New 9.14 Patch Team comp Guide #1
Brawler Void Glacial
Kassadin, Blitzcrank, Varus, Rek’Sai, Ashe, Volibear, Cho’Gath
4 Brawlers, 3 Void, 2 Glacial, 2 Ranger, 1 Robot
Volibear has been buffed in 9.14 patch. Reduced the mana cost of his ability, and increased attack speed, health, damage.
Early Game: Start with Blitzcrank and Rek’Sai for the two Brawler bonus.
Mid-Game: Adding Kha’Zix and Kassadin to finish the three Void Synergy.
Late Game: Ashe, Volibear, and Varus bring the two Glacial and two Ranger bonuses.
Remove Kha’Zix or Kassadin and add Cho’Gath to keep the Void synergy.
Ninja Assassin Elementalist
Lissandra, Shen, Zed, Pyke, Kennen, Akali, Brand
4 Ninjas, 3 Assassins, 3 Elementalist
This comp is easy to build as there are mostly low cost champ, but also note that you need several units to enable the trait bonuses.
Shen is the only tank champ in this comp, but once unlock the Elementalist synergy, you’ll have a golem on the field. So now he can be a tank. But The Golem nurfed in 9.14 Patch (damage decreased), however it doesn’t matter a lot because it’s a tank.
Early Game: Start with Pyke, Zed, and a radom Assassin to achieve the three Assassin synergy and one more Ninja bonus.
Mid-Game: Add Lissandra, Kennen, Brand for the 3 Elementalist synergy.
Remove the random assassin you added to add Shen and Akali for the four Ninja synergy.
Late Game: Replace Lissandra with Anivia in order to retain the Elementalist bonus with better unit.
What is this game like
Thinking of play this game what it like is it like LOL.
TFT Patch 9.14 - 5 Key Points
1. From now on, TFT will patch EVERY WEEK.
TFT will now update every week according to Riot. There will be 2 types of updates. Larger updates will take place during regular League of Legends patches while smaller updates will happen in the weeks between that should bring less substantial changes to the mode.
2. Twisted Fate is here
This 2 gold Pirate Sorcerer was the first new champion to be added to TFT. Twisted Fate will randomly pick 1 of 3 cards and throw it at his target. A red card deals AoE damage, a yellow card stuns the target, a blue card restores mana.
3. Attack speed works differently now.
Attack speed is now calculated from a percentage of the champion's base attack speed. So champions with lower base attack speed will benefit less from speed items.
4. The way you get items is different now.
Every PVE round will now drop minimum of 1 reward (items or gold).
5. Spatula got a whole lot better.
Spatula now doubles the stat of the item it's placed with.
How to win EVERY SINGLE GAME! (OP Brawler Strat)
UNDERLORDS OR TFT?
Do you prefer playing Underlords or TFT? I lean more towards TFT, but I do like the occasional Underlords game. I am curious about other people’s opinions.
TFT Best pick in Draft
1. Aurelion Sol
MINI GUIDE: Ranger Knight Comp
FINAL TEAM: Darius, Garen, Mordekaiser, Vayne, Varus, Ashe, Kindred, Sejuani
***Start with 2 Knight units: Mordekaiser & Garen
***Add Vayne and Varus (2 Ranger bonus)
***Depending on your opponents decide your priority (damage/survivability/CC)
---Darius/Sejuani(4 Knight bonus)
---Ashe/Sejuani(2 Glacial bonus)
***(Optional) Later, swap Darius with Kayle. (stronger unit, 4 Knight bonus, 3 Noble bonus)
Bad Luck Protection - How the gold drops work
"Getting no items early increases the odds of getting items later," confirmed Principal Game Designer at Riot Stephen Mortimer in a tweet.
There are 8 possible outcomes ranging from 3 or more items to 9 gold.
I still cannot help but feel getting 3 items is the best outcome
It takes all 10 places, but if you have it... G freaking G
If you don't get a force of nature, you easily can just not use Garen.
Three Beginners comp
Noble / Wild
In early game: you’ll want to have a frontline to protect your force and bolster up your army. Garen is ideal in the situation. He has a good balance and tankiness, and combined with another early game tank, you should come out of the gates swinging.
It’s not the most engaging comp and it doesn’t require much thinking, but when everything’s upgraded, it’s extremely fun. If you can get the whole team together – Garen, Fiora, Vayne, Lucian, Leona, Kayle, you’ll be an unstoppable force. What’s not to like?
Assassin / Ninja
A team of assassins doesn’t make sense in League, but it works in TFT. You’d usually want to play behind a solid tank line, but if you stack Assassins, your brute force damage can be enough to flatten your opponents.
The Glacial synergy is one of the strongest buff in the game. Even though it just got nurfed, it still packs a punch. If you have six Glacial champions, you’ll have a 40 percent chance to stun your targets for two seconds on hit.
