TFT Set 15 Build Comp Tier List
Find the best team comps for Teamfight Tactics Set 15: KO Coliseum using our meta tier list. Building your team correctly will make or break your game. By using our TFT team builds, you will stay on top of the meta and up your game! Our Team Comps Tier list is updated for Patch 15.3 so you can stay on top of the ever-changing TFT meta.
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One of the strongest AP default meta lines
Gameplan (Level 8 Standard):
Do you best to make econ thresholds while building a strong board, but make sure to level to maintain tempo with the rest of the lobby. (Tempo = The average strength of a board in the lobby).
Try to follow standard interval timings when possible. Standard intervals are the 1st, 2nd, and 5th round of every stage.
Generally, you want to be:
- Level 4 on 2-1
- Making 10+ gold by 2-2
- Level 5 on 2-5
- Making 20+ gold by the end of 2-6
- Level 6 on 3-2 with 40+ gold
- Level 7 on 3-5 with 30+ gold
- Level 8 on 4-2
These numbers will change often based on how many or how few resources are in your specific game, and how the lobby tempo plays out. But generally, this is what you can expect in an average game of TFT. When economically ahead, you can consider "skipping" intervals, and when you're economically behind, you may need to wait for the next standard interval before spending money.
General Tips:
1. Archangel's Yuumi is her best item. You really want to aim for it whenever possible.
2. While gunblade is an okay item, if you can get to 5 prodigy, gunblade becomes significantly worse due to how the trait works
3. Frontline your ezreal. If you leave him in the backline, he will keep casting and can slowly make his way towards your Yuumi, forcing a clumping situation that may not be ideal for you. This means he can sometimes cause the enemy katarina, Jarvan, etc. to ult on top of your Yuumi, losing you the fight all together.
4. Portable Forge is very strong, since there are a bunch of artifacts that can be used in this line. Yuumi likes items like Manazane and Zhonya's, while Malzahar likes Blighting Jewel. Leona also likes any strong tank artifact as well, including unending despair.
5. This comp can be played from lose streak, albeit you will really need to hit the whole board on 4-2.
6. Coronation and Prodigy emblem are both nice in this line, as you can fit the whole board on level 8.
7. Itemizing a Seraphine 2 will be the best way for you to cap out your board
8. Don't bother trying to flex legendaries into the board if you find them. This board by itself can already win out lobbies
9. This composition loves rods. I highly recommend picking up a rod if you don't know what to take. Even one of Leona's best tank items is Crownguard due to her AP scalings on her shield.
10. Malzahar 3 is also a potential win condition.































































The strongest AD meta line. The items are hyper specific, and can very easily farm top 4's due to its strong power in Stage 4 and Stage 5.
IF REROLL:
Gameplan (Level 7 Reroll):
Save your economy up as much as possible without compromising copies of your crucial units, and do not push levels. On 3-2, level to 6 and roll until you find a 2* carry you can stabilize with. This can either be the 2 cost or 3 cost carry. Econ back up until you have 50+ gold. On 4-1, you want to be level 7 with at least the 2* versions of your 3 cost units. Econ back up to 50+ gold, and then roll your shops until you reach 50 gold every turn until 5-1, or until you've found your units. IF you still haven't found your main 3* carries and tanks by this point, roll down until you find them all 3*. Push levels after you recover your economy.
IF STANDARD (level 8):
Do you best to make econ thresholds while building a strong board, but make sure to level to maintain tempo with the rest of the lobby. (Tempo = The average strength of a board in the lobby).
Try to follow standard interval timings when possible. Standard intervals are the 1st, 2nd, and 5th round of every stage.
Generally, you want to be:
- Level 4 on 2-1
- Making 10+ gold by 2-2
- Level 5 on 2-5
- Making 20+ gold by the end of 2-6
- Level 6 on 3-2 with 40+ gold
- Level 7 on 3-5 with 30+ gold
- Level 8 on 4-2
These numbers will change often based on how many or how few resources are in your specific game, and how the lobby tempo plays out. But generally, this is what you can expect in an average game of TFT. When economically ahead, you can consider "skipping" intervals, and when you're economically behind, you may need to wait for the next standard interval before spending money.
General Tips:
1. Udyr items are hyper specific. This composition will perform significantly worse without Udyr BIS. If you do not think you can realisitically get to Sterak's, Gargoyle's, Titan's, Udyr, you should consider playing a different line.
2. Ashe items are very specific as well, as it's always Guinsoo + Kraken, and then an additional item, either Gunblade or Edge of Night.
3. Sky Piercer is going to be Ashe's best power-up unless you happen to find sunder somewhere. If you manage to find Sunder, then you can consider other power-ups like Bullet Hell, Doublestrike, or even Shadow Clone.
4. You must be at least level 6 before you can see Colossal as a power-up for Udyr. Do not waste fruits searching for the power-up if you are not level 6.
5. Colossal Udyr is a MUST. The likelihood of seeing this power-up for him is very high, so you're very unlikely to miss it, especially from Stage 4 onwards.
6. To cap out, if you can get to level 9 and play Lee Sin 2*, you can move the Ashe Power-up to Lee Sin and try to fish for double Colossal.
7. This line's strength lies in Stage 4 and 5. Due to how strong the board is during this period of the game, you can very consistently farm Top 4's. That being said, it will eventually get outscaled, especially from Stage 6 onwards
8. Viego items are heavily underrated in this line. Viego 2* is very strong, and if you have extra items you should consider playing him.
9. If you find a Duelist emblem, it will always go on Twisted Fate. He's the best Duelist emblem holder in the game.
10. Your level 9 is Typically Zyra or K'Sante.
11. This line NEEDS tons of bows (Kraken, Guinsoo, Titan's). Don't know what to take on Carousel? Consider grabbing a bow.









































































