TFT Set 14 Build Comp Tier List
Find the best team comps for Teamfight Tactics Set 14: Cyber City 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 25.12 so you can stay on top of the ever-changing TFT meta.
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6 Vanguard 2 Marksman (which will be referred to as 6V2M) is a tempo composition that rewards HP preservation, but caps out pretty low. Often, you'll be bleeding into a 3rd or a 4th. It's a very straight forward, item hungry composition. Item augments are your number 1 priority. You need to make sure you can itemize Aphelios, Xayah and Leona properly with 3 whole items.
Make sure that on level 8, you aren't spending all your money to find your 2 starred 4 costs immediately. You want to be able to proc Golden Ox on multiple rounds to increase Aphelios' Damage amp. Scouting is crucial. If you are heavily contested, you may not have the privilege to care about the Golden ox stacks.
One of the biggest mistake players make is not scouting on 2-1. If you see multiple players playing this line, it's highly advised that you play something else. The line already caps out pretty low, so to play a line that doesn't cap out very high while contested is just a recipe for disaster.
Additional Pointers
Jhin 2* received a huge buff in Patch 14.6. Before switching Xayah 2* in during Stage 4, consider staying on Jhin 2* (if you have it already) until you're Xayah 2*. Jhin 2* is strong enough to help preserve HP without bleeding out too much.

































































Kog'maw reroll is a tempo oriented reroll composition. Your main focus is hurting your opponent's HP during the early game as much as possible.
One of the biggest mistakes players make when playing this composition is not prioritizing their tempo enough. For example, item augments on 2-1 are specifically very strong, because you want to be able to itemize your main carry as soon as possible. Thus, augments like Pumping Up may sound good in theory, but without a 3 item carry in Stage 3, you will find yourself struggling to close out fights.
Another major mistake is not finding ways to cap out the board. Options like 4 Boombot, Draven 3*, Zeri 2*, etc. are available to cap out the board. These win conditions are detailed below.






























































Vertical Exotech was severely buffed in Patch 14.6, making it the strongest vertical trait in the current set. With Jhin 2* also getting buffed to the point where he is the strongest 2 cost in the game, it's very easy to pilot this line by staying within the vertical trait.
Your Exotech item priority is listed below. Generally, as long as you do not have a Cybercoil, the line is playable. Cybercoil is just too weak relative to all of the other Exotech items.
For Zeri: Pulse > Flux
For Varus: Fang > Holobow
For Mordekaiser: Chassis > Lantern >>> Cybercoil
For Sejuani: Cybercoil > Lantern
One of the biggest mistakes players make when playing Exotech is itemizing Sejuani as their main tank. Mordekaiser 2* is actually tankier than Sejuani 2*, but since Sejuani provides such invaluable CC (Crowd control) with her ability, you only really want to itemize her with mana-tank items such as Protector's Vow or Adaptive Helm. Make sure to position Sejuani A2 or A6 (2nd to the right or left in the first row) to snipe your opponent's carry in the corner with her stun.
Additional pointers:
1. If you have Corrupted Chassis as one of your Exotech items, and you find a Vanguard emblem, make sure to use the Vanguard emblem + Chassis on Mordekaiser. This is a very broken interaction that doesn't even require you to have 2 Vanguard activated. 3rd item is ideally Warmog's or Crownguard.
2. You can position Jhin and Kindred in the 3rd row instead as depicted, so that Zeri dashes around in the 4th row instead of jumping up to the 3rd row.
3. Flickerblade on Zeri is broken. If you find the artifact, you can consider playing this line heavily.
4. Guinsoo + Kraken + Pulse > Guinsoo + Pulse + Flux, but the latter is still solid.




























































Graves is a very high cap reroll composition but is very position dependent, and ideally has a preferred artifact. Generally, you want to always position Graves in B1 or B7 (2nd row, 1st hex from the left or the right), with two strong tanks in front of him. You will often keep the middle OPEN so that your opponent's main tank gets swayed to one side, making it easier for Graves to potentially sneak into the opponent's backline and assassinate their carry. While the way his dash works is very complex to explain, the short version is that he can sometimes dash forward very early in the fight, and then burst down the opponent's carry that is positioned in the corner on the same side as Graves.
There are a few major mistakes players make when playing Graves. The first is that you should make sure you are proc'ing your Golden Ox as much as possible. A good general rule of thumb is that if you can roll/level and still be above 30+ gold after the round, you should proc it. The damage amp is very substantial.
The second major mistake is taking augments like "No Pivot No Scout" with Suspicious Trench Coat. Due to how the coat works, you will NOT get the additional stacking stats from the augment. Despite Trench Coat being one of Graves' best artifacts, there are some caveats you must be aware of. His itemization also changes with Trenchcoat, from HOJ/QSS/Sterak's to Coat/EoN/Sterak's.
The last major mistake is not prioritizing Aphelios items. Make sure to make a Guinsoo's at some point so that you have some form of reliable backline damage. Generally speaking, you want to find a secondary carry that can pump enough damage in case Graves doesn't find the right dash pattern. The comp works similarly to Rengar/Jinx.
Remember, Artifacts enable the composition immensely. All of his best Artifacts are listed below.































































