from ahead as the shield drops to not be blocked out, or left behind it. You want to always run ahead of the items.

The current set (6) is Gadgets & Gismos and it's nothing that we have seen before.

There are over 140 possible TFT Hextech Augments that can show up in an Armory.

Each player will receive options that are equal in power and come from the same tier but are different from each other so nobody will play the same. A total of three tiers of Augments exist.
The main features that have been introduced into Set 6 are the game changing arena and unit Augment choices.

If you're familiar with Riot's game LoR. They have special modes, where in which you can choose a specific card from a choice of 3 to build your deck to help you win. This is basically what this set is all about, building around your choices.

Just to briefly explain. You may get a completely different augment than everybody else in the game. While yours may be good, theirs may be terrible and vice versa. But you try your best to build around this instead of forcing a build.
Example: A tier 1 set of Augments.

Example: A tier 2 set of Augments.

Example: A tier 3 set of Augments.
There are many different variations of each card that is obtainable growing in power of their current tier.

A Tier 1 augment normally only grant you weak buffs. "Units heal 300 Health on kill" or "Gain 2 Target Dummies."

A Tier 2 augment can grant slightly better results. "Units heal 450 Health on kill" or "There are now 2 Tyrants."

A Tier 3 augment becomes interesting. "When you refresh shop, you have a 35% chance to gain a free refresh."

These are just examples, remember, there are over 100 possibilities. So it's bound to always be a different game.

Fact in the matter is you are never guaranteed the same Augments you acquired in a previous game, there are also certain origins / traits that change with each game, so you won't be able to play a similar comp as a previous game.

It's definitely more RNG than we have seen in previous sets, but it does offer more incentive to stop forcing compositions that are really strong and to try to be creative with your builds. Keep this in mind as you move forward.

The Magnetic Remover is obtainable through loot orbs or Augments, this item alters the rules by allowing us to physically remove an item or items from one of our units. We can then put them on other units without having to sell the unit like we normally have to do, especially if it was level 3, which is valuable. Often times you might not have any use for this item, it unfortunately can happen.
The Reforger is obtainable through loot orbs or Augments, this item alters the rules and acts just like a Magnetic Remover. You can use it on a fully built item or a half build item in which it will reroll the item randomly to potentially give you a completely different item or a component that you really need for your composition. If used on a unit with 1-3 items all items will be unequipped and rerolled.
The Neeko's Helper is obtainable through loot orbs or Augments, this item alters the rules. It can be used on any champion to create an extra 1-star unit of that champion and add it to your bench. Normally this would be saved for the late game for your more important and difficult to 2 star or 3 star 4-5 gold cost units. The same can be said for 3 staring your late game 1 cost units.
The Loaded Dice is obtainable through loot orbs or Augments, this item alters the rules. It can be used on a champion to reroll a special shop that contains only champions sharing a Origin / Trait with the source champion. This can often times grant you an entire shop full of one specific unit if you're really lucky. Which is a great way to 3 star. Most of the times you will reroll nothing good.
If you equip an item to a unit, you can not remove it unless you sell the unit. Make sure to be careful when you decide to put an item on a unit. Sometimes it's better to wait, see what you get next before applying it to a random champion.

Why do items matter? That's a good question! You need items, specifically you need good items for specific units and compositions that allow you to counter another player an to strengthen your own even further with synergizing units.

You're not going to give a squishy unit tank items and a tank unit DPS items. Unless that specific tank is meant to be a DPS unit and that squishy unit is meant to be a backline tank with its special origin/class. Which is highly unlikely.

Find out more about items by clicking the image below in the dropdown box for our cheat sheet.
Unlike with previous TFT sets, where we would be granted items every so often like Radiant items or Shadow items, we now will only get items from the carousel, certain traits and origins, PvE fights and Augments.

Items now drop much more plentifully from PvE fights so don't worry too much. Some Augments can even transform all of your items into completely new ones each round so you shouldn't have much issues finding what you need.

Applying certain items, to units that can benefit greatly from them is more efficient than giving Rapid Firecannon 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 soaking up damage and not the prime unit for damage. Try to remember this when in a game.