Brawlers of the Imperium: A-tier in patch 9.14
Darius, Draven, Cho’Gath, Swain, Blitzcrank, Sejuani, Katarina
With imperial buff, Draven melts opponent’s front lines faster than they can kill your CC and HP loaded front line. For those troublesome backline champs, Blitzcrank used intelligently will win the game.
All that matters here is that you have Darius combo. The third and fourth units just need to be solid enough to get you to mid-game.
Here you just want to establish a strong front line and get your Draven online. Feel free to play 4 Brawlers while you look for all the imperials. Sejuani is always great to have too.
Guinsoo’s Rageblade, Rapid Firecannon, Bloodthirster, Ionic Spark, Phantom Dancer, Dragon’s Claw
Teamfight Tactics comp for Beginners
Your team would be like this: Leona, Vayne, Kayle, Garen, Lucian, Sejuani, and Darius.
4 Knights – Knights block 40 damage from basic attacks.
3 Nobles - +100 Armor and heal for 35HP on hit for a random ally.
Cursed Blade, Sword Breaker, Stattik Shive, Rapid Firecannon, Guinsoo’s Rageblade
Countering Assassin comp with a Dummy Tank
In the basic Assassin positioning, you'll find enemy assassin units lined up in the back line (Red Hex)
What you wanna to is to place a tanky chmapion far from the rest of the group, on his on, on the other side of the board. (Yellow Hex)
When you position the rest of your team (Blue Hex), your enemy assassins are programmed to jump to the furthest target, this will divide the focus of the opponent assassin built and about half of them will jump to the dummy tank in the yellow hex.
What is the best comp?
What is everyones favourite comp to play? Mine is Glacial Elementalist, it always stomp down other players comp.
Feel free to comment your favourite comp! I want to test some new strats out!
Everytime I go for anything other than Ninja Assassin comp
Current BEST Comps (Patch 9.14) - #1 Glacial Bralwers
Blitzcrank / Cho'gath / Rek'sai / Volibear / Brand / Lissandra / Ashe / Anivia
Great thing about this comp is that you don't really care about getting your mana drained. Your entire comp serves as a protective barrier for Volibear. Once you reach level 8 with the 4 glacial buff, nobody could stop you.
-you have component items to make Rapid Firecannon
-you have a bunch of brawlers early
-Early game: Get 4 brawlers on board ASAP. Use wild buff and any 2 start units in the meantime.
-Mid game: By level 7, have 4 brawlers and 3 elementalist. Get the elementalists first then add in other units.
-Warmogs & Redemption are highly OP in early game since they give so much health to magnify your own health.
-You cannot make this comp work without Volibear with RFC.
-Watch your opponents and their backline units and play smart with Blitzcrank.
-Getting man burned/CC'ed is a deal breaker.
TOP 5 Best Team Comps for RANKED (9.14)
Top 5 BEST TEam Comps for RANKED
1. NINJA ELEMENTALISTS
2. PIRATE GUNSLINGERS
3. VOLIBEAR BRAWLERS
4. DEMON SORCERERS
the BEST Items Guide (PATCH 9.14)
Let's go through some of the TOP item selections in the game right now.
These the best items to equip your main carry champions with in general.
Ever since the shield was reduced from 300 to 200, this item is a bit of a controversy at the moment. You might wanna consider using this item when you don't really have a strong team on your team. For example, this item comes in real handy in Ninja Assassin team comp. You can place it on Akali and then position her in the middle of your line surrounded by your lower HP champions. That'll give them lot more time to inflict huge damage on your opponent team and use abilities.
It wasn't a very noticeable item before but since the 9.14 patch it's received a pretty significant buff and can reduce units below 1 start. It's really promising debuff and to get the most out of this blade, you need to find a way to hit enemies fast. That's where Tristana and Gunslingers come with in their +50% chanced to fire additional attacks and Tristana's active ability with bomg detonation. Pair it with Rapidfire Cannon and your attacks will not be dodged.
You can also use this item on Volibear and take advantage of his chain attacks. If you also add a Rapidfire Cannon Volibear, he will hit super fast, with increased range and has a potential to reduce your enemy units.
Put this on a melee unit and he'll be hitting at a much larger range. Also your attacks are now impossible to dodge. This item works the best with Tristana and Volibear but it'll still work well on any other units with heavy damage like Pyke, Brand or Draven.
This item is most suitable on champions with attacks that can spread out multiple enemies. In other words, put this on Tristana, Volibear, Lucian or Graves. The ability to disable healing will help you counter an opponents with items like Redemption and Hextech Gunblade.
A lot like Locket of the Iron Solari, this item is mostly useful if you are building an Assassin Ninja comp. This item is most efficient when your team is lined up horizontally.
I'd usually equip this on Zed and increase the attack speed by 15% (for each Zeke's Herald you stack). Pair this item with a couple of Lockets and your team will start melting like snow in the sun.
