TFT Set 13 Build Comp Tier List
Find the best team comps for Teamfight Tactics Set 13: Into the Arcane 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 25.S1.1 so you can stay on top of the ever-changing TFT meta.
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There are 7 Hero Augments in Set 13, but Tier 1 Hero Augments are now silver and can only appear in Stage 2-1, which makes them extremely rare.
As of Patch 14.24 Powder's Hero Augment was removed.
Silver - Trundle, Irelia, Singed, Steb
Gold - Renni, Vander, Vladimir
S Tier - Singed
A Tier - Renni
B Tier - Vander, Steb, Trundle
C Tier - Irelia, Vladimir
Urgot reroll is quite a strong comp, however it thrives when we have the Unleash The Beast augment or either Experiment/Artillerist emblem on 2-1.
Default board is 3 Experiment and 4 Artillerist. With +1 Experiment, aim for 5 Experiment 2 Artillerist instead.
Focus mainly on rerolling Urgot. If you hit Sett 3 or Tristana 3 while doing so, that's ok, but they are not mandatory.
Experiment hexes: Urgot + Zyra.
Lategame swap Sett for Elise.
If you get Tristana 3, itemize her after getting 3 items on Urgot, otherwise go for Corki/Twitch.
Gangplank/Ezreal are great item holders.
Comp spikes heavily after getting good anomaly on Urgot.
This comp can be played as either 6 or 8 Sorcerers if you acquire an emblem.
During early stages focus on playing as many Sorcerers as you can + Darius.
Swain is a main tank.
Zoe default carry.
Leblanc secondary carry.
Nami > Zyra > Lux as item holders.
Scrap is a great comp to rush for Level 9 by abusing the power of additional items and shield. Especially with an early Emblem you can effectively guarantee 6 Scrap in the mid game and play very aggressive for a winstreak. Keep in mind that a Scrap Emblem is not craftable, so unless you have a Wandering Trainer or want to gamble with the Calling Card Anomaly, it will be quite difficult to reach the 9 Scrap chase trait.
In the early/mid game you usually open with an early Scrap Emblem, rush for 4 Scrap and play your strongest board to win streak, often using Gangplank as item holder for Corki. Rush for Level 8 to field 6 Scrap and aim for Level 9 so you can cap out your board with strong Legendaries like Rumble/Jinx and Sevika.
Automata is incredibly strong and can be played in different variants ranging from Nocturne Reroll, Kogmaw Reroll or rush for 6 Automata. This version is quite similar to the old Kogscar comp, but instead of going deep into Watcher you want to play for 6 Automata as your win condition with an Automata Emblem.
Move Automata Emblem to Mel in late game. She is the best Automata user in late game, because she can proc it with every single cast.
As an alternative you can also put a Dominator Emblem on Kogmaw and aim for a Automata/Dominator mix instead.
General gameplan is to play 4 Automata + Zeri/Scar with Level 6, push for Level 7 in early Stage 4 and slow roll for Kog*3 and Blitz*3. Prioritize defensive Anomalies on Blitzcrank or Thousand Cuts on Kog'Maw, but don't roll too deep as you can't force Anomalies anymore.
Ekko (Camile optional) / Smeech Duo Carry is currently among the strongest comp and makes great use out of Ambusher and Firelight Emblems.
The core is to push Level 7 in Stage 3-5/4-1 and do a stabilizing roll down for Ambushers + Watcher/Sentinel. Recover economy and slow roll gold interest for Smeech*3.
Comp greatly spikes of artifacts such as Prowler's Caw or T Collector.
Cap out your board with Jinx and Garen in the end.
Twitch Carry can be a good comp to aim for Top 4 or to sneak a win with an uncontested 3 Star Tier 4 unit. In the early game you can run a Bruiser/Sniper opener and run Maddie, Kogmaw or Zeri as your main item dump until you find Twitch.
Push for Level 8 in early Stage 4 and look for Twitch/Mundo and 5 Experiment. Once you're stabilized push for Level 9 and cap out board with Caitlyn/Mordekaiser.
Dominators have effectively replaced Visionaries as the most popular trait to go with Black Rose. This is partly because of how powerful Ziggs is in early mid game, which allows you to quickly rush towards Level 8/9 and cap out your board with Mordekaiser/Leblanc.
Best Anomaly user is Mordekaiser if you find him early, otherwise you can give a defensive Anomaly to Mundo/Elise or something offensive for Silco.
