TFT Set 8.5 Build Comp Tier List
Learn which augments in Teamfight Tactics Set 8.5: Monsters Attack: Glitched Out! are best using our augment tier list. Our augment list ranks every augment in TFT. Filter by role to find which augments are good in which comps. This tier list is updated for Patch 13.11.Build a Team Comp
Jhin/Viego was always playable to an extent, but thanks to recent buffs it has become a dominant force. The core of this comp revolves around playing Jhin/Viego as a Duo Carry in combination with Riftwalker and at least 2 Ox Force. From here you can add value units like Rammus/Morgana, or go deeper into Renegades/Aegis.
It's easier to play with a strong Opener and often time requires a deeper roll down with Level 7 to hit either upgraded Viego or Jhin to get you through the mid game before pushing further.
You don't have to focus too much on the Renegade trait, it's often enough to have run Jhin/Viego and connect Zac to Jhin to get good use of the trait. Later you can add Leona and either run 5 Renegade or cut Camille. Renegade Emblem goes on Vex and opens up 7 Renegade as a win condition.
Even though Ox Force units generate a shield instead of becoming Invulnerable, they remain a very solid frontline. Usually you open with Gadgeteen and use Lux/Sona/Kaisa as your AP item dump and go deeper into Ox Force or Spellslingers from there. You want to be Level 7 around Stage 4-1 and roll for 4 Spellslinger with 4 Ox Force. Ox Force Emblem usually goes on Ekko and allows you to either skip Viego or eventually add 6 Ox Force.
This comp is surprisingly flexible due to making use of many Emblems like Ox Force, Spellslinger and even Star Guardian. You can change up your comp and go deeper into each trait depending on what you ended up hitting. In late game you can cap out your board by replacing Sona for Janna and adding Syndra/Fiddlesticks or Urgot.
LaserCorps is still going strong thanks to the new 4 piece trait, making it much more accessible. In the current version you are skipping Hacker and focus on 4 Brawler or Yasuo Carry instead. Use Warwick as your Main Carry in mid game and use Mordekaiser and Fiddlesticks for late game.
Since LaserCorps has a lot of magic damage it helps to run one Statikk Shiv or Ionic Spark to get more value out of the trait. A popular strategy in this comp is placing Fiddlesticks in the backline, so he receives all the Drones at the end of the fight to clean up the enemies.
Infinity Team is strong, but it has a few conditions that need to be fulfilled. You are somewhat reliant on finding an InfiniTeam Emblem so you can copy Garen*2 or Fiddlesticks*2, but since it's craftable it's not that difficult to obtain. Your overall goal is to rush for 5 InfiniTeam and use your unit advantage to win streak for a fast Level 8 and hopefully hit Ultimate Ezreal as fast as possible.
In late game you want to copy Ultimate Ezreal with AD items in the backline and Garen or Fiddle with the Emblem in the Frontline. You have a lot of great Hero Augment choices from Pantheon, Sivir, Shen and especially Ultimate Ezreal, so you should find something you can use every game.
This comp is considerably weaker if you don't have a backline Portal, since running only one Ezreal will often result in not enough damage to clean up the enemy backline. For this case it's often better to run 3+ Sureshots with Samira and a Sureshot Emblem for Twisted Fate.
One of the strongest Tier 1 Reroll comps at the moment. The most common opener is Lulu's Carry Augment "Growth Spurt", but it's not required to make this comp work. You have plenty of good alternative Hero Augments (especially from Pantheon and Syndra).
Core gameplan is to maximize your economy in Stage 2 and go for a very large roll down in Stage 3-1 with Level 4. You will often find at least one 3 Star unit to help you stabilize through the mid game. Afterwards recover your economy and slow roll to finish your remaining 3 Stars before pushing towards Level 6. You can finish Malphite*3/Lee*3 with Level 6 if you managed to find a lot of them, otherwise you can start to push towards Level 7/8.
In late game you want to add 6 Heart with Syndra to help you win the game. Without Heart Emblem you can run 4/5 Hearts instead and play Aurelion instead of Viego.
Works best if you have +1 Mascot from Augment/Emblem. Push for Level 6 in Stage 3-2 and roll a bit to stabilize. Recover your economy and push for Level 7 in early Stage 4. Slow roll for 3 Star units. With +1 to Mascot and Riftwalker you can reach 6 Mascot with Nunu giving you a massive power spike in mid game.
In late game you can cut Nasus for Nunu if you have Emblem and run value units like Aurelion, Ekko/Leona or Legendaries.
While Hacker Gnar is still playable the meta has shifted to prioritize Sona and Morgana. Morgana can apply 40% Armor and Magic Pen with her passive, which also has great Synergy with items like Statikk Shiv. This way you can skip Last Whisper on Gnar and run an additional damage or utility item.
Since Patch 13.9 you only receive Gadgeteen Heart/Crest/Crown in Stage 4-2. This means if you want 5 Gadgeteen early, you need to get lucky with a Tome of Traits. Thanks to a recent bug fix with Prankster you can now run 3 Prankster in mid game to help you stabilize.
Your overall goal is to slowroll for Gnar*3, Sona*3 and Morgana with Level 7, but since the comp is quite contested you can also rush for Level 8 first.
This is a great comp to pivot into if you end up finding a good amount of Threats or a useful Hero Augment like Impact Velocity. It doesn't require any specific opener, but it's a good comp to aim for after receiving an Underground Cashout. Push for Level 7 in Stage 4-1 and roll down to get the core setup running.
Due to running a double carry setup with Belveth/Aurelion you are extremely flexible with items. Once you are stable you can push for Level 8 to add Fiddle. From here you can either push for Level 9 to add more Legendaries like Urgot or stay on Level 8 and try to 3 star any of your Tier 4 Units as a win condition.
You can also run Samira, Ezreal and Belveth with Sureshot Emblem as a variation.
Ezreal received a bug fix for his double cast in Patch 13.10, so currently you should aim for the Super Version again.
Overall gameplan is to push for Level 6 in Stage 3-2 and upgrade your board. Recover economy afterwards and slowroll for 3 stars. Once you found your 3 Stars you can push towards Level 7 and 8 to add more Quickdraw units or more frontline.
Kaisa has a few variations, but she is currently performing the best with Star Guardians. You can roll for 4 Star Guardians with 2 Quickdraw on Level 6 and rush for Level 8 once you're stabilized. Slow roll for Kaisa*3 while looking for powerful Tier 4/5 units to add to your team.
Star Guardian Emblem is amazing on Miss Fortune and it's definitely worth aiming for 6 or even 8 Star Guardian as one of your win conditions. It's not required to run more more than 2 Quickdraw for Kaisa, since she doesn't make great use of the trait. If you have the space you can run a third Quickdraw to increase Miss Fortune damage.
Duelists apparently were overperforming due to system change in 13.9 that ended up getting removed again. In combination with Kayle nerfs they are now much weaker again.
Your goal is to reach 8 Duelist (with Augment or Emblem) and play a Duo Carry setup with Vayne and Twisted Fate. In some cases you can stay Level 7 and roll for Nilah*3 and Vayne*3, but if you end up too contested or want to reach 8 Duelist faster it often makes sense to push for a fast Level 8 first and roll for your 3 stars later.
Duelist Emblem usually goes on Annie for Ox Force/Spellslinger, but you can also give it to Belveth to run an additional carry or Syndra in late game. You can run different variations with Kayle or Yasuo Carry Augment that are also viable, but they require a specific Hero Augments.
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