TFT Set 10 Build Comp Tier List
Find the best team comps for Teamfight Tactics Set 10: Remix Rumble 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 13.23 so you can stay on top of the ever-changing TFT meta.
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Jazz Reroll is currently among the best comps in the game and also heavily contested. You can run Bard*3 and/or Miss Fortune*3 as your main carry in a Superfan/KDA Setup to maximize your traits.
Bard is also very dependent on his Headliner effect and you need to find him early to maximize his stacking mechanic. This comp does very well in the Multi-Talented Portal since it guarantees that your first Bard/Miss Fortune always has +1 to the Jazz Trait. If you find the Augment "Thats Jazz, Baby!", then you should always take it and commit on this comp, as the Augment is among the strongest in the game.
Your overall win condition is to find your Jazz Headliner as 3 Star and run as many traits as possible to maximize the Jazz Trait. Once you have her you can push towards Level 9 and cap out your board with Ziggs/Lucian in the end. It is possible to also roll for Neeko/Ekko as well, but they are often too contested to find them. Instead of Lucian you can also run Illaoi and put her Tentacles into each corner to counter enemy Akali / Karthus Setup.

















































































Annie is arguably the strongest Tier 1 Unit currently creating havoc in Set 10. You can effectively open fort in Stage 2 and only collect Annie/Lillia/Gnar. Roll for Annie*3 and give her Shojin/Nashor's Tooth and receive a free Shojin from the Superfan trait.
After finding Annie*3 you can push towards Level 8/9 and add 2 Emo, Ekko and more Spellweavers on the way. You are not required to play 4 Emo in this comp. 2 Emo is enough to reduce Annie's mana to 40, which means she only needs two attacks to cast her ability.
In late game you want to itemize Sona and select her Red Form, as it will provide you with a very strong late game carry to help you win the lobby.













































































Don't underestimate Crowd Divers at the moment, because they have currently among the best carries in the game. Thanks to the Headliner mechanic you can reach Katarina*3 surprisingly early and use her to stabilize in combination with the Superfan trait.
You always want Crowd Diver Chosen Katarina to open up the 6 Crowd Diver late game win condition. This is why Multi-Talented tends to be a good portal for this comp, since you can always buy the first Katarina Chosen you find in Stage 3-2. I would not recommend taking Country Chosen, as this trait won't provide anything meaningful for her. You want to finish a quick Katarina*3 with Level 6 and push for Level after to include more Crowd Divers.
In late game you have great additional carries with Zed and Qiyana who are more than capable of carrying an fight by themselves as well. Keep in mind that the Crowd Diver trait is less about their jump into the enemy backline and more about their built in damage scaling the longer the fight goes. This is why you have to prioritize sustain items and keep your carries alive, because the longer the fights, the better for you!














































































The Duo of Samira and Urgot in a 5 Country Setup has established itself as one of the strongest comps in Set 10 so far. Your best opener is a Country Headliner Tahm Kench in combination with a Samira or Urgot from a PVE Box, but this is not required.
Your goal is to push for Level 6 in Stage 3-2 and run 5 Country as a power spike. Itemize Samira and your frontline and you should have no problems in mid game. With Level 7 you can sell your Headliner and look for Samira/Urgot Headliner instead. You want to 3 Star most of your 3 cost units.
If you are contested then it's often a better idea to simply rush for Level 8/9, since you are unlikely to hit your 3 Star units in time. You can still achieve an easy Top 4 Placements simply abusing the power spike of this comp.










































































If you're a fan of rerolling, then this comp might be for you, because Punk is all about rolling as much as possible. You receive bonus HP and AD for every roll you've done with Punk active, which also has great Synergy with Reroll Augments like Frequent Flier or Return on Investment. Augments like Golden/Prismatic Ticket etc are useful in reaching 3 Star units, but they don't use gold and therefore don't enhance the Punk stats. Especially in combination with a Punk Emblem, the amount of bonus stats you receive can easily secure you a Top 4 placement.
The core concept of this comp is to open with either Vi or Jinx Punk Headliner and collect your core units. It helps a lot if your first Augment synergizes with the trait or helps you with reroll in any form. You can roll a bit in Stage 3-1 to stabilize with a 3 Star unit and continue to roll with Level 6 to 3 Star most of your board.
You can run Kennen/Senna, Vex/Amumu or Aphelios with Samira/Urgot as different variations . There are a lot of different approaches for this comp, but no matter which path you take, there is still a good chance that some late game boards might simply outscale you.












































































Akali and Karthus are arguably the best Duo Carry Setup in Set 10. Both of them are high impact Tier 4 Carries covering both AD and AP damage. Their abilities also synergize well with each other, since Akali will deal a lot of damage into the enemy corner, which then gets prioritized by a Karthus Ult to deal the final blow. Make sure Akali is always on the opposite side of the enemy carry and you will win fights very quickly.
In early game you usually run a Superfan Opener with either Olaf or Kennen as your Headliner. For the most part your goal is to field a strong board and rush towards Level 8 in Stage 4-2 to get access to Tier 4 Headliner. The best part about this comp is that it's incredibly flexible in late game. Outside of your 3 Superfan and 2 Executioner Core you can run anything you want.
Once you're stabilized with Level 8 you want to push for Level 9 and cap out your board with Legendaries likes Yorick. You can also keep an eye out for a second Pentakill Emblem to reach 10 Pentakill as a potential win condition. Avoid aiming for 3 Star Tier 4 units unless you are completely uncontested.












































