Catalysts:
(Catalysts are an in-game event that should signal you that it may be a good idea to play this comp. Typically, one catalyst is enough but the more the better).
- Crystal Gambit emblem
Pyrrhic Openers:
(Pyrrhic Openers (or "pyrrhics" for short) are openers that comes at such a great cost that it's essentially as bad as a defeat. Despite having some catalysts that enable the comp, you are better off playing something else).
- If you're trying to contest someone who is already playing the line. It cannot support two, and instead you will likely both bot 2
Power-Up Strategy:
- Shadow Clone on Ashe, ALL OUT on K'Sante
- You can also opt to skip out on K'Sante if it's heavily contested or use him as your primary tank if you miss on ALL OUT (or don't have the items to play him as a carry).
General Tips
- Always play 7 Crystal as soon as possible
- You cannot play 7 Crystal Gambit without the emblem. End of story.
- This composition is a Zyra lottery on level 8. If you cannot find her, the game is significantly harder.
- That being said, being 1st pick on the stage 4 carousel to try and snag a potential Zyra is recommended if you still cannot find her after your rolldown
- Highly prioritize your Ashe items.
- You don't necessarily have to lose streak in the beginning, but it's recommended.
- Always take econ augments when you can unless specifically offered the Crystal Gambit emblem on 2-1.
- Crystal Gambit 2-1 is an auto-take every game.
- If you have 7 Crystal Gambit in, one of the loots is always going to be a flickerblade. Make sure you have a remover available for when you get it for Ashe, and move Guinsoo to a different unit.
- Two duelist crests are also available in the loot. Duelist crest Twisted Fate is VERY strong.
- If you think you can hit 10 Crystal Gambit (4 Emblems), you can use Isekai Ekko to hold an emblem and hit the chase trait on level 9
Gameplan (Standard Level 8: SPECIAL):
Do you best to make econ thresholds while building a strong board that WON'T win fights but will kill units. Prioritize losing, and double down if possible. Ideally, you don't really want to be anything below 20HP by the time you are stabilizing your board and winning fights.
These numbers will change often based on how many or how few resources are in your specific game, and how the lobby tempo plays out. But generally, this is what you can expect in an average game of TFT. When economically ahead, you can consider "skipping" intervals, and when you're economically behind, you may need to wait for the next standard interval before spending money.





































