Emissary Sorcerer can be powerful if you manage to hit your units in time. The main goal is to slow roll for Nami*3 and Swain*3 with Level 7 in Stage 4 and eventually end with 4 Emissary and 4 Sorcerer in late game. This comp also makes good use of a Black Rose Emblem and can add additional Black Rose units with Level 9 for a stronger Sion.
Prioritize Swain as your main carry
Zeri reroll is a quite powerful and very underrated reroll comp. It works similar in concept to the Kog'Scar comp, meaning you want to run 4 Watcher + Zeri/Kogmaw, except you stay Level 6 to roll for Zeri*3. You can run Vander*3 as your main tank if there are no Family players in your Lobby.
Zeri wants Guinsoo/Infinity Edge as her care and usually Gunblade to help keep the Frontline alive. Can also run Gold Collector instead of Gunblade for more offensive version.
Anomaly always goes on main tank (Vander/Garen) and should be something like Giant-Sized, Fortified or Deep Roots.
In late game you can run 6 Watcher or 4 Firelights depending on your Emblems. Run Caitlyn over Twitch as secondary Carry with Blue and leftover items.
Initial gameplan is to open with 3 Academy/2 Sentinel and use Lux as item dump until you find Heimerdinger. You want to rush for Level 8 and play 4 Sentinel / 3-4 Academy for midgame. AD items can go on Ezreal at the begining but should be transferred to Corki or Jayce once you find him.
Works best if you have a Sentinel Emblem so you can run 6 Sentinel early. Can also go deeper into Academy with Emblem or early Jayce.
Kill Streak Anomaly for Heimerdinger is very strong, but since you can't force it anymore you might have to settle for defensive Anomaly on Illaoi.
Rebel is a great tempo comp, especially if you have an early Rebel Emblem from starting Encounter or Stage 2-1 Augment. In the early game you can play 5 Rebels and use Vex as an item carry for Zoe later. Your overall gameplan is to rush for 7 Rebels in early Stage 4 to stabilize with Illaoi as your main tank and Zoe as main carry.
Once you're stabilized you can push towards Level 9 and look for Jinx and Leblanc to cap out your board. Transfer AD items from Ezreal to Jinx once you find her. If you have Emblem on Dummy you should aim for 10 Rebel win condition in late game, since you only need one additional Emblem.
Rebel Emblem usually goes on Ekko, Leblanc, Rumble or Viktor. Take defensive Anomaly on Illaoi or something like Energy Absorption/Nothing Wasted for backline.
Nocturne performs WAY better if he has one of the following Artifacts: Rapidfire Cannon, Fishbones, Sniper's Focus. Normally Nocturne slash is around him, but with range upgrade the bleed procs around his target.
You can also use Sniper Emblem for +2 Range increase instead, though you heavily prefer Automata Emblem to reach 6 Automata in late game.
You want to open with 4 Automata, preferably with a good Artifact for Nocturne or with an Automata Emblem. Goal is to slow roll with Level 6/7 for Noc/Blitz/Kogmaw. You can also roll for Twisted/Akali (optional). Once you have your 3 Stars push for Level 8 and add Malzahar for 6 Automata if you have Emblem. Can also add powerful filler units like Viktor for more cc.
Without Emblem you can give items to Twisted Fate instead of Kog'Maw and play 4 Automata/4 Quickstriker.
Violet Carry survived Patch 14.24 and remains one of the best reroll comps. General concept is to maximize economy and roll for all Family Members + Draven/Darius. Family emblem usually goes on Draven, as he acts as your secondary carry.
In Stage 4-6 you can't guarantee Ultimate Hero anymore, so you might have to take other Anomalies for either Violet or Draven like Force of Friendship or Comeback Story.
This comp spikes heavily in power with specific Artifacts, especially Silvermere Dawn, Spectral Cutlass or Prowler's Claw
Only play from winstreak / winning, because you want to rush Level 8 and roll for expensive core units. Can open with good Conquerer / Pitfighter / Scrap Opener and play around Gangplank in mid game.
You want to push Level 8 in early Stage 4 and look for Garen/Corki/Ambessa/Elise. Once you found upgrades, can push towards Level 9 and cap out board with Rumble + Viktor.
This comp works great with Dark Alley Dealings Augment, since Ambessa loves Suspicious Trench Coat and Garen is best user for Trickster's Glass.
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