Teamfight Tactics PBE Patch 9.14 Details
TFT patch 9.14 is scheduled to go live on Wednesday, July 17, 2019
-There’s a new Gromp encounter after the first minion wave.
-PVE rounds from Gromp onward are now guaranteed to drop a lootbox which can contain either: 2 XP, one to four Gold, or an item.
-One enemy per PVE encounter now gets a buff in the form of Dragon’s Claw (resistant to magic), Red Buff (burn damage, healing disabled), or Guardian Angel.
-PVE dragons no longer have magic immunity.
-PVE dragons are guaranteed to drop a full item.
-Runaan’s Hurricane reworked. Now summons a spirit who mirrors your attacks, dealing 25% damage. Applies on hit effects.
-Red Buff reworked. Does 13% of Max Health as damage over time over five seconds. Still prevents any healing.
-Morellonomicon reworked. Does 15% of Max Health as damage over time over five seconds. Still prevents any healing.
-Elise is now a Tier One unit.
-Locket of the Iron Solari no longer scales with ability power.
-Varus’ ultimate now costs 100 mana (up from 75)
-Pyke’s ultimate now costs 125 mana (up from 100)
-Demon Bonus early game nerfed early game, buffed late game. From 40/60/80 to 35/60/85.
-Undetailed nerfs to the Elementalist golem.
-Undetailed nerf to the Shapeshifter bonus.
-Undetailed nerf to Elise.
-Runaan’s Hurricane no longer provides on-hit effects.
-Demons now deal a percentage of the mana they burn as damage. (30/50/70% chance to burn, 100/200/400% damage)
-Cursed Blade’s debuff can now shrink a champion to level 0 and lasts the entire round.
-Frozen Heart attack speed slow increased to 25% from 20%.
-Gunblade heal increased from 25% to 33%.
-Warmog’s Armor now regenerates 6% of Max Health per second. (Up from 3%)
-Zeke’s Herald now provides 15% Attack Speed to adjacent allies in a straight horizontal line. (Up from 10%)
-Guinsoo’s Rageblade now provides 4%, rather than 3% Attack Speed per stack.
-Guardian Angel now revives the champion with 1000 HP instead of 500 HP.
-Locket of the Iron Solari now provides a 300 HP shield, up from 200.
-Recurve Bow provides 20% Attack Speed, up from 15%.
-Redemption now activates at 25% of maximum health remaining rather than upon death.
-Wild Bonus provides 8% Attack Speed per hit, up from 7%.
-Fiora now has a base of 1.0 Attack Speed, up from 0.7.
-Demon Bonus early game nerfed early game, buffed late game. From 40/60/80 to 35/60/85.
-Thornmail now reflects 100% of negated damage.
-Poppy can ult more people as she levels up.
-Shyvana has 100 more HP. Dragon form Attack Damage increased from 60-120 to 100-200
-Morgana damage increased from 250-450 to 300-450.
-Aatrox damage increased from 350-800 to 400-1000.
Quality of Life Changes
-Miss Fortune will now target her ultimate based on the last champion attacked rather than attacking a random target.
-Items with adjacency effects will now show that while you’re placing champions.
Perfect Comps for Ranked Mode
GUNSLINGER & PIRATES
-Miss Fortune 5
Gunslingers and Pirates are one of the strongest comps in TFT.
Grave and Tristiana are 2 very powerful early game units that scale very well.
Give Red Buff/Titanic Hydra/Curse Blade/Sword Breaker to Tristana and add Graves for the Gunslinger synergy, then Lucian adn Gangplank.
This comp naturally fits together with Pirates from the early game. Add Pyke to your comp. Even with his recent nerfs, he still makes an decent solo Assassin.
Lastly, you will need good tanky frontline with units like Gnar, Sejuani and Cho'Gath.
If you are not doing so well in the early game and things are just not going as you have planned at all, switching to Elementalist is your best option.
Before anything, Brand should be the last champion to the comp so do not start with him in the early game. Play safe, stick to reliable stand alone units at first. Garen, Darius, Braum, Warwick and Zed are good options to start with. Darius can help with Imperial/Elementalist , Zed with Nina, Baraum with Glacial, Warwick with Wild. As game progress, you will have better chance to pick up Brand (probably by level 6 or 7) If you still don't have Brand at level 7, start rerolling.
Once you get Brand and 2 other elementalist, you'll instantly pick up the pace and shape your comp with a degree of freedom you didn't have before.
-Add Ashe for Glacial route / Add Varus for Demons/Rangers
-Draven/Katarina/Darius works perfect for Imperial
-Zed, Shen, Akali for Ninjas
Help me please..