Disco is an incredibly powerful trait in early mid game that easily allows you to win streak. Both Taric and Nami as Disco Headliner are amazing picks, because they allow you to activate the Disco trait early, making it easy to win fights if your opponents don't have anti heal.
You want to use the power spike of Disco to rush for Level 8 in Stage 4-2 or 4-5, sell your early game Headliner and replace them for another Tier 4 Headliner. If you have a Disco Headliner you can run 6 Disco to push towards Level 9 and cut Taric for a more useful Legendary unit like Illaoi/Sona/Yorick.
The true strength of this comp is how flexible you are. Outside your 5 Disco Core you can pretty much run any powerful Tier 4 or Tier 5 unit that you come across and are not limited to anything. This allows you to maintain a nice powerspike throughout the entire game and winning your Lobby with a powerful late game board. The most popular options are usually based around Ziggs as your main carry in late game with Hyperpop.














































































Heartsteel is the new Economy Trait in Set 10 and it is quite capable of winning a Lobby if you know how to abuse it. You always receive a cashout after 4 rounds of fielding Heartsteel and you can improve the cashout by killing units and/or losing fights. Running more Heartsteel will give you a multiplier to reach even better cashouts.
The best way to utilize Heartsteel is to play around Spatula. If you have an Emblem by Stage 3-5 you can craft a Heartsteel Emblem together with a Belt and set yourself up for a large Stage 4 Pivot. Push for Level 7 in Stage 4-1 and roll for any Heartsteel Chosen (Aphelios/Sett/Yone). Find Ezreal, give him Items and put the Heartsteel Emblem on Kaisa/Miss Fortune/Mordekaiser.
Since you always receive a cashout after 4 rounds, it's important that you DON'T run Heartsteel in Stage 3. You will end up losing HP with a weak board for a mediocre cashout and in the worst case delay your large cashout from 7 Heartsteel in Stage 4. Instead you want to run your strongest possible board in Stage 2/3 and stay high HP with a win streak. This way you can afford to take losses in Stage 4 and build towards a large cashout.
In late game you want to push towards Level 9 to add Kayn and Yorick. You can sell your Heartsteel Chosen in late game if you completed a Cashout and want to field stronger units to win against the final opponents. With Champion Duplicators you can also aim for Ezreal*3 as a win condition if you are uncontested.















































































Riven is definitely among the strongest Tier 3 units worth rolling for in Set 10. Your best setup is to have an Edgelord Headliner and also run Kayn as an additional win condition in late game. If you reach Level 9 you can add more Tier 5 Units like Qiyana to cap out your board.
Your best case scenario is to find an early Riven Edgelord Headliner, but it's more likely that you're simply runing around with an early Riven*2, sometimes with the help of lesser Champion Duplicators. The difference between an Edgelord and an 8 Bit Headliner is so large, that you should consider skipping an 8 Bit Riven if you can afford it.
Since the specific Headliner trait is so important, this comp does a lot better with the Multi-Talented Portal that guarantees your 7 Edgelord win condition. Outside of Riven you can also roll for Yone and Mordekaiser if you find them on the way. Yone does a pretty good at applying Last Whisper to help Riven get through the enemy frontline.










































































EDM is one of the most, but also one of the most complicated traits of Set 10. In short the trait grants you an item that allows you to select one of your four EDM units. Your strongest EDM unit of each champion (Maximum 4) will transform into the one you selected and cast the ability. The units will copy the base ability of the unit and take their star level into consideration, but they will all use their own items to enhance the ability.
It's pretty rare to open with EDM in Stage 2/3 and is more something you pivot into with Level 7 after finding an EDM Lux Headliner. You roll for Lux 3 Star, field one of each EDM unit and start pushing for Levels. In late game you can add powerful units like Illaoi, Yorick and Ziggs to help close out the Lobby.
Currently I would recommend using the EDM Selector on Zac and not on Lux. The bonus CC you receive from everyone transforming into Zac often has a higher impact to the fight outcome. It's very unlikely for Zed/Zac/Jax to have AP items that would enhance the Lux Laser if you use the EDM Selector on her.












































































KDA with Spellweaver is a fairly simple comp to play that feels very natural to progress. You want to start with a KDA/Superfan Opener and usually rush towards Level 8 as fast as possible. Sell your Headliner and look for a good replacement until you find Ahri. Depending on which trait was doubled you can go deeper into KDA or Spellweaver.
While KDA gives a lot of stats that help you in early mid game, the trait doesn't scale as well since you are lacking powerful units. This is why going deeper into Spellweaver usually results in a better late game so you can field strong units like Lulu and especially Sona.
With Sona you currently only want her red form, as the other Heal form got overnerfed and the attack speed buff doesn't fit that well. If you manage to find two KDA Emblems then you should attempt to go for the KDA chase trait with Level 9, because the amount of stats you receive will often result in a free win.












































































One of the best traits you can currently aim for is True Damage. It works great in mid game and has good win conditions in late game with a potential chase trait as well. The easiest setup you can aim for is to aim for Senna 3 Star with Level 6 in a slow roll setup.
Once you have Senna you can start pushing levels and aim towards Level 8/9 so you can add 6 True Damage and play high value Legendaries. The Emblem is also among the strongest craftable Emblems and fits perfectly for Lucian or Karthus.
Usually your early mid game setup will include Superfans for a free Shojin on your Senna Headliner, but you can cut them in late game for a stronger splash like Pentakill. While Senna will carry you through the mid game, you will need other carries to clean up the fights later on. In some cases you can even consider selling Senna and replace her with a Qiyana Headliner if you're struggling against your final opponents.
















































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