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Updated on December 6, 2022
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League of Legends Build Guide Author Sovereign Kitten Build Guide By Sovereign Kitten 476 51 949,698 Views 24 Comments
476 51 949,698 Views 24 Comments League of Legends Build Guide Author Sovereign Kitten Build Guide By Sovereign Kitten Updated on December 6, 2022
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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 and 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 carousel 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 its 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 instances where the entire carousel 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 is a part 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 reference above, we want the Needlessly Large Rod, so to obtain it before the other player we run ahead of the item and run into it as the shield drops. You never want to be behind the item, always ahead.

Set (8) of TFT brings a whole new list of changes to how you play and experience TFT.

First and foremost Dragons are now a thing of the past, as overwhelming as they were, it's a nice thing to see. A few of them still remain, but they no longer take up 2 unit space.

There are new and redefined augmentations, hero augmentations, mechanics, strategies, items, cosmetics, and more. Below we have a few examples of these changes.
The New Hero Augmentations
Anvils from slain monsters
There are many different variations of each augment that is obtainable growing in power of their weaker tier.

A Tier 1 augment normally only grants 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 "Gain a ___ unit."

A Tier 3 augment becomes interesting. "Get free shop refreshes until the end of this round."

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. Oftentimes 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 built 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 Champion Duplicator 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 4-8 gold cost units. The same can be said trying to 3 star level 1 units late game.
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 oftentimes 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 time 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 and 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.
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 Lee Sin or Sett 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.

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. You will always start with 100HP(20 in Hyper). Reach 0HP and you lose.

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 close 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 chosen in the carousels 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 threat! 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.

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 unit's current placement and how to get the maximum potential out of them.

In this preview we showcase a previous set with old champions that no longer exist.

The carry currently is Yone while the tank is Nunu & Willump. So giving Yone DPS items and Nunu tank items, will drastically help them in their roles. Sometimes other units may pick up their slack when they become a higher level so check back occasionally.

You can place units anywhere you want, and do whatever 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.

The left of the screen shows Origin & Classes. While in possession of any units, you will automatically activate one or many of these effects. This ultimately shapes your team.

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.

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.

There are no surprises here. Gold is important to have. The more that you have the more you can do for 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 (1-10) gold for each tier unit, each unit ranges from 1-10 gold.

Locking the Shop: can aid you in purchasing a unit you need when short on gold. Lock 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 carousel that you don't need. This is great for your economy.
Located on the left side of the playing field near your Origins 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 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 points 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 reroll 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 level to do so.

The downside: Winning all the time can lose you carousel 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 carousel. 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 comeback 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 opponent's 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 face off against Bosses and Monsters of increasing difficulty with greater chances at powerful items.

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 hitting your primary carry, then look to switch them around at the 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 a Set 7 formation utilizing both Volibear & Sett as tanks, while Lee Sin is the main carry, sadly we didn't get a lot of good defensive items, so we had to make due with what we were given.

Lee Sin has some sustain, some damage increase and magic resistance to help him survive the mage compositions we were facing, while the backline just applied a bit of back up support for him including the jade statue.

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 to take out yours.

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