So I’m really bad at the game, and I’m wondering if there are any little things that are easy to do wrong but are also easy to fix which can improve how I do. Any help or tips would be great! 😂
Polar Bear Frenzy: A-tier
Final team comp: Blitzcrank, Volibear, Rek’sai, Cho’Gath, Ashe, Lissandra, Anivia, Brand
The Strength of this comp is that you don’t care about getting mana drained.
Early game: Try to get 4 brawlers online as soon as you can, but until then use wild buff and any solid 2 star units.
Mid-game: At level 7 you can have 4 Brawlers and 3 Elementalists, that’s your goal. Get the Elementalists as soon as you can, and then start adding in more of the desired units as you level up.
General GOLD Management Tips
1. On the 1st Carousel, get a 2 gold unit no matter the item. It's better than getting 1 gold unit with good item because when you sell him for 2 gold, you have bigger chance of hitting a 2 star 1 gold unit and that'll save you a lot of early HP.
2. No need to hold onto 3 gold unit in the 1st battle stage. It'll hold you back from hitting 2 star 1 gold units which are usually more powerful than 1 start 3 gold units. (Unless you have to have the 3 gold unit, like Gangplank if you're building Pirate Gunslinger comp)
3. Don't roll or spend money on creep wave rounds.
4. There is no extra interest above 50 gold so buy experience after you hit 50 gold. You'll reach level 8 quickly doing this.
How to get rich in TFT
It could very tempting to spend money early on. But never reroll in the early game and unless you're planning to build team comp full of tier 1 champions, don't go crazy on the champion shop just yet. As you level up, your shop will contain higher tier units. Save your gold and start collecting interest as early as possible.
Mid game is when you start the transition and also is the toughest part of the game.
This is usually when you commit to a composition, which means you know which unit you will need. However, don't go crazy with the reroll button just yet. If you see a key unit you have to have, buy him of course, but if there's no champion you want in the shop, don't reroll, instead buy other champions. However, stop spending before moving down the interest tier. That is, if you have 26 gold, don't go below 20. The reason for buying other champions is, there're a limited number of each champion in the game. For example, if you need Brand(Elementalists), but Draven shows up, buy him and remove him from the champion pool. It'll increase the probability of you finding Brand. Of course you can sell Draven back later.
Stopping flipping your streak continuously. Either keep losing or keep winning.
If you are on a losing streak, watch your HP carefully though. You won't be able to spend any gold you've saved up once you're dead, a lot like in real life.
Spending becomes very situational in the late game.
If you're in the lead and winning, just continue saving money and take your time looking for the champions you need.
If you're sinking fast, go all-in with rerolls and buy experience points. Do whatever it takes to stay in the game as long as possible. There is no need to pinch pennies in the late game.
Teamfight Tactics Beginner’s Guide How to get better & Improve! 2/2
Items are probably the most important part of Teamfight Tactics. These can super buff some of your minions, and an early strategy that some players are employing is to get a three star unit and stack powerful items onto it. One of the more unique factors of this game is that items can be combined together to create a whole new and powerful item. You can grab one of your items and hover it over a unit that already has an item to show what will happen if you were to combine the two items. We've got a Teamfight Tactics Item Combinations Cheat Sheet that will be very helpful for you early on.
The other interesting mechanic in this game is that once you put an item on a unit, you can't get it off of them unless you sell that unit. This leads to some interesting strategies, where you'll place an item on a unit that you don't necessarily plan to keep. That way you can sell the unit later in the game to get the item for a stronger unit.
Items are gained two mains ways. They will drop occasionally after you kill a creep wave, or you can find them during the carousel round. This is when all of the players in the game are thrown into a room and are given a choice of hero. The heroes are walking around in a circle (hence the name carousel), and players are able to choose one based on what place they are currently in the game (in order by lowest to highest health). More often than not, you are looking at the item rather than the hero, because this is how you'll end up finding item to combine with others to make the more powerful versions.
Make Sure to Collect Interest
For every 10 gold you have (up until 50), you will gain 10% (rounded down) extra gold at the end of a round (interest). This is pretty important and will influence a lot of your purchasing decisions when playing the game. Try to stay above the highest multiple of 10 you have, and spend down to near 50 if you have above 50 because you won't get additional interest for anything about it.
Upgrade Your Units
Upgrading your units is another very important aspect of the game. All units start at 1-star, and they can be upgraded to a max level of 3-stars. To upgrade a unit, you'll need to own three units of the same star level. So, three 1-star units of the same kind will make a 2-star unit, and three 2-star units will make a 3-star unit. Upgrading your units will basically double and triple the amount of damage it can do, along with adding to their mana and HP.
Losing & Winning Streaks
If you win a few rounds in a row you will start a win streak. This gives you extra gold per round as long as you maintain it. On the other hand, if you lose a few rounds in a row, you will gain gold for a losing streak. While this is not ideal, you'll still start to gain gold and this can be used as a strategy at times. The key to this is to not lose too heavily. The more units you leave on your opponent's board, the more health you will lose! So, if you're going to go on a losing streak for gold, you'll want to at least put up a fight.
