TFT Set 9.5 Build Comp Tier List
Find the best team comps for Teamfight Tactics Set 9.5: Runeterra Reforged Horizonbound 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 13.19 so you can stay on top of the ever-changing TFT meta.Build a Team Comp
Arguably one of the most powerful comps on Patch 13.19. Xayah is extremely powerful and together with an Ionia Emblem you can run 6 Ionia with 4 Vanquisher in Stage 4 with Level 7 already. This comp is quite contested, so you often have to roll a lot of your gold with Level 7 before the unit pool is thinned out too much.
You have great carry options for the Ionia Emblem, from Nilah, Aatrox, Bel'Veth to Ashe*3 if you want to reroll her. All of them are very powerful and can act as an additional carry to support Xayah. This comp still works even if you don't have an Emblem, but your power spikes might be a bit delayed, since it's harder to reach 6 Ionia and you need Level 8 to add 4 Vanquisher.
Patch 13.19 hit Cho'Gath again, but Bruisers are still performing quite well. Popular Legends are Lee Sin for earlier Cho'Gath*3, Twisted Fate for best items and Ornn for Mogul/Anima Visage. Currently the strongest version rolls for Cassio*3 and runs her as main carry while your Bruisers hold the frontline. You can also run Shurima Emblem on Cho'Gath and run 4 or 6 Shurima in late game as an alternative win condition.
In most cases you want to roll with Level 4 in Stage 3-1 either to 30 gold or lower if you feel confident you can finish a 3 Star unit to stabilize. Recover your economy back to 50 gold and slow roll your interest for 3 Stars. Once you have Cho'Gath and Cassio you can start pushing Levels to add more Bruiser or Ixtal units with Wood Element to stack bonus HP for Cho'Gath until the end.
Bruiser Emblem usually goes on Cassio/Mordekaiser. If you find the Emblem late it can go on Ryze/K'Sante. Cho'Gath tends to prefer tank items like Bramble, Dclaw, Redemption, but also has other good options like Anima Visage. You can also itemize Reksai*3 or Ryze as additional win condition.
With Set 9.5 Rogues received some very significant buffs! First up Viego and Zed are gone and replaced for Graves and Qiyana, who are very powerful in their current state and worth rolling for. 4 Rogue as a trait has also undergone some changes and now your Rogue units will deal additional magic damage based on their damage dealt. This makes it more difficult for your opponents to itemize against your damage.
Currently the best version for Rogue is to focus on Graves*3 first and then roll for the remaining Rogue units later. Your best Augment is Double Trouble, which allows you to play only Rogue units, making it extremely difficult to deal with your setup.
Usually you start with Trade Sector / Stars are Born with the help of Legends and try to roll down for Graves *3 in Stage 3-1 with Level 4. Afterwards you recover your economy and slow roll your interest for other Rogue units with Level 6. Later you can add Jayce/Aphelios/Gangplank to add 4 Gunner to increase Graves damage further.
You can run Ixtal in early mid game, but this does not mean you are required to run Ixtal until the end. Unless you have Ice as your Element, it's often better to remove Milio and Neeko for more powerful units or traits in late game.
Demacia has undergone a lot of changes in Set 9.5, the most important one is that if a unit receives a free Radiant Item from the trait, then this item will be specificially tailored to that unit. Before the items would reset every round and select one item from a fitting selection, but this is not the case anymore. For Example Fiora will currently always receive a Radiant Sterak and if you give Mordekaiser a Demacia Emblem he will receive a Radiant Nashor's Tooth.
While you can fit 7 Demacia without an Emblem, it is much easier to only commit on vertical Demacia if you find the Emblem early. This way you can aim for 7 Demacia with 4 Slayer in late game and have Mordekaiser with powerful items as a tanky AP Carry to support your Fiora. If you can't find the Emblem and want to play Fiora/Morde you can cut down to 3 Demacia and fill up your board with more Slayers instead.
You can open with Demacia/Slayer but it's not required. Your overall goal is to rush for Level 7 in Stage 4-1 and roll down to stabilize. From here you can either stay Level 7 and finish Quinn*3 or push for Level 8 to include 4 Slayer and look for Aatrox.
Samira Reroll received a noteworthy change with Patch 13.19b. Items like Infinity Edge or Giant Slayer won't increase the damage of Naafiri's Dagger anymore. Nevertheless the comp is still strong if you have Samira*3, Cassio*3 and a Noxus Emblem to reach 7 Noxus early.
You want to roll with Level 4 in Stage 3-1 and then use the powerspike of your 3 star units to rush for Level 7 and run 7 Noxus with the help of a Noxus Emblem on Naafiri. Since the comp requires a lot of specific items it's quite common to run Twisted Fate as your Legend to guarantee the best possible items.
