TFT Set 11 Build Comp Tier List
Find the best team comps for Teamfight Tactics Set 11: Inkborn Fables 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 14.6 so you can stay on top of the ever-changing TFT meta.
Ghostly Senna has snuck itself to the top of the meta, after play discovered how powerful a properly itemized Ghostly Setup can be. Once the spectres all have collected on the same unit you can effectively one shot any unit in the game and quickly tear through the enemies with massive amounts of physical and magic damage.
The core concept is a Tier 2 Reroll with Level 6 in Stage 3, where you want to roll for Senna*3 and Shen*3. You can also try to 3 Star Jax/Aatrox/Caitlyn on the way. While Senna*3 is important, it is equally important to have either Shen*3 or Aatrox*3 with strong tank items to buy your team enough time. After you have your 3 Stars you push towards Level 8 and add Kayn/Morgana for 6 Ghostly.
You can use most Tattoos for this comp, Tattoo of Protection is currently the strongest one, especially on Shen/Aatrox to keep your frontline alive. Bombardment is also decent on Senna and Fury/Toxin is often worth running in late game on either Senna or Morgana. If you find a Ghostly Emblem you can already play 6 Ghostly with Level 7 if you find Kayn or Morgana. The Emblem is usually better on Frontline units like Jax/Udyr, to get the ghost proc early.
This comp requires Fine Vintage, preferably in Stage 2-1. Combine all of your items and take Augments that give you a lot of items as well. Transform all of your items into Support Anvils and aim for 3-5 Zzrots. Your next highest item priority is Randuin and Aegis to buff your Voidspawns as much as possible.
Run up to 6 Heavenly units to buff your Voidspawns even further. In Stage 5 a Voidspawn has 225 Base AD, 2500 HP and 0.8 base Attack Speed. Combined with the support items and the team wide heavenly buff they become unstoppable and can defeat even full legendary boards by themselves.
Use the powerspike to rush for Level 9, play Lissandra to farm more item components that you can transform into more Support Anvils and run Morgana or Hwei with Obsidian Cleaver and Morello for anti heal.
Heavenly Bard is currently among the strongest comps you can play in the game, but be careful as he is heavily contested! In early game you want to start preferably with an early Bard from an Orb and good reroll Augments like Two for One.
Push for Level 6 in Stage 3-2 and roll a bit to stabilize, recover your economy afterwards. Push for Level 7 in early Stage 4 and slow roll for your 3 Stars. Tahm and Bard are the most important units you need to prioritize. Give Bard double Guinsoo and Gunblade so he scales fast into the fight and keeps Tahm alive.
In late game you can itemize Soraka or Zoe as a secondary carry and add Rakan, Hwei or Wukong to cap out your board. If you find a Mythic Emblem you can run 5 Mythic in mid/late game.
If you enjoy playing Tier 1 Reroll this is the comp for you! As always the goal in the early game is to maximize your economy while collecting your core units. In Stage 3-1 you can roll down to 30 gold with Level 4 to make sure you have enough upgrades to survive Stage 3 without losing too much HP.
From here you want to stay above 50 gold and slow roll your interest for Kogmaw*3 and if possible Malphite*3, Chogath*3, Caitlyn*3 and Neeko*3. It is not required to 3 Star all of them, but aside from Kogmaw*3 you should have at least one of your Frontliners as 3 Star with your tank items. Once you have your core setup you can push for Level 6 and add Illaoi.
Use your powerspike to recover your economy and push towards Level 8 so you can include Nautilus and Lillia or Hwei. 2 Invoker does not matter for this comp, Hwei can be better if you find him and are still missing some copies for more 3 Star units. You can also run an alternative version where you cut Caitlyn/Illaoi for Ashe/Amumu and run AD items on Ashe for a strong secondary carry.
One of the best comps if your goal is to win your lobby, but this is not a setup you can easily force. It requires a specific opener with 3 Storyweaver + Teemo, who has one mana and one AP item. Teemo is extremely powerful in early game and often allows you to win streak, while maintaining a strong economy.