Early Basic Strategy & Positioning
Basic strategy is kind of like a typical MMO like World of Warcraft. You want to have tanks that will absorb damage, and then your back-line will be more of your damaging units. So, look for kind of a mix of tank-y heroes like Knights and Brawlers, and then fill in your team with more damaging type units.
When it comes to positioning, you will utilize this unit build by placing your tankier high health minions in front, and your weaker damage and healer minions behind those. As a future strategy, if you are fighting against Assassins, you might want to place a tank character in your back-line as well. Assassins will leap towards the furthest most minion. So, you won't always want to leave your weak units in the back!
Teamfight Tactics Strategy Tips: 13 Things TFT Doesn’t Tell You
Teamfight Tactics Strategy Tips: 13 Things TFT Doesn’t Tell You
Teamfight Tactics doesn’t waste any time throwing you into the deep end. The new “auto battler” from the makers of League of Legends has some very neat ideas, but not much — or really anything — in the way of tutorials. What’s worse is that it really requires a working knowledge of League for maximum effectiveness. If you’re not a longtime player, you’re pretty left to fend for yourself! That’s why we’ve put together this guide to Teamfight Tactics strategy and tips. Hopefully, this will give you a sense of what to expect and how best to survive the grueling eight-player battles in Teamfight Tactics.
Let Your Money Work for You
Gold is the name of the game in Teamfight Tactics. It allows you to do everything from level up, to buy new characters, to re-roll the dice and get new champions for purchase. And so a huge part of the game is earning as much money as you can.
One of the most effective ways to earn gold in Teamfight Tactics (as in other auto battlers) is to accrue interest. This is the money that multiplies every turn depending on how much gold you end with. But, naturally, there are rules. You only make one extra gold for every 10 you accrue — up to a maximum of five. So you’ll make two bonus gold in the 20 range, three extra in the 30s, and so on. But you will still only earn five interest at 60 gold and beyond. So there’s very little reason to hold onto anything above 50 gold. Use this surplus to fish for upgrades and higher tier champions.
You can easily see how much gold you’re going to earn via the gold generator icons on the left of the screen. Otherwise, mouse over the gold icon on the center of the screen — near the bottom. This gives a solid numerical breakdown of everything you’re about to earn and why. You can see your opponent’s gold generators as well. That helps you know how much stash they have saved up.
Sell Your First Champion
It might seem counterintuitive, but if you pick a Tier Two champion from the starting champion rotation, you almost always want to sell it. Why? Well for one, you want to be able to put that item on another champion when you’re ready to combine items. But more importantly, in the early rounds you’re really only offered Tier One champions. Selling that Tier Two champ will let you double the amount of gold you have on you first turn. You get to double the number of champions you buy from two to four. There’s so much added flexibility with that and that continues on in subsequent rounds!
Losing Is Not the End
There’s another, slightly more painful way to make money in Teamfight Tactics. Namely, you just need to lose. Winning and losing streaks — specifically against other players — will earn you increasing amounts of gold throughout any game of Teamfight Tactics. And for obvious reasons, losing streaks are much easier to achieve than winning all the time. So there’s some advantage to taking your pawns off the board and letting them get hosed. Then, when it’s time to battle minion waves for items, set yourself back up for victory!
Don’t Forget Your Items
Once you begin a battle in Teamfight Tactics, your roster is locked. The game might even show an animation of you moving units, but if you miss the deadline, you can’t change your champions until the next round. You’d think the same rule would apply to items. Well… It doesn’t! Teamfight Tactics will let you drag and drop that all-important equipment onto any living champion that’s still on the board. The bonuses go into effect immediately, too. So you can give an ailing ally 200 extra health just as they’re about to die.
This is mostly just useful if you forget to equip your lineup. However, it can also be useful for split-second decision making to turn the tide of battle. If you notice you have a ranger sitting in the back, for instance, and not taking damage right away, it’s often smart to give them a damage-boosting item. That way you get the maximum benefit from having them survive so long.
Assassins Are Special
Each class of champion has different abilities that help you bolster your lineup. But Assassins, in particular, have a strange interaction that isn’t really obvious — until you actually see it. Whereas most heroes simply walk forward to do battle, Assassins instantly jump to the opposite tile from which they started.
This should be familiar to you if you’ve played other auto battlers, like Dota Underlords. It also makes Assassins exceptionally good at counteracting powerful, but fragile ranged champions placed near the back.
Move Things Around
Speaking of Assassins, there’s one surefire way to mess with them. Just move all — or at least one — of your beefiest units into the rear! That will cause the backstabbing bad guys to waste time chewing through your tanks. Meanwhile your all-important ranged units can continue to fire away. Of course, this only works if you know your opponent has a high number of Assassins. Plan accordingly! Because if you’re wrong, and you place heavy-hitting melee units in the back, you can really screw yourself. Champions in Teamfight Tactics move pretty slowly from hex to hex. And all the time they spend traveling is time they’re not attacking or building up mana.