Catalysts:
(Catalysts are an in-game event that should signal you that it may be a good idea to play this comp. Typically, one catalyst is enough but the more the better).
- Syndras early game, especially with Heart of Gold or Rising Chaos power-up
- Lots of early Star Guardians
Pyrrhic Openers:
(Pyrrhic Openers (or "pyrrhics" for short) are openers that comes at such a great cost that it's essentially as bad as a defeat. Despite having some catalysts that enable the comp, you are better off playing something else).
- You're heavily contested
Power-Up Strategy:
- Rising Chaos or Heart of Gold on Syndra early. Transition fruit to Ahri 2* until you have a 2* Jinx with 3 items.
- Mage power-up or Star Sailor are both great on Ahri, but any general combat is good
- Star Sailor Jinx with Star Sailor Poppy is great. Any generic combat is great on Jinx as well, nothing in particular stands out.
General Tips
- Always play 8 Star Guardian
- Emblem +1 makes the game a lot easier to play
- Don't be afraid to slam AP items. Ahri 2* on Stage 4 is decently stable, but you do want to end with Jinx primary.
- Shojin and Striker's are great slams because you can use these on anyone, and eventually transfer them to Jinx
- Unstoppable Poppy is very strong, position her to dash towards your enemies' carries. This is also why Gargoyle's is so strong on her
- Play Swain or Kobuko if you don't have Seraphine yet. Swain > Kobuko if you're playing around Ahri, and Kobuko > Swain if you're playing around Jinx. Ideally, it's Kobuko on the endgame board.
- You can cap out with Varus + Braum, although it's very far. Ahri 3* is also a common win condition players look for after hitting the whole board 2* first.
Gameplan (Level 8 Standard):
Do you best to make econ thresholds while building a strong board, but make sure to level to maintain tempo with the rest of the lobby. (Tempo = The average strength of a board in the lobby).
Try to follow standard interval timings when possible. Standard intervals are the 1st, 2nd, and 5th round of every stage.
Generally, you want to be:
- Level 4 on 2-1
- Making 10+ gold by 2-2
- Level 5 on 2-5
- Making 20+ gold by the end of 2-6
- Level 6 on 3-2 with 40+ gold
- Level 7 on 3-5 with 30+ gold
- Level 8 on 4-2
These numbers will change often based on how many or how few resources are in your specific game, and how the lobby tempo plays out. But generally, this is what you can expect in an average game of TFT. When economically ahead, you can consider "skipping" intervals, and when you're economically behind, you may need to wait for the next standard interval before spending money.

































































The composition listed below is the main line, but a newer variation of Crew that utilizes Jhin is the strongest now. Check the variations below to see the differences. In short, the main line is better at winning out, but is more unstable during Mid and Late Game, while the Jhin variation is decently strong throughout the whole game but cannot winout.
Gameplan (Level 5 Reroll SPECIAL):
Save your economy up as much as possible without compromising copies of your crucial units, and do not push levels. On 3-1, you should have a lot of gold while still being level 4. Roll until you're about 32 gold (don't go below 32) and then save your economy up until you're back up to 50+ gold. Roll your shops until you reach 50 gold every turn after until 4-1, or until you've found your units. If you still haven't found your main carries and tanks by this point, roll down until you find them all 3*. Push levels after you recover your economy.


















































Very strong composition that can win-out with the right set-up. Not playable without a Kog'maw early (2-3 at the LATEST). Much stronger if you can find a good artifact for Kog'maw. Janna is a great duo carry. If you find Caretaker's, keep it on him for the rest of the game. It's very difficult to fish, and sometimes you're forced to take the next best thing (usually Fairy Tail). Neeko is your main tank. Kog'maw doesn't need shred because his kit has it built in already.
Gameplan (Level 7 Reroll):
Save your economy up as much as possible without compromising copies of your crucial units, and do not push levels. On 3-2, level to 6 and roll until you find a 2* carry you can stabilize with. This can either be the 2 cost or 3 cost carry. Econ back up until you have 50+ gold. On 4-1, you want to be level 7 with at least the 2* versions of your 3 cost units. Econ back up to 50+ gold, and then roll your shops until you reach 50 gold every turn until 5-1, or until you've found your units. If you still haven't found your main 3* carries and tanks by this point, roll down until you find them all 3*. Push levels after you recover your economy.


























