With the help of economy Augments you want to push very aggressive towards Level 7 in Stage 3 and in some games you can reach Level 9 in Stage 4-5 already. You should be Level 9 in Stage 5-1 with this setup and roll down your gold for Legendaries. Teemo items go on Hwei and you can run 4 Dragonlord for the team wide buff and aoe stun.
It's not required to run 3 Storyweaver or 4 Dragonlord, it's perfectly fine to run a different setup or simply more legendaries depending on what you managed to find in your game. While Hwei is a unit you should include and itemize right away, the other Legendaries can differ based on your roll down.
Duelists are one of the best rerolls comps you can play, but Augment and item choices will make a massive difference in how they perform. The 3 best setups you can aim for are:
1) Vertical Duelist: Give early Duelist Emblem to Diana so you can reach 6 Duelist power spike early and have option for 8 Duelist chase trait in late game or cap out your board with Sages, Storyweavers or Legendaries.
2) Porcelain Volibear (Cocaine Bear): Needs 2 Porcelain Emblem to reach 6 Porcelain Chase trait. Volibear is the best user for the Porcelain Emblem and becomes unstoppable in late game.
3) Fine Vintage Duelists: You want to open with Fine Vintage Augment and collect multiple Zeke and Locket, since you position everyone in first row anyway. Can also add Banshee, Aegis or Zephyr to support your team further.
The core concept for all versions is usually based around having a strong early mid game and pushing Level 7 in early Stage 4. You want to slow roll for Tristana*3 and Volibear*3 and push towards Level 8/9 once you have them.
There are a lot of variations where you can run Inkshadows, Sages, Storyweaver or Dragonlords, which will depend on your units and Augments in the end. Sometimes you will be contested or might struggle to find your units, which can force you to utilize your mid game power spike to push for Level 8 and simply aim for a Top 4 placement.
Yone is a weird champion as he can look like the strongest unit in one fight, while utterly useless in the next. His ability allows him to jump to the furthest unit within a specific range, which increases with every cast. If he reaches the enemy main carry in the second cast your fights will often be a lot easier, so positioning for this comp is quite important.
Since this is a Tier 3 Reroll comp you want to be Level 7 in early Stage 4 and slow roll for Yone*3 and Alune*3. This comp plays a bit easier if you have an Umbral Emblem, so you can reach 6 Umbral once you find Sylas and make use of the large shield to stay healthy in mid game.
In late game you want to replace Darius for Sett and make sure Ornn is positioned in a way that he crafts a temporary item for Kayn at the start of the fight. Since the Umbral trait gives out a flat shield, it doesn't scale that well into late game, so if you struggle to win your fights you should consider cutting your weaker Umbral units and replace them for stronger Legendaries.
Aphelios is among the strongest AD Carries in Set 11, especially if you manage to 3 Star him. Since this is a Tier 3 Reroll you want to be Level 7 in early Stage 4 and slow roll your gold for Aphelios and Frontline units like Amumu/Illaoi/Thresh. Depending on which units you managed to hit your main tank will change.
If you find Sett you can replace Behemoth units like Shen to include 4 Warden instead. You can choose between connecting Aphelios to Syndra for more DMG or to Sett for Omnivamp, depending on your items and what you require in late game.
Aphelios has a 20% Sunder as part of his ability, so you can get away with skipping Last Whisper or Evenshroud in this comp, but it's not a problem if you ended up building these items for tempo reasons. With a Fated Emblem on Ashe you can also run 5 Fated or even commit on 7 Fated if you prefer this version over a Warden/Behemoth mix,
Gnar Reroll is extremely powerful and either played with 3 Inkshadows or in Dryad setup with Kindred Reroll. The core concept is to push for Level 6 in Stage 3-2 and roll to upgrade your core units. From here you recover your economy and slow roll your units to 3 Star.
Once you have your 3 Stars you can push towards Level 8 and add 4 Warden with Illaoi/Amumu or Nautilus/Sett. If you don't Senna*3 you can transfer the items to Ashe*2 in late game.
Teemo is arguably one of the strongest TIer 2 units at the moment, but he is mostly used as an AP item dump for units like Morgana. If you want to find success with Teemo as a Carry you need either the Augment "Lucky Ricochet" or "Two Healthy", as these combat Augments will provide insane combat value for him.