Don’t Get Fixated
It’s great to create a team that gains the maximum bonus from a single class. Six Assassins with super high crit damage can absolutely crush tender opponents in Teamfight Tactics. But just as important as maxing out bonuses is combining them for unique benefits.
Several hero classes in Teamfight Tactics only max out when you have one or more of the absolute rarest characters in the game. These simply won’t be available to you for a while! Not to mention some classes have strange restrictions on them. Ninjas, in particular, only receive class bonuses if there are one or four of them on the board at the same time.
You can waste a lot of time, health, and money trying to find Yasuo — to max out that Exile class bonus — or a fourth Ninja. Instead you can supplement existing bonuses with a weaker secondary category. It might not be as flashy, but it will keep you on winning streaks and in the game longer.
The Rarer the Better
Not all Teamfight Tactics champions are created equal. Some are just plain more powerful than others, clearly indicated by their rarity level. Rarer heroes cost more, but usually compensate with more powerful abilities. Miss Fortune, for instance, costs five gold. But she has a massive area-of-effect attack! Rarer heroes at lower levels can still absolutely overwhelm beefier, more common characters. Don’t be afraid to change tactics mid-stream to support an especially powerful (and rare) new champion you acquire later on.
Lock in Important Purchases
There is a very tiny icon on the left side of your champion selection screen every round. It’s shaped like a padlock, and it can be massively important. Tapping this icon will cause whatever lineup of heroes you currently see to “lock” for one turn. This lets you keep rare or otherwise useful heroes around until you have enough money. Don’t have five gold to buy Karthus just yet? Lock that lineup and use the money you earn this round to buy him next time, instead!
Leveling up is very important in Teamfight Tactics. Doing so increases the number of heroes you can field at a time by one. So level two gives you two heroes, level three gives you three, and so on. At the outset, you won’t need to worry about this very much. You naturally earn one XP every round — more than enough to get a decent team on the board. That changes pretty quickly, though. The XP cost of leveling eventually skyrockets, making it almost impossible to level up without spending gold.
Thankfully, you can do so at any time. Just look at the far left-hand side of the character purchase screen. You can click on your level icon to boost yourself. You’re going to need to, too. Bench space becomes vital in the endgame of Teamfight Tactics, as you try to keep huge numbers of duplicate characters in reserve to hit two and three star upgrades. The only guaranteed ways to free up space are by selling champions and leveling up.
The former option is risky, since you never know when you might get more of a given character. The latter upsets your interest curve, but does give you a guaranteed benefit. You can mitigate this by buying XP in drips and drops — when you’re over 50 gold and don’t have a champion anywhere near leveling up.
‘Put Your Hand on That Wall’
The Teamfight Tactics meta is constantly evolving. The game mode is still very new, after all! And Riot Games has been extremely good about updating it at a rapid clip. But one major tenet from League of Legneds itself still holds water in TFT: Stuns are very, very important. More broadly, “disables” of any kind (like slowing attack speed or silencing) are incredibly good. Any lineup should absolutely have at least one champion (or class of champions: like Glacier) with a good disable.
Get Your Champions Moving
The opening moments of Teamfight Tactics can seem intense — especially if you’ve never played before. First you have to pick from a clutch of unlabeled characters in the “group draft.” Then you have five champions to choose from, with very different class and origin bonuses… as well as different synergies. Finally, you might get waxed on your first real battle, losing health before you even knew what you were doing. It’s scary! It’s daunting! It might make you not want to play again.
Here’s the thing, though: None of that really matters. The early game in Teamfight Tactics is a mess no matter who you are. However, it is balanced in such a way that you can easily beat the opening waves of minions with little trouble. So long as you get one champion on the board, and then another, and another you’re fine! Even if you lose a round or three, the amount of damage you take near the start is minuscule in the grand scheme of things. Accruing interest and planning out your team is much more important. So just get something — anything — on the board and watch how the dice roll from there.
Spend Money to Make Money
Of course, money is only useful if you spend it. If you’re only shaving off the gold you accrue past 50 throughout a match, you should have plenty for some last-minute plays. It’s often valuable to re-roll for new characters when you’re right on the cusp of leveling up a truly powerful champion — even if it costs you a fat wad of cash. Just make sure you wait until it really, truly matters.
Once you start dipping below 50 to 25 percent health, especially if you’re consistently losing, it might be time to make big purchases. Hunt for mid-rarity heroes you can level up somewhat quickly. Look for a linchpin tier five unit you can build the rest of your team around. Level up to get more bodies on the board. You’ve got nothing to lose, if it looks like you’re losing anyway!
And there you have it! Thanks for reading our Teamfight Tactics tips guide. For more information, be sure to check back later. We’ll continue to update this guide with more tips and add future content as Teamfight Tactics develops.