One of the strongest AP default meta lines, has a higher cap on 9 than others but it's very difficult to get there after hitting the board on level 8.
Gameplan (Level 8 Standard):
Do you best to make econ thresholds while building a strong board, but make sure to level to maintain tempo with the rest of the lobby. (Tempo = The average strength of a board in the lobby).
Try to follow standard interval timings when possible. Standard intervals are the 1st, 2nd, and 5th round of every stage.
Generally, you want to be:
- Level 4 on 2-1
- Making 10+ gold by 2-2
- Level 5 on 2-5
- Making 20+ gold by the end of 2-6
- Level 6 on 3-2 with 40+ gold
- Level 7 on 3-5 with 30+ gold
- Level 8 on 4-2
These numbers will change often based on how many or how few resources are in your specific game, and how the lobby tempo plays out. But generally, this is what you can expect in an average game of TFT. When economically ahead, you can consider "skipping" intervals, and when you're economically behind, you may need to wait for the next standard interval before spending money.
General Tips:
1. This composition is fairly consistent at Top 4'ing, but will get outcapped in high-resource lobbies
2. Archangel's Ryze is a must, alongside Striker's
3. The 8th unit is typically flex on level 8. Executioner Lee Sin is ideal, but you can also use units like Akali, Janna, etc. to flex in
4. You can flex into the 7 Mighty Mech board if you find a super early Yone. Make sure to hold the low-cost Mighty Mech units like Aatrox, Gangplank, etc. This variation is listed below.
5. Unless you want to lose, never take the "I'll be the legs/arms/head" augments. These are purely just for fun, but are extremely difficult to achieve.




























































Catalysts:
(Catalysts are an in-game event that should signal you that it may be a good idea to play this comp. Typically, one catalyst is enough but the more the better).
- Innervating Locket 2-1. This composition is probably B or even C tier without it.
Pyrrhic Openers:
(Pyrrhic Openers (or "pyrrhics" for short) are openers that comes at such a great cost that it's essentially as bad as a defeat. Despite having some catalysts that enable the comp, you are better off playing something else).
- Lots of Garens or Syndras, but no locket
- Someone Build a Bud's Garen
- You're contested
Power-Up Strategy:
- Despite the composition revolving around Garen being your main tank and the star of the show, you still want to prioritize Syndra's fruit first. This is because Rising Chaos is specifically what makes Syndra so much stronger during the early game. While other fruits are still good, you really do want to try and get Rising Chaos if possible.
Gameplan (Level 5 Reroll):
Save your economy up as much as possible without compromising copies of your crucial units, and do not push levels. On 3-1, you should have a lot of gold while still being level 4. Roll until you're about 32 gold (don't go below 32) and then save your economy up until you're back up to 50+ gold. Roll your shops until you reach 50 gold every turn after until 4-1, or until you've found your units. If you still haven't found your main carries and tanks by this point, roll down until you find them all 3*. Push levels after you recover your economy.
Note: Rell 3* and Ezreal 3* are completely optional.





























































Catalysts:
(Catalysts are an in-game event that should signal you that it may be a good idea to play this comp. Typically, one catalyst is enough but the more the better).
- Knuckleduster Augment
- Must be uncontested
Pyrrhic Openers:
(Pyrrhic Openers (or "pyrrhics" for short) are openers that comes at such a great cost that it's essentially as bad as a defeat. Despite having some catalysts that enable the comp, you are better off playing something else).
- Someone takes the Dr.Mundo Hero Augment (Give 'em the Chair!)
- Kayle reroll player in your lobby (Juggernauts become more contested)
- Someone has an exalted adventure that includes Vi, or Jhin
- There's BOTH a Jhin and Smolder Reroll player
- (RARE) Gnar reroll player in your lobby
Power-Up Strategy:
- If you have an early Vi and know it's Gold augment on 2-1, you can use the fruit on Vi during Stage 1 to take Demolitionist. Despite being her best fruit, you cannot get this fruit once you have taken the Knuckledusters augment
- Otherwise, use the fruit on Vi during Stage 2 to try and get Trickster's.
- Fusion Dance is fine as well
General Tips
- Take item augments (almost) whenever you can, this is because of Vi's scaling in her new hero ability.
- Flex between Smolder or Jhin as your backline carry. At the time of writing, Jhin is highly uncontested as a unit, so I would default Jhin unless otherwise
- Make sure to hold onto 1 Gnar. He goes onto the board at level 7
Gameplan (Level 6 Reroll):
Save your economy up as much as possible without compromising copies of your crucial units, and do not push levels. On 3-2, level to 6 and roll until you find your 2* carry or you're stable. Econ back up until you have 50+ gold and then roll your shops until you reach 50 gold every turn until 4-2, or until you've found your units. If you still haven't found your main 3* carries and tanks by this point, roll down until you find them all 3*. Push levels after you recover your economy.




































