Strategist A.M.P (which will be referred to as "Strat AMP") is one of (if not) the most difficult composition to pilot in the game. If you do not high roll a Samira on level 8, it requires a lot of strong fundamentals to know how much you must roll before stabilizing (AKA building a board strong enough to win most if not all fights in your lobby, until you can roll or level again).
Be careful. While this composition was one of the top performing compositions the last two patches, it's performing slightly worse now due to the increase of playable reroll compositions, which results in higher average lobby tempo specifically on Stage 4. This board is weakest during Stage 4, and while it can cap very high, it will struggle immensely if you cannot find a stable board by early Stage 4, fast.
Generally speaking, if you can make it to Zac 2* with Samira 2*, you are often winning out the lobby.
One of the more common mistakes is not relying on Yuumi 2* as your primary damage during Stage 4 onwards. While Annies are important, Annie's items are actually less important than Yuumi when it comes to stabilizing on level 8. You can sometimes hold extra Yuumi's for a potential Yuumi 3*. Another common mistake is relying too much on combat augments in this line. Generally speaking, your augment priority should be gold > items > combat. Your Zac 2* with 50 blobs and a warmog's in the end-game IS your combat augment. Finally, Annie items are ideally mana generating ONLY. The faster you can summon Tibbers (or even two Tibbers!), the more likely you are to win fights. You must get her casting as much as possible.





































































Anima Squad is a tempo composition that rewards HP preservation. This means you want to generally be flexible with your item slams, push levels, and slam anything that will help preserve your HP. Infinity Edge and Warmog's are the only items that are high priority. Everything else is free game.
There are two big mistakes that players make when playing Anima Squad. The first big mistake is over prioritizing Xayah and Leona 2* on level 8, causing them to over-roll, and then getting stuck on level 8 for the rest of the game. By preserving your HP properly in the early game, as long as your are 7 Anima on level 8 with at least 1 Leona, you should be relatively stable to get to 9 (assuming you have a different upgraded carry, eg. Yuumi 2* or even Seraphine 2*).
The second big mistake is playing Anima Squad without scouting. If you scout on 2-1 and notice that 2 other players are likely playing around Vanguard Marksman and/or 6 Ox Force, you should consider playing a different line. When Leona is over contested, you are often forced to roll heavily on level 8 to secure your Leona 2*. This can be detrimental because this composition requires you to cap out on 9 with legendaries.



































































Gorilla is a conservative reroll composition. From the right spot, it can definitely net you consistent top 4's, but to identify the correct spots can be a little harder than initially expected. In short, you want to play this composition in an item heavy portal, such as the two component anvil Vi portal.
There are four major mistakes player make when playing Gorilla. The first major mistake is to play this composition with low components and items, just because you naturally found a lot of Mundos and Zyras on 2-1. Without components, this composition struggles heavily, as it's a composition that requires all of the units to do their part. Mundo needs 3 tank items (ideally all Warmog's because of his ability), Zyra needs 2 damage items and a Shojin, and Seraphine needs to hold all of the utility (Void Staff, Morello, etc.).
The second major mistake is not itemizing carries properly. In short, your main carry items (typically Zyra) will eventually be transferred to Brand 2*. Thus, you should itemize your Zyra with good Brand items in mind (Jeweled Gauntlet, Striker's Flail, and Shojin).
The third major mistake is over-greeding Warmog's on Mundo. If necessary, you can opt to itemize 1 Sterak's on Mundo if you find yourself with too little belts and too many swords. While multiple Sterak's is bad, having 1 on top of a Warmog or two can provide a lot of value, both in fixing your item economy and maintaining HP.
The final mistake is under valuing 6 Techie. In short, without a bruiser or techie emblem, this composition can feel very awkward to play on level 8. Without an emblem, 6 techie 3 bruiser is a common final board if you cannot make it to level 9.
Bruiser emblem > Techie emblem since it provides ample damage. You can think of Bruiser emblem as a pseudo-damage item, which can be used on units like Zyra or Seraphine.






































