All the Origins & Classes
2 — Attacks from Demons have a 25% Chance to Burn all the target’s current mana, dealing True Damage equal to mana burnt.
4 — Attacks from Demons have a 50% Chance to Burn all the target’s current mana, dealing True Damage equal to mana burnt.
6 — Attacks from Demons have a 85% Chance to Burn all the target’s current mana, dealing True Damage equal to mana burnt.
2 — Dragons are immune to Magic Damage.
1 — If there are no adjacent units at the start of the combat, Exiles gain a Shield equal to 100% of their maximum health.
2 — Attacks from Glacials have a 20% Chance to Stun the opponent for 2 seconds.
4 — Attacks from Glacials have a 30% Chance to Stun the opponent for 2 seconds.
6 — Attacks from Glacials have a 45% Chance to Stun the opponent for 2 seconds.
1 — Robots start combat with full Mana.
2 — A Random Imperial deals Double Damage.
4 — All Imperials deal Double Damage.
3 — A random ally gains 100 Armor and heals 35 HP on-hit.
6 — All allies gain 100 Armor and heal 35 HP on-hit.
1 — The Ninja gains +40% Attack Damage.
4 — All Ninjas gain +60% Attack Damage.
This trait is active only if you have exactly 1 or 4 ninjas on the battlefield.
3 — Earn up to 4 additional Gold at the end of each combat round.
2 — Curses a random enemy unit at the start of combat, reducing their Health Points to 100.
2 — Only Wild units. Each attack generates a stack Fury (up to 5 stacks). Each stack of Fury gives 8% Attack Speed.
4 — All allied units. Each attack generates Fury (up to 5 stacks). Each stack of Fury gives 8% Attack Speed.
3 — All auto-attacks (the entire team) ignore 50% of the enemy’s Armor.
3 — Yordles have 25% Dodge Chance.
6 — Yordles have 60% Dodge Chance.
3 — Assassins have +150% Critical Damage.
6 — Assassins have +300% Critical Damage.
3 — Blademasters have a 35% Chance on hit to proc 1 extra attack
6 — Blademasters have a 35% Chance on hit to proc 2 extra attacks.
2 — 300 additional health points to all the Brawlers.
4 — 700 additional health points to all the Brawlers.
3 — Summon an Elemental at the start of combat.
2 — At the start of combat, Guardians and adjacent allies receive +30 Armor.
2 — After each attack, Gunslingers have a 50% Chance to attack a random target in range.
4 — After each attack, Gunslingers have a 50% Chance to attack two random targets in range.
2 — Knights block 20 damage from basic attacks.
4 — Knights block 40 damage from basic attacks.
6 — Knights block 80 damage from basic attacks.
2 — Every 3 seconds, Rangers have a 25% Chance to double their Attack Speed for 3 seconds.
4 — Every 3 seconds, Rangers have a 65% Chance to double their Attack Speed for 3 seconds.
3 — Shapeshifters transform in a stronger form, gaining 60% maximum Health.
3 — All allies have +35 Magic Damage.
6 — All allies have +100 Magic Damage.
New to game
Any tips for a player new to the game. Like things you didn't know beforehand and wasting time doing things wrong.
Elementalist, Sorcerer, Ninja Team comp Guide
The final team would be like: Akali, Brand, Kennen, Lissandra, Pyke, Shen, Zed.
And that team will get this following buffs:
3 Elementalists – At the start of the combat, summon an Elemental with 2500 Health and 100 attack damage.
3 Sorcerers – your team has +35 ability power.
4 Ninjas - +60% attack damage for your ninjas
Items that recommended:
Zeke’s Herald, Dragon’s Claw, Locket of the Iron Solari
Demon Dragons Team Comp
This comp relies on the raw HP of shapeshifters combined with a lot of mana burn to overpower your enemies.
Recommended Items: Warmog’s Armor, Rapid Firecannon, Hextech Gunblade, Seraph’s Embrace, Guinsoo’s Rageblade, Rabadon’s Deathcap
Team comp: Aurelion Sol, Varus, Gnar, Morgana, Elise, Aatrox, Shyvana
MINI GUIDE: Wild Sorcerer Comp
FINAL TEAM: Warwick, Nidalee, Ahri, Shyvana, Morgana, Gnar, Aurelion Sol
***Start with 2 Wild units: Warwick & Nidalee
***Add 2 Shapeshifters: Elise & Shyvana, then replace Elise with Gnar
***Add Ahri (4th Wild), Aurelion Sol (2nd Dragon), Morgana (3rd Sorcerer)
***At high levels, add Braum & Leona
***(Optional) Later, include Elementalist or Glacial synergy
Imperial Knights with Brawlers
Here’s some good Imperial, Knights, and Brawlers Team comp guide.
