In TFT there are two primary forms of knowledge that impact your overall play:
- Patch knowledge
- TFT fundamentals
Patch knowledge is the easy part… you just go to any Tier List, memorize it, and you pretty much have 75% of it taken care of. If you want to dive deeper, you go to a data site and memorize that. Anyone can do the memorization check, but knowing and learning the fundamentals of TFT is much more difficult. It takes both knowledge and practice. The fundamentals of TFT also expand on the mere basics of TFT. Luckily, we have this guide written out just for you to help.
Table of Contents
Line Selection
Line selection is likely the most important fundamental to understand in modern TFT (the basics of TFT used to be enough), as the game has shifted away from strong standalone units like in earlier sets that lacked structure (Sets 1-6) and more towards defined team compositions and augments the devs balance around.
This is why we have more vertical comps in the meta as opposed to random 4/5 cost soups like we had in the past. These comps can still exist when standalone units are overpowered, but generally speaking, the game is much more balanced around trait break points than in the past.
Augments
This brings us to the 2-1 Augment and selecting our preferred line or game plan from there on out. This means at times we will know what we are playing for the rest of the game from 2-1.
There are 5 different types of augments
- Econ
- Item
- Combat
- Trait
- Hero
Each of these has its own set of pros and cons
Econ Augments
Grants you access to a lot of money that opens up a lot of possibilities (examples include Raining Gold, Shopping Spree, and Prismatic Ticket), but it does not offer any sort of direction (apart from Reroll or Fast #). With econ augments, most of the time direction will come from the items you are dropped, and you will likely default into a fast 8 line as you will be rich enough to hit your core 4-cost units on 4-2. This excess money sometimes allows for fast 9, but this is a high-risk high-reward play and often requires a second econ augment unless you hit a broken (likely prismatic) econ augment.
Rerolling from an econ augment can be awkward at times unless the rest of the conditions are met naturally (You naturally hit the unit and Best in Slot (BIS) items dropped). Generally speaking, there are easier and higher-capping ways to use your gold from an econ augment than rerolling, such as fast 8 and transitioning to legendaries.
Generally speaking, when you click an econ augment (unless it’s something like 2 trick that offers units), you will be weaker than your opponents and naturally lose streak. Prioritize making econ intervals and only hold pairs that will make you strong into stage 3, marginal upgrades are not worth losing your econ advantage. Your goal should be to push your econ advantage and be very strong on stage 4.
TLDR: Econ Augments are weak stage 2 and 3, but you should spike very hard in stage 4 and win most of those rounds. Direction will be decided by your item drops more than anything.
Pros: You are more likely to hit your desired composition
Cons: You will likely be weaker in the early game and in the late game if you don’t manage to convert your econ advantage into a strong board.
Item Augments
Items can provide a great amount of direction as they let you play for BIS or allow you to play comps that have multiple carries. Examples of item augments include Buried Treasures (components), Portable Forge (artifacts), and High Voltage (specific item). Generally speaking, when you click an item augment, you should know immediately what to angle.
Artifact Items offer a great deal of direction and I recommend going to a data site and looking up what is best from your artifact choices. Meta knowledge is pretty important for picking the correct artifacts, it’s very patch dependent.
When you are up items in the early game, if you have upgraded units, you are very likely to streak. Items get multiplicatively stronger so having a 2 item tank or 2 item carry will give you an advantage. When making items to winstreak in stage 2, make sure to stack them if possible.
Reroll Comps are especially enhanced by Artifact and Radiant item augments because they focus more around 1 unit. This means that taking one of these can give you a lot of direction. A specific example during Set 15 PBE is artifact items on Darius. Almost all of the melee carry artifacts turn this unit into an absolute monster.
TLDR: Having more items than your opponents on units early game makes it likely you will win streak. Even if you do not streak you will have a great deal of direction making it much easier to select a winning line.
Pros: Direction and early game strength
Cons: Combat augments may outscale you and if you end up with a mixed streak in the early game you could be a bit low on econ and struggle to hit your composition.
Combat Augments
Combat augments (Pumping Up, Second Wind, Healing Orbs) tend to scale with game length and will provide more value the more units you have on your board as the buff will apply to more units.
These can provide early game strength but they really shine once you have your desired composition online.
Meta knowledge for these are important as some are much stronger than others depending on the patch and the current numbers on each of them.
Generally speaking clicking combat augments is good and will empower your board in the most direct way possible.
Generally speaking I shy away from clicking combat augments on 2-1 as you can at most play 5 units on this stage making their value reduced unless an augment is so powerful in the meta that it is too good to pass up.
TLDR: Combat Augments are good in general and are the most direct way to empower your board. Clicking them on 2-1 is less valuable than econ or items but they can still be fine.