A squishy Assassin or a Ranged unit is much more preferred since they can attack from a longer range preferably behind their frontline Leona or Poppy keeping them alive longer with a tank in their way soaking up damage.

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 how to play TFT.

In the beginning of each match you start with 100HP(20 in Hyper). Reach 0HP and you lose.

Take a look to the right side of your screen when you load up a new match, the information will display your current HP & placement out of all of the other 7 players in your game.

The closer you are to the bottom the more you will frequently be chosen to go first when you get sent back to the Carousels draft. This also gives you an idea of how closer you are to losing, allowing you to theorize on how to survive a bit longer or turn the tides around.

If you are at the top you will be the very last player choose in the Carousals draft. This can be pretty demoralizing seeing items/units stolen from you. So you can use this information to lose a few matches purposefully if you are in need of an item when it won't drop in any of the PvE or drops. Losing in TFT is very beneficial in most cases as you are rewarded more.

If another player is on fire this means they are doing very well. Plan a strategy, perhaps a specific comp can counter them if others are not a major threats! There are multiple ways to play every composition, which you eventually learn through playing them first hand. You can even check out our comps page.

Every stage you lose against an NPC or player will subtract (x) amount of health based on how many units are left and what levels they are on the enemies playing field. You will take 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 damage.

You really don't want to lose to a bunch of level 2 or 3 units as it will kill you faster.

Just above health & current placements is a sword icon which when clicked lists all of your units calculations. You can utilize this information to properly place items on your best corresponding DPS, HEALER or TANK units. This is a very simple calculator to assist you.

If you're ever unsure of who is doing what in your current comp, give these calculations a quick glance after a fight. It will help you theorize what would be the best course of action for your units current placement and how to get the maximum potential out of them.

See here in the preview that the carry currently is Ekko while Garen is the only defensive unit so giving him DPS items and Garen TANK amplifiers, will drastically helps them in their carry, but other units may pick up their slack when they level up more.

You can place down units anywhere you want, and do what ever you feel is good overall, but the best way to fully utilize a composition or a unit is to fully understand what they can do both for themselves and for your team. Try your best to maximize their potential.

A fully geared tank supporting 6 Assassins is more effective than 7 Assassin.

It may seem a little confusing , but you'll eventually understand the basics in no time!

If you follow these numbers it will give you a general idea as to who is doing what on your team, and what you currently lack. Shields? Healing? Damage? Tank? Adjust accordingly.

Opposite of players & unit information to the left of the screen in TFT you will notice Origin & Classes. While in possession of any units, you will automatically activate one or many of these effects. This shapes your team if organized properly.

Your main priority in TFT is to get as many as you possibly can, while also working towards compositions that compliment each other & are activated with synergy and items that can counter your opponents or strengthen your own. It really does come down to knowledge.

It can take some time to understand everything to play optimally, to fully understand which items work with each unit and why they work with them while countering others.

Due to how RNG this game mode works, sometimes you will get the items that have 0 synergy with your current units or get no good units. You just have to work with what you are given and try your best to shape it into something strong early to transition to late.

The 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 level 2 units? Maybe you don't want this and want another comp. It can make / break your builds entirely.

If you are looking to widen your knowledge of current compositions that are doing well, why not head on over to our TFT Comps for assistance? Here you'll find all of the meta-units.

Once again so long as you understand the way units work, and what their weaknesses are, it will be a lot easier for you to make decisions based on what needs to be done to win games.

Just because they have a bunch of level 3s doesn't essentially mean it's over for you.

There are no surprises here. Gold is important to have. The more that you have the more you can do for your yourself, keeping yourself ahead of your opponents, in level/strength. You acquire gold through various means, winning and losing constantly, selling units from the carousel & battling PvE. Having good income is important, shown below.
(4 Gold): This is the LvL up button which is used to help you get stronger and house more units. Building a steady income of 50+ gold and slowly leveling up is one of the best ways to rush level 9. You'll definitely want to learn how to play the economy strategy listed below.
(2 Gold): This is the refresh button which allows you to reroll the shop and gamble for units at your expense. Use this to obtain and level up weaker units early game or try to force them at higher levels later into the game, but don't forget about your economy.
Your gold (which is located and displayed in the center) can be spent in one of three ways in the in-game unit shop.