If you find a lot of Swain/Naafiri while you are searching for Samira*3, then you can finish rolling for them with Level 6. Otherwise it's fine to just push for Level after hitting Samira and utilizing your power spike. This comp works A LOT better with Noxus Emblem.
The Bilgewater trait was a bit of Roller coaster in Set 9.5 so far, but currently it's making a bit of a comeback. Rolling for Miss Fortune*3 with 7 Bilgewater is more than powerful to secure yourself an easy Top 4. This comp is much more powerful with a Bilgewater Emblem so you can stabilize with 7 Bilgewater in Stage 4 without having to find Gangplank.
In early game you want to lose streak and pick up a Spatula if possible from early Carousel. Item dump your AP items on Cassio to lose streak more efficiently. You should have a solid 5 Bilgewater Setup in Stage 3-2 and if possible 7 Bilgewater by Stage 4-2 latest. If you can't find the Emblem you can still reach Top 4 if you find Miss Fortune*3 in a reasonable time and add more Strategists instead.
Don't item transfer your AP items to Gangplank at the moment, he is too unreliable as a carry and it takes too long for his ship to arrive. You should only give him leftover items in late game.
This is currently the comp with the highest chance to win a lobby. Your best case is to open with 3 Piltover, either with early Ekko/Jayce or with the help of Augments. Keep an eye out for Augments that grant a free Piltover unit that might help you to enable the trait early. There are two paths that players like to take.
One is less focused on Piltover and prefers combat Augments like Pumping Up/Gotta Go Fast with Master Yi Legend. In this version you want to reroll for Jinx/Vi/Jayce with Level 6 and push towards Level 8 later to add 4 Gunner and other high value units.
The other variation is to run Pengu as your Legend and take HP Augments like Tiny Titans or Metabolic Accelerator. Here your goal is to for a large Piltover Cashout and use this as your win condition. You are not required to reroll your setup here, sometimes you can do both, but that depends on each game. If you find a Gunner Emblem you give it to Ekko and try to run 6 Gunner as another win condition.
Shurima is a pretty straight forward setup. Similar to Strategist your core revolves around Nasus as your main tank and Azir as your main carry. This comp prefers to rush for a quick Level 7 and roll for Tier 4 units to stabilize. Afterwards you can push towards Level 8 to add Aatrox/Jarvan.
9 Shurima is a difficult trait to reach, but worth going for as a win condition if the game allows it. Shurima Emblem on Fiora or Aatrox can also help you reach a higher placement in your lobby.
Not much has changed for Void in Set 9.5 regarding the units you play. Since Yasuo is gone he is replaced by Fiora who is the strongest Challenger unit you can play to support your Kai'Sa. This comp did receive a lot of small buff making it more viable, for example Cho'Gath is a lot stronger now and feels a lot better as a 3 Star. Herald and Baron in late game also received some buffs and feel more impactful, giving you a better chance to compete against the top tier meta comps.
As a core concept you usually want to play this comp if you have an early Void Emblem from Augments or you are playing in a Region that helps you to find the Emblem/Units. If you find a lot of Cho'Gath early you can play Void Reroll that focuses on a strong Cho'Gath and runs either Vel'Koz*3 or Kai'Sa*2 as your main carry in late game. The normal way to play Void is usually just to rush for 6 Herald to stabilize and then rush towards Level 8 once you are stable with Kai'Sa. Finding Bel'Veth can be difficult in some games and without Baron you might have a hard time closing out the game.
I'd only recommend to play this comp if your first Augment is "Ravenous Hunter" that makes your Warwick into a powerful carry. It is possible to pick the Augment in Stage 3-2 and pivot into Warwick Carry, but this can be risky if you don't have the right items for him.
The core concept is very easy, you push for Level 6 in Stage 3-2 and roll for 4 Juggernaut, 2 Zaun and 2 Challenger and upgrade your board. From here you recover your economy back to 50 gold and slow roll your interest for Warwick*3.
Depending on the game state you will have to force Warwick*3 between Stage 4-2 and Stage 4-5 to stabilize in mid game. Once you have him you can push towards Level 7 and 8 and add 6 Juggernauts to make him more tanky. His item build should include one sustain item, Guinsoo's Rageblade and Quicksilver for CC immunity.
If you are only playing two Zaun then Robotic Arm is your best Chem Mod. With 4 Zaun you can give him an overcharged Shimmer Injector or Hextech Exoskeleton instead. Outside of Warwick you can itemize Silco with items like Blue, Morello, Gunblade and Nautilus with Evenshroud and Redemption.