You should be Level 6 in Stage 3-2 and roll down to 30 gold to find upgrades and stabilize for Stage 3 and recover your economy afterwards. If you are close to finding Teemo*3 you can roll down in early Stage 4, otherwise you can simply push for Level 7 in 4-2 and continue with your slow roll. In late game you can replace Riven for Sylas, add Kaisa and Udyr for 3 Inkshadows and 4 Behemoth.
Fated is currently extremely powerful and has a lot different versions you can play. This version wants to roll for Yasuo*3 and Ahri*3 first and then use the power spike to rush towards Level 8/9 and cap out the board with legendaries. This works especially well if you can open with powerful new reroll Augments like "Two for One".
You should treat Yasuo as your main tank and give him items like Stoneplate, Sunfire and Ionic. Ahri will act as your main carry in early mid game, as she is currently among the best AP users in the game. If you find an Emblem you can give it Illaoi/Ornn and rush for 7 Fated.
The core of this comp revolves around utilizing the Fated Connection between Yasuo and Thresh to grant your entire team a powerful shield and Armor/MR buff. This makes your team extremely difficult to deal with in the early mid game, which allows you to win streak and push for late game. Once you reach late game you connect Syndra to Sett for increased damage and Omnivamp, since the defensive stats from Yasuo/Thresh won't matter as much anymore.
Vertical Bruiser are extremely easy to play, but you will find the most success if you simply adhere to one rule: Start with either a Bruiser Emblem on a Target Dummy (from Portal or Augment) or simply open with a Bruiser Crest/Crown. Having +1 to Bruiser is extremely important, since it opens up the 8 Bruiser chase trait, which often results in an easy top 4 placement.
This comp tries to utilize the Bruiser power spike to rush for an early Level 8 in Stage 4-2 or 4-5 so you can include all of your core units. You want to play around Morgana with Shojin/Blue with Morello to weaken the enemy board, while the Bruiser hold the frontline. Sylas will act as your secondary carry as he is the only Bruiser worth itemizing outside of utility items like Redemption and Ionic Spark.
In late game you can add Hwei, Irelia or Rakan with Level 9 to cap out your board. The Bruiser Emblem is not a required item on Morgana, but since you want to play her with Level 8 and need all slots for the Bruiser trait you often won't have a choice unless you have a Target Dummy with a Bruiser Emblem.
There is also an alternative reroll version with Reksai*3 and Kobuko*3, often in combination with the Kobuko Hero Augment, which can result in Koboku reaching over 10.000 HP in the late game, making him very annoying to deal with.
Fated has proven to be quite a strong trait, after it received some important bug fixes. The trait itself gives out a crazy amount of free stats and you can freely adjust your board to always provide you with the stats you need. Thresh and Yasuo pair gives your entire team a massive Shield + Armor/MR buff, which makes your frontline incredibly beefy. If you feel like your frontline is strong enough you can connect Syndra with Ahri for AP or to Sett for Omnivamp.
While 7 Fated can be reached without an Emblem, it is much easier to play if you manage to get a Fated Emblem either with the help of a Target Dummy or by crafting it with a Spatula. This allows you to place 7 Fated with Level 7 after you find Syndra.
The overall goal of this comp is to rush towards Level 8 with the Fated power spike, ugprade your Tier 4 units to stabilize and then push towards Level 9. Here you can add Lissandra for 4 Arcanist and replace a weaker Fated unit for Sett to cap out your board. Usually you connect Yasuo/Thresh in mid game and Syndra/Sett in late game.
Storyweavers is a pretty solid beginner comp, since the trait is quite straightforward. You will find the most success with this trait if you open with either a Spatula or Wandering Trainer Region or simply select Storyweaver Crest/Crown as your first Augment. This allows you to reach 7 Storyweaver once you find Galio, which can sometimes happen in Stage 3 already, granting you a massive power spike.
Kayle will act as your main DPS in the early mid game, so it's often a good idea to focus on frontline items first to give Kayle more time to scale. You can use this power spike to rush towards Level 8/9 and cap out your board with Legendaries with Irelia acting as your main carry in late game.