Purchasing a Unit: costs (1-5) gold for each tier units are, each range from 1-5 gold. However, Teemo is special.
He requires not gold, but rather HP, 6 to be exact. This can be dangerous and extremely risky but if sacrificed becomes one of the most powerful units in the game capable of potentially damaging entire arenas..

Locking the Shop: can aid you in purchasing a unit you need, consider locking your shop so you can buy it when you get more gold in the next round. Located on the top right corner, make sure it's locked before the round ends.

Selling a Unit: can grant you income by dragging them onto the shop or by clicking them and pressing E. You might have obtained an expensive unit from the carousal that you don't need. This is great for your economy.
Located on the left side of the playing field near your Orgins and Classes is your bonus income. Each chest indicates 1+ extra gold per turn. You can use this knowledge to then find out how much gold the other players currently possess. Use this information to play aggressively against another player who has no chance to obtain higher levels or higher tier units for their current comp due to a drain in their economy, exhaust the unit pool that they need to weaken them!

Try to restrict yourself from going on a spending spree. Losing a little HP and having a huge economy late game, is much better than using the re-roll strategy in the early game until you exhaust everything making yourself much more weaker.

There are 2 specific ways to play TFT both with their own specific pros and cons. They are called the slow-roll & re-roll strategies, they are pretty basic concepts utilizing slightly different means to winning games.

Slow Rolling is when you don't utilize re-rolling but rather, you sit on your gold picking up units that appear until you have 50 gold to steadily roll down to find core units you need to 3 star early on. You don't spend point on leveling, which grants you longer access to lower tier units. This strategy can be strong if you hit your *1/2 units level 3 early on.

The downside: Loses early a lot but, you're first to pick a unit unless you are pulling off a strong early comp.

Re-rolling is when you do nothing but re-roll several times, before you hit level 5, to gain an advantage over your opponents. The chance of finding a *1 unit shifts between levels 4 and 5, so this is the perfect levels to do so.

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

Here is the current list of Classes and Origins. If you ever need a reference to figure out which you are missing you can 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. Having one of every unit trait is bad since it doesn't have any synergy unless the full trait is active.

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. Units pools are shared.

Located at the top of the screen, are many stages you will enter. What's coming up next and what to look forward to.

At the start of each stage you will be faced off against (3) sets of PvE battles and the carousal. Followed by (2) more PvP battles and (1) PvE battle. 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 or gold that may have dropped for you. So think about it for a bit.

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.

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 really want to start arranging units to properly take them on. Sometimes you may be faced off against a copy of an opponents team. This is basically a weaker version of their team because there are not enough players left for you to face off against. You still lose HP if you lose.

The longer the game goes on, the harder and more dangerous the PvE battles become. You will fight Rift Heralds & Dragons that reward much greater loot, fully built if you conquer them. They will gain those item buffs too!

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 for the top 4 spots.

Organization and unit placements are very important to TFT. You can't just place your units in a random order. If your opponent has a Zephyr or Blitzcrank hitting your primary carry, then look to switch them around last second replacing them with a unit of less importance to run interference. This can really change the outcome of the next fight.

You can see with this composition example that we have a pretty solid front line with a backline and frontline carry.
Understanding Proper Formations
In the above video we showcase how improper formation can completely change the fight into their advantage.

In the above case we are playing Yordles, which naturally are played grouped up to ramp up the Ziggs damage. However, the enemy has one specific champion Lux who is set up to counter our huddle together strategy.

The second the match starts, Lux sets up her ultimate to easily take care of our backline, where they are absolutely useless to us now. If we were to attempt to fight them again in he future, we would need to reposition.

It wouldn't matter as even with the augment "Yordles dodge 35% of attacks," Arcanists are a still natural counter, so this player is someone who will win no matter what, unless another player takes them out before they get to us.

Watching opponents formation can tell you what they are doing, they may have switched around their main carry and put them on the other side. The same applies to really any comp that is trying to survive you or trying take out yours.

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