Final team comp be like: Darius, Draven, Garen, Katarina, Sejuani, Swain, Poppy.
These have 4 buffs:
4 Imperials – Double damage for all imperials.
2 Knights – Knights block 20 damage from basic attacks.
2 Brawlers - +300 bonus health to Brawlers.
1 Robot – Robots start combat with full mana.
And more, Items.
Swain – Ionic Spark (Needless + Negatron), Phantom Dancer (Chain Vest + Recurve), Dragon’s Claw (two Negatron)
Draven – Guinsoo’s Rageblade (Needless + Recurve), Rapid Firecannon (two Recurve), Bloodthirster (B.F. Sword + Negatron)
Can't press play? How to FIX gray play button bug
Last couple of days a large number of TFT players have reported that the play button in the client is grayed out and they cannot press play. Apparently there is a very quick and easy fix to this bug. Let me show you how:
SO HOW DO YOU FIX IT?
1. Open up the Launcher
2. Press the play button in the top left corner
3. Choose PvP option from the sub-header menu.
4. Click the TfT icon on the right and make sure to select "ranked"
5. Press Confirm at the bottom
Once you look at the solution, it's pretty simple and straight forward but it could be extremely annoying when you don't know how to solve it.
Teamfight Tactics Best team comp #2
Wild / Noble / Sorcerer / Yordle
Nidalee / Warwick, Kassadin / Cho’Gath, Morgana, Vayne / Lucian, Garen / Leona / Kayle, Gnar, Veigar, Lulu
In the early game, we’d recommend going down the Noble route. Pick up Garen, Vayne and Lucian. All the while, keep an eye out for Warwick, Nidalee and Kassadin. Upgrade all of these units as often as possible through some generous rerolling, but know when to stop - you don't want to wreck your economy in the process.
As the game progresses, you can start mixing in these units you've kept on the bench. It's important you keep the Noble buff as well as Nidalee as they'll both provide you with enough protection and sustain to survive into the mid/lategame.
Throw Morgana into the centre of your composition when possible and do your utmost to upgrade her as she'll be the core of your composition. When it comes to itemisation, you'll want to stick Spear of the Shojin, Morellonomicon and Rabadon's on her. This will allow her to ult multiple enemies constantly, both stunning and dealing burst damage at the same time.
Lulu should another top priority as she'll work towards the all-important Sorcerer buff and grant your team some more sustain.
Eventually, you can work towards adding Gnar to your frontline and switching out Warwick for Cho'Gath. You'll still retain your Wild buff and you'll now have a very strong source of CC.
Gnar and Cho'Gath will also give Morgana ample time to use her ability, as well as provide her with the protection she needs to survive.
Be sure to give Gnar plenty of tanky items, and consider giving your Cho'Gath some too.
Leona and Kayle should be picked up if possible, as they can be swapped in to replace Garen, Lucian or Vayne depending on the situation.
Finally, you can either choose to place Veigar into your composition to grant you the Yordle buff and make Gnar even more of an unstoppable force.
Otherwise, you can opt for the likes of Brand for the Demon bonus, or even another Void champion like Rek'Sai to grant the Void bonus.
Elemental Rangers: B-tier
Team Comp: Anivia, Ashe, Kindred, Brand, Varus, Vayne, Sejuani, Lissandra.
This comp is good at Assassins comp, Knights comp, Nobles comp.
And weak at Yordles comp, Gunslingers comp
Play the strongest 2-star units you can. This comp is ultra-flexible and doesn’t require much setup.
You want to set yourself up to transition into 4 rangers and 3 elementalists. Get the elemental buff on the board as early as possible, and then get to level 7 while using Kennen as a placeholder till you find Anivia.
Easy Beginner Compositions #2 NINJA & ASSASSIN
I know it never would've made any sense to form a team of Assassins in League, but it makes perfect sense in TFT. Typically, you'd place a protective barrier of a solid tank line in the front. But when you stack Assassins equipped with decent items, you will deal explosive damage to flatten your opponents.
First, Zed will be your main guy at the forefront in this composition. He belongs to both Ninja and Assassin categories and he will take advantage of both synergies eventually.
You will start with a single Ninja but will complete your comp with 4 Ninjas and 6 Assassins once you hit level 10. At this point, you will have +60% attack damage for your Ninjas, 350% crit damage for your Assassins. Add in a few items here and there, you will be rip your opponents to shreds.
The only problem is , building up to this exact comp isn't easy and it takes time. So in the meantime, you need to be dynamic and flexible to maintain enough survivability. Start slow and take your time, play a couple of tanks in the beginning, then gradually populate your bench with Assassins.
You're more likely to lose the first couple of PVP rounds but do not panic, you should still be in a decent shape and you'll have higher priority at the carousel pick and you'll have saved up some gold from your losing streak. Be patient and once you have the resources you need, you can start shaping your comp to your heart's content.