Catalysts:
(Catalysts are an in-game event that should signal you that it may be a good idea to play this comp. Typically, one catalyst is enough but the more the better).
- Sniper's Focus on 2-1
- Strong Soul Fighter start (Kalista 2*, Naafiri 2*, etc.)
- Early Soul Fighter emblem
Pyrrhic Openers:
(Pyrrhic Openers (or "pyrrhics" for short) are openers that comes at such a great cost that it's essentially as bad as a defeat. Despite having some catalysts that enable the comp, you are better off playing something else).
- If you're not confident that you can hit 8 Soul Fighter on Stage 4 this game, consider alternative lines (6 Soul Fighter is VERY weak).
- Lots of Sorcerer players (they will hold Gwens who is your win condition)
Power-Up Strategy:
- Midas Touch on Kalista if you can primary her early
- Naafiri isn't very picky on her power-up if you end up playing around her early game
- Shadow Clone on Samira, Hemorrhage on Gwen
General Tips
- Always play 8 Soul Fighter
- Emblem +1 makes the game a lot easier to play
- Sniper's Emblem makes this comp SIGNIFICANTLY better, but you will need a Gwen
- Gwen with Sniper's emblem goes into the 4th row instead of what's depicted
- Generally, I don't even consider this composition in my personal repertoire without a Sniper's Focus available
- This isn't a comp you should find yourself playing often due to its inconsistency and level 8 five-cost lottery
- Viego 3* is a nice bonus if you happen to find him fast. He is also a great way to cap out your board late game if you find multiple copies.
Gameplan (Level 8 Standard):
Do you best to make econ thresholds while building a strong board, but make sure to level to maintain tempo with the rest of the lobby. (Tempo = The average strength of a board in the lobby).
Try to follow standard interval timings when possible. Standard intervals are the 1st, 2nd, and 5th round of every stage.
Generally, you want to be:
- Level 4 on 2-1
- Making 10+ gold by 2-2
- Level 5 on 2-5
- Making 20+ gold by the end of 2-6
- Level 6 on 3-2 with 40+ gold
- Level 7 on 3-5 with 30+ gold
- Level 8 on 4-2
These numbers will change often based on how many or how few resources are in your specific game, and how the lobby tempo plays out. But generally, this is what you can expect in an average game of TFT. When economically ahead, you can consider "skipping" intervals, and when you're economically behind, you may need to wait for the next standard interval before spending money.

























































Catalysts:
(Catalysts are an in-game event that should signal you that it may be a good idea to play this comp. Typically, one catalyst is enough but the more the better).
- Shimmerscale essence 2-1
- Lots of early Kayles
- Golden Edge Power-Up during Stage 1
Pyrrhic Openers:
(Pyrrhic Openers (or "pyrrhics" for short) are openers that comes at such a great cost that it's essentially as bad as a defeat. Despite having some catalysts that enable the comp, you are better off playing something else).
- Someone in the lobby hits Zac or Kayle from Build a Bud 2-1
- You're contested
- Build a Bud Zac (You could still play Kayle, but you could also tempo with it into All Out K'sante instead, which is more consistent in my opinion). This one is not necessarily a pyrrhic, but I thought it was worth mentioning.
Power-Up Strategy:
- The Golden Edge Power-Up is essential for making this strategy become S tier. You can get away with Midas Touch, but Golden Edge farms you an incredible amount of gold for a large majority of the game.
- Pivot your power-up to a combat one once you're pretty confident you can get to level 9 after farming lots of gold with your econ power-up. Power-Ups like Surge 66 and Ramping Rage are fairly consistent.
Gameplan (Level 5 Reroll):
Save your economy up as much as possible without compromising copies of your crucial units, and do not push levels. On 3-1, you should have a lot of gold while still being level 4. Roll until you're about 32 gold (don't go below 32) and then save your economy up until you're back up to 50+ gold. Roll your shops until you reach 50 gold every turn after until 4-1, or until you've found your units. If you still haven't found your main carries and tanks by this point, roll down until you find them all 3*. Push levels after you recover your economy.































