Kayle Reroll managed to survive the Mid Set update! Even though Yordle and Poppy*4 are gone, the comp is still going strong. Poppy receives a lot of compensation buffs and has the added bonus of always receiving a Radiant Stoneplate from Demacia, which is one of the best items you can receive in early mid game. Poppy*3 with items in early game is unkillable for most comps, allowing you to easily win streak once you have your power spikes.
Kayle always receives a Radiant Giant Slayer, which makes her a great tank buster and allows her to stay relevant throughout the game. The core concept of this comp is to hit an early Kayle*3 and Poppy*3 either by rolling in Stage 3-1 or slowrolling in Stage 3. Once you have them you can push towards Level 7 to add 7 Demacia for a power spike. Initially you can add units like Shen with Level 8, but you have lots of other options in late game.
If you don't have a Demacia Emblem you can cut down to 5 Demacia in late game to add units like Aatrox, Mordekaiser, K'Sante or Warwick to help you win the lobby, since Kayle will eventually fall off. This comp is great with Demacia Emblems on Mordekaiser/Aatrox or Slayer Emblem on Fiora.
Challenger is currently a very popular comp that is fairly easy to play. You want to take either Draven, Master Yi or Ezreal as your Legend and focus on taking combat Augments. Play a high tempo game that is focused on win streaking most of your early / mid game to maintain a high HP buffer.
In early game you want to open with 3 Ionia 2 Challenger and add 4 Challenger in Stage 3-2. Push for Level 7 in Stage 3-5 or 4-1 and roll for Fiora/Kai'Sa and transfer items to them. Add 3 Demacia so Fiora will receive a powerful radiant Item.
It is usually easy to Top 4 with Challenger, but very hard to make Top 2 since you will eventually get outscaled. Your late game win condition often lies in Aatrox/Heimerdinger with Challenger Emblem or a 3 Star Tier 4 unit.
Azir remains a powerful carry in Set 9.5, but the setup around him has slightly changed. You are now running Silco instead of Lux in combination with a Juggernaut frontline that is being kept alive with the help of Silco. Nasus remains one of the best tanks and can hold the line while Azir and Silco take apart the enemy team.
The core concept of this comp is to rush for Level 7 in either Stage 3-5 or 4-1 and roll for your core setup. Once you are stabilized you can push for Level 8 and add more Strategist and look for Aatrox to help cap out your board.
This comp is surprisingly flexible you can change up your carries depending on your game. Instead of Zaun you can also run Fiora with BT/Titan and Sona or Quinn to get a free radiant Item for Fiora. Another alternative is to roll for Miss Fortune*3 with Level 7 and give her Blue/JG/Rabadon in combination with 3 Bilgewater.
Sorcerers are currently in a much better shape than most people would expect. Both Silco and Ahri are top tier carries that are capable of winning the lobby against every meta comp if your setup is strong enough. Both Silco and Ahri are absolutely amazing with Manazane, which is why a lot of players take the Ornn Legend and commit on Sorcerers if they find this item early.
Usually you want to open with a Void or 4 Sorc mix. Try to get +1 to Sorcerer from Augments so you can run 6 Sorcerer in Stage 3-2 to stabilize your mid game. You usually have two paths you can go for. One is more focused on rolling at 7 and using Silco*2 as the main carry for most of the game. The other path wants to take Augments like Level Up! or Hedgefund++ and rush for Level 8 and stabilize with an early Ahri instead.
You have a lot of great Sorcerer Emblem users. In early game the Emblem usually goes on Kassadin or Miss Fortune. In late game Jarvan and Shen are good choices. Make sure you don't neglect your front line items, if the opponents can't burst them down then Silco will become very difficult to deal with.
Taliyah had it a bit rough in Set 9.0 after receiving severe nerfs to her starting mana and damage. With Set 9.5 she has now 20 starting mana and also three new units that will make her proc her passive: Qiyana, Nautilus and Ixtal Ryze.
This comp is still VERY Augment reliant, so if you want to find success I suggest you only play this if you have Double Trouble as your starting Augment. This allows you to run multiple Taliyah, Sett and Nautilus to maximize your knock-ups and getting great use out of the Augment.
The core concept is to push for Level 6 in Stage 3-2 and roll for upgrades and an additional copy to keep Double Trouble activated. Afterwards you recover your economy and go for another roll down between Stage 4-2 and Stage 4-5 to find your 3 Stars to stabilize. This comp does not require 4 Multicaster, the concept is to run units that will make Taliyah proc her passive, adding units like Twisted Fate or Vel'Koz will only make you weaker.
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