Divinicorp Zed is a high-cap, tempo composition that thrives when played from ahead. The comp shines in the mid-game with strong tempo and aims to transition into a powerful endgame, ideally hitting Garen at level 9 to secure the lobby. It becomes much stronger if you can secure a Divinicorp Emblem, as 7 Divinicorp is a major power spike.
Tank items are low priority here. Your focus should be on fully itemizing Zed and Senna or Vex with three strong offensive items to maximize damage.
For positioning, place Zed in A3 or A5 to ensure he targets the enemy’s corner carry. His ability will always dash to the furthest unit within 4 hexes, so scouting and adjusting Zed’s position each round is key to consistently hitting high-value targets.
You can play either 6 Slayer or 4 Slayer with 4 Divinicorp. Both are viable options, and you should flex into whatever gives you the strongest board on your level 8 rolldown. Generally, if you don’t have Vex items, 6 Slayer is stronger than 4 Slayer + 4 Divinicorp. However, always prioritize playing your strongest board based on what you hit. Renekton always goes on the board, and eats Senna for maximum value.
























































Dynamo Flex is a tempo composition that rewards HP preservation and flexing heavily on your stage 4 rolldown. This means you want to generally be flexible with your item slams, push levels, and slam anything that will help preserve your HP. Gunblade, Archangel's, and Morello are very high priority items.
This composition has two main variations. The first variation is low cap (which we will refer to as Dynamo A). Dynamo A is very cheap, and is VERY stable on stage 4. This variation is often used to cheaply get yourself to level 9, where you can transition into the max cap version of the board. You can also reroll Dynamo A on level 8, and go for Braum 3* and Elise 3* if you natural a ton of copies.
The main line to cap out with Dynamos (which we will refer to as Dynamo B) can often win out lobbies, and can even beat AMP players. You will often have to flex whichever upgraded legendaries you find, but the mainline consists of Zac/Kobuko/Renekton/Poppy as your frontline.
One of the biggest mistakes players make when playing Dynamo is over prioritizing Miss Fortune items. Generally, you actually want to itemize Elise first, and then Aurora items second (assuming you think you'll be able to get to 9 safely). If you think your position is going to be compromised, you natural'd very strong Miss Fortune items, or you lowrolled really hard on your level 8 rolldown, that's when you should consider capping out with Miss Fortune instead. Sometimes, you can even consider Miss Fortune as your Renekton item holder, and itemize her with items like Sterak's.
Finally, knowing when to stop rolling on level 8 is vital for success in this line. You should be VERY open-minded on your stage 4 rolldown. If you find any 2* 4 cost frontline on your rolldown, you should consider playing it as your main tank instead and play the 4-piece of their tank trait. Otherwise, stick with the main line for Dyanmo A (Braum 2*, hat on Braum).
For example, if you find a Leona 2* before Braum 2*, you should play Leona 2* as your main tank, and play 4 Vanguard. If you find a Cho'gath 2* before Braum 2*, you should play Cho'gath 2* as your main tank with 4 Bruiser. Generally, 4 Vanguards > 4 Bruiser > 4 Bastion. Your goal is to flex whatever frontline to get to 9 if you miss on Braum 2* on your rolldown.
Additional Pointers
This comp requires a lot of flexibility and can be difficult to pilot for newer players (especially if you miss Braum 2* on 8). It's a great comp to better your fundamentals, but if your goal is to climb, I wouldn't recommend this composition for anyone below Masters.























































Zeri Miss Fortune (which will be referred to as Zeri/MF) is a strong option when you are tempo'ing with AD items, but notice that Leona/Xayah will be heavily contested. While the composition is a bit item hungry, once you have everything upgraded, the board is quite strong. This board can be played from win streak or lose streak with Cypher.
There are two major mistakes players make when playing this line. The first is not making sure that your 3 and 5 Exotech breakpoints are strong. While Zeri can use Pulse or Flux, Mordekaiser ideally wants Chassis or Lantern. Chassis is significantly stronger than Lantern, which is stronger than Coil. If you have Coil as your tank item, it's understandable to be a bit more hesitant before playing this line.
The second major mistake is not prioritizing Miss Fortune items. Once you have a guinsoo slammed, start focusing on Miss Fortune items. Since we will not be able to incorporate 3+ Dynamo until level 9, Miss Fortune wants a Shojin + 2 damage items (Ideally Infinite Edge with Striker's Flail). Miss Fortune is a much more consistent source of damage compared to Zeri.
Aurora can go in on 9, who will ideally pull in a Kobuko.







































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