Kayle in late game will eventually fall off unless you get very lucky and the reach 10 Storyweaver, but this chase trait requires 3 Emblems and is usually too difficult to reach. If you struggle to win fights in late game you can cut down all the way to 3 Storyweavers and simply pivot into a Legendary comp making use of units like Sett, Wukong, Rakan etc.
Kaisa can be a surprisingly powerful carry, but this comp is not the easiest to play. The core you aim for is 4 Warden, 4 Trickshot and 3 Inkshadow. You can give Kaisa Tattoo of Fury/Bombardment as her third item. In this setup you want to avoid items like Shojin/Guinsoo, because you want to maximize her damage and win the fight with her first cast.
In the early game you can run lots of different setups, from Sivir with Storyweavers, to Senna/Gnar with 3 Inkshadows, pretty much anything goes as long you as you can maintain a high economy and stay healthy throughout the early mid game. Finding an early Kai'Sa in your shop or from Augments like Starter Kit helps a lot, because she can be quite powerful even as a 1 star unit.
In late game you want to include legendaries like Sett or Xayah to cap out your board. If your first Inkshadow item was mediocre you can prioritize 4 Warden and add units like Udyr with Level 9.
This is the comp you want to aim for if you like to play high tempo and push for a quick Level 8 and roll for Tier 4 units. There is no set early game, you can pivot into this comp as long you have a good early / mid game and maintained a strong economy. You only have 4 core units with Kayn, Morgana, Kindred and Ornn. You don't need to run 4 Reaper unless you have a Reaper Emblem and instead want to play high value units instead.
In late game you can rush for Level 9 and cap out your board with more Legendaries like Rakan, Azir and Sett 2 Star. Since this is a flex comp you don't need to follow an exact gameplan. If you find Nautilus or Bruisers like Sylas/Galio you can play those units instead.
You want to pay attention to your positioning, make sure that Ornn is always next to Kayn, because he will create a temporary item to a nearby unit early into the fight. You can manipulate this mechanic further by placing a Thief's Gloves on the unit next to Ornn, which makes it easier to clump in the frontline and Kayn still receiving his item.
6 Invoker is very powerful late game, but the path to get there can be a bit tricky. This comp usually does best if you open the game with a Dummy that has an Invoker Emblem or simply select the Invoker Crest/Crown. This allows you to reach 6 Invoker on Level 7/8 with only Annie+Lillia and you don't have to rely on finding Azir.
In early game you can use Teemo as your AP item dump. Try to play your strongest board possible so you can rush towards Level 8 and roll for your core Tier 4 units. Once you are stabilized you can push for Level 9 and cap out your board with Legendaries like Azir, Hwei, Sett or Rakan.
Yorick has one of the best Hero Augments in Set 11, but it's only worth commiting on this comp if you find the Augment in Stage 2-1. If you get lucky you will sometimes find the Augment "Raid Boss", which in combination with the Hero Augment can make for an easy Lobby win.
The most important part to remember about this comp is that YORICK DOES NOT CARE FOR AP. His scaling purely comes from HP. This means he wants items like Redemption, Warmog, Anima Visage or a Bruiser/Dryad Emblem. Items like Archangel/Rabadon/Titan's Resolve are completely useless on him. You can give him either Bloodthirster or Gunblade for sustain, later into the fight he will deal insane damage to the enemy team and can easily heal himself back up.
As for reroll, while you want to collect 6 Behemoth, you don't really care about any of the other 3 Stars. This comp pretty much wants to find Yorick*3 with Level 6 between Stage 3-2 and 4-2 and push for levels once you have him. In late game you can cap out your board with Morgana/Sett/Udyr as additional carries.
Ashe has proven herself to be a solid carry, but this is partly because of the setup surrounding her. Both Warden and Porcelain are amazing traits due to their high amount of damage reduction. This makes both Porcelain and Warden Emblems quite valuable in this comp, since you reach the traits faster and can potentailly cap out with 6 Warden or even with 6 Porcelain if you get lucky.
In early mid game your opener is often Senna with Inkshadows/Warden or a Fated Aphelios Setup. You can aim for Ashe from the start or simply pivot out of reroll comps if you are contested and don't hit your units.
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