Catalysts:
(Catalysts are an in-game event that should signal you that it may be a good idea to play this comp. Typically, one catalyst is enough but the more the better).
- Strong melee carry start (Gangplank, Naafiri, Yasuo, etc.)
- Edge of Night slam
Pyrrhic Openers:
(Pyrrhic Openers (or "pyrrhics" for short) are openers that comes at such a great cost that it's essentially as bad as a defeat. Despite having some catalysts that enable the comp, you are better off playing something else).
- You're highly contested with no econ augment 2-1 (Generally, melee carries = K'sante)
Power-Up Strategy:
- Rising Chaos or Heart of Gold on Syndra early. Transition fruit to Ahri 2* until you have a 2* Jinx with 3 items.
- Mage power-up or Star Sailor are both great on Ahri, but any general combat is good
- Star Sailor Jinx with Star Sailor Poppy is great. Any generic combat is great on Jinx as well, nothing in particular stands out.
General Tips
- 3rd Row your K'Sante because he will run up very quickly. The damage amp from Strategists is very real
- You can use executioner Lee Sin 1* to replace Akali 1*
- Akali 2* though is better than Lee Sin 1*
- Akali will also hold your AP items if you stumble across any. You're better off playing Akali 2* than Lee Sin 1* and itemizing your backline Ryze
Gameplan (Level 8 Standard):
Do you best to make econ thresholds while building a strong board, but make sure to level to maintain tempo with the rest of the lobby. (Tempo = The average strength of a board in the lobby).
Try to follow standard interval timings when possible. Standard intervals are the 1st, 2nd, and 5th round of every stage.
Generally, you want to be:
- Level 4 on 2-1
- Making 10+ gold by 2-2
- Level 5 on 2-5
- Making 20+ gold by the end of 2-6
- Level 6 on 3-2 with 40+ gold
- Level 7 on 3-5 with 30+ gold
- Level 8 on 4-2
These numbers will change often based on how many or how few resources are in your specific game, and how the lobby tempo plays out. But generally, this is what you can expect in an average game of TFT. When economically ahead, you can consider "skipping" intervals, and when you're economically behind, you may need to wait for the next standard interval before spending money.






























































Details will be updated after the 1st week of the patch as the meta develops.
Gameplan (Level 8 Standard):
Do you best to make econ thresholds while building a strong board, but make sure to level to maintain tempo with the rest of the lobby. (Tempo = The average strength of a board in the lobby).
Try to follow standard interval timings when possible. Standard intervals are the 1st, 2nd, and 5th round of every stage.
Generally, you want to be:
- Level 4 on 2-1
- Making 10+ gold by 2-2
- Level 5 on 2-5
- Making 20+ gold by the end of 2-6
- Level 6 on 3-2 with 40+ gold
- Level 7 on 3-5 with 30+ gold
- Level 8 on 4-2
These numbers will change often based on how many or how few resources are in your specific game, and how the lobby tempo plays out. But generally, this is what you can expect in an average game of TFT. When economically ahead, you can consider "skipping" intervals, and when you're economically behind, you may need to wait for the next standard interval before spending money.


















































Details will be updated after the 1st week of the patch as the meta develops.
Gameplan (Level 8 Standard):
Do you best to make econ thresholds while building a strong board, but make sure to level to maintain tempo with the rest of the lobby. (Tempo = The average strength of a board in the lobby).
Try to follow standard interval timings when possible. Standard intervals are the 1st, 2nd, and 5th round of every stage.
Generally, you want to be:
- Level 4 on 2-1
- Making 10+ gold by 2-2
- Level 5 on 2-5
- Making 20+ gold by the end of 2-6
- Level 6 on 3-2 with 40+ gold
- Level 7 on 3-5 with 30+ gold
- Level 8 on 4-2
These numbers will change often based on how many or how few resources are in your specific game, and how the lobby tempo plays out. But generally, this is what you can expect in an average game of TFT. When economically ahead, you can consider "skipping" intervals, and when you're economically behind, you may need to wait for the next standard interval before spending money.


























































[In-depth details will be provided soon, but the general idea can be found below]
Must have a Smolder by 2-3 at the latest. This is because he needs to stack his Monster Trainer EXP. Getting to Level 30 Smolder is required for success. Guinsoo can be used as a replacement for Shojin. Feel free to cap out with legendaries on level 7. This comp is very expensive, so double econ augments are recommended to make sure you can hit your board.
When it comes to Smolder's fruit, you need to save your fruit removers for Stage 4. Starting Stage 4, you can start seeing the "Rare Treat" fruit. This is his strongest fruit on Stage 4, and helps you level up without bleeding too much.
- But after hitting level 30 Smolder (or level 45 if you have the Rare Treat fruit), you must swap the fruit for a strong combat one.
- Demolitionist > Efficient > Mage
Gameplan (Level 7 Reroll):
Save your economy up as much as possible without compromising copies of your crucial units, and do not push levels. On 3-2, level to 6 and roll until you find a 2* carry you can stabilize with. This can either be the 2 cost or 3 cost carry. Econ back up until you have 50+ gold. On 4-1, you want to be level 7 with at least the 2* versions of your 3 cost units. Econ back up to 50+ gold, and then roll your shops until you reach 50 gold every turn until 5-1, or until you've found your units. If you still haven't found your main 3* carries and tanks by this point, roll down until you find them all 3*. Push levels after you recover your economy.































































[Details will be updated soon, but the general idea can be found below]
Make sure to keep Volibear in the backrow and for a unit to walk up to block off his pathing to change targets for his passive effect. When Volibear changes targets, he will jump and do bonus damage. Procc'ing his passive early is a great way to boost your DPS output early. Reference the positioning below.
If you miss Braum on level 8 for 4 Luchador, you can try the 6 Edgelord variation if you find an early Yone instead. The comp is very item hungry, and can't use AP items well.
Luchador emblem (if you find it) goes on Sett or Yone.
Gameplan (Level 8 Standard):
Do you best to make econ thresholds while building a strong board, but make sure to level to maintain tempo with the rest of the lobby. (Tempo = The average strength of a board in the lobby).
Try to follow standard interval timings when possible. Standard intervals are the 1st, 2nd, and 5th round of every stage.
Generally, you want to be:
- Level 4 on 2-1
- Making 10+ gold by 2-2
- Level 5 on 2-5
- Making 20+ gold by the end of 2-6
- Level 6 on 3-2 with 40+ gold
- Level 7 on 3-5 with 30+ gold
- Level 8 on 4-2
These numbers will change often based on how many or how few resources are in your specific game, and how the lobby tempo plays out. But generally, this is what you can expect in an average game of TFT. When economically ahead, you can consider "skipping" intervals, and when you're economically behind, you may need to wait for the next standard interval before spending money.



































































[In-depth details will be provided soon, but the general idea can be found below]
Power-Up on Gangplank MUST be Stretchy Arms, no exceptions. You will likely have to dig for the power-up.
Alternative power-ups to consider if you miss:
- Colossal
- Unflinching
- Warming up
Evenshroud on Kobuko is mandatory.
Gameplan (Level 6 Reroll):
Save your economy up as much as possible without compromising copies of your crucial units, and do not push levels. On 3-2, level to 6 and roll until you find your 2* carry or you're stable. Econ back up until you have 50+ gold and then roll your shops until you reach 50 gold every turn until 4-2, or until you've found your units. If you still haven't found your main 3* carries and tanks by this point, roll down until you find them all 3*. Push levels after you recover your economy.
Gameplan (Level 7 Reroll):
Save your economy up as much as possible without compromising copies of your crucial units, and do not push levels. On 3-2, level to 6 and roll until you find a 2* carry you can stabilize with. This can either be the 2 cost or 3 cost carry. Econ back up until you have 50+ gold. On 4-1, you want to be level 7 with at least the 2* versions of your 3 cost units. Econ back up to 50+ gold, and then roll your shops until you reach 50 gold every turn until 5-1, or until you've found your units. IF you still haven't found your main 3* carries and tanks by this point, roll down until you find them all 3*. Push levels after you recover your economy.






























































BASTION SNIPERS is a TFT team comp created and maintained by Alanzq. This team comp is updated to patch 25.14 and is a potential way for you to build your team in Teamfight Tactics.























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