Pros: Will always consistently empower your board.
Cons: They do not accelerate or amplify any other part of your gameplan.
Trait Augments:
Trait augment (Prodigy Crest, The God’s Eye Opens, Wandering Trainer) strength is mainly decided by what is in meta. If certain verticals are strong these can be insta clicks.
These augments provide instant direction and you are locked in at 2-1 to play the vertical around your spat or special trait augment.
Some of the strongest things that come from these augments is allowing units to access synergies, stats, or buffs they normally wouldn’t.
A big mistake I see made with trait augments is clicking a trait augment with 0 of the units. This can make for a very awkward early game as you are at the mercy of your shops giving you units that synergize with your augment. This tends to butterfly effect over to a weak mid game and being at a the mercy of hitting your full composition in stage 4 and hopefully winning out.
Sometimes you have upgraded units for a vertical and are offered an emblem or special trait augment and you simply click it and winstreak.
The problem I tend to have with trait augments is that you are locked in very early with very little room to maneuver. If someone chooses to contest you they might impact your placement.
Scouting to make sure no one else is looking at the line you’re about to hard commit to is key
TLDR: Don’t click trait augments if you have 0 of the units in your opener unless the trait is op. Scout for contestors.
Pros: Instant Direction and potential high cap with spat on a unit that wouldn’t other wise be able to access that trait/buffs
Cons: You are immediately locked into a line revolving around your spat
Hero Augments
Hero Augments (Burning Bright, Knuckledusters) are the hardest to quantify the strength of and will vary in strength depending on the patch.
If a Hero Augment is broken, sometimes it’s just insta click.
If you have 2 copies of the unit and a slammable item, playing around the 2 star hero augment unit is quite a bit of tempo.
These are a really big it depends on the patch.
These augments provide a great deal of direction as you immediately know who you are carrying for the rest of the game and what traits they will play around.
TLDR: Play if you have copies of the unit early and an item slam. Depends a lot of patch.
Pros: Instant Direction and potentially OP set up with the right hero augment
Cons: Instantly committed to a comp and at the mercy of hitting.
TLDR for all Augments:
Early game if we can streak item augments are good as they amplify the power of our upgraded units
Early game if we are weak and have no upgrades Econ augments can help us snowball our economy and cap very high.
Combat Augments are fine to click if we don’t have better options
Trait augments are only good if our opener matches the emblem or the vertical is extremely overtuned
Hero Augments depend on our slams and how easy it is to hit the 2 star version of our unit to be strong.
How can we use this information?
If we are weak we prioritize econ augments.
If we have upgrades we prioritize item or combat augments.
If we have a set up for a trait augment we can play into it.
Our line should be selected based on what the strongest thing we can do in stage 2. That doesn’t always mean board strength. Sometimes the strongest thing and best thing we can do for our game is to build up an econ lead. Efficiency in stage 2 is a very important factor to take in when selecting a line. In Teamfight Tactics all of your actions should lead into each other in the most seamless way possible. By picking a line that is synergistic with our opener we make the game easier to play.
Item Slams and Openers:
Your top priority when choosing what items to slam is your opening units. Making items for the sake of making items on a weak board removes the ability for us to make better decisions later on. I do not recommend making items when you do not have upgrades, as the value of items is directly related to the base stats of your units. If your opener is weak, it is more efficient to take a loss streak and make money than to make subpar items on subpar units in an attempt to force a win streak.
When we make an item, we commit to a certain direction, either AP or AD. Making an IE when we have a Syndra Rell opener doesn’t really make sense, as the AD from IE is wasted. However, if you have Gnar 2 and a Mundo, slamming an IE is amazing. The most flexible items you can make in the early game will always be tank items, and they also tend to be the strongest, as damage in stage 2 is low, so resistances get more value. The only stronger items you can make outside of a tank item are scaling items. Rageblade is an amazing early game slam that will very likely win you fights if you make it on a 2 star backliner and have an acceptable frontline. Archangel is technically also a scaling item, but tends not to have a lot of users and usually requires a mana item paired with it to be good, so I don’t recommend making that on 2-1.
Tying this into line selection is incredibly important. If you take a trait augment such as Battle Academia Crown, making a tank item that consumes a tear or a rod is a mistake, as it interferes with our game plan of making 3 item Yuumi to carry our mid game. The items you make need to tie into your game plan at every point of the game, or you will find yourself in awkward situations where items are inefficient on your mid to late game carries. This becomes even more crucial when considering a reroll comp as BIS tends to be more important on these lower cost units than it is on 4 costs and 5 costs. For example, trying to play Darius without IE is a big mistake, as he needs spell crit to successfully kill enemy units and reset. More on this in the item economy section.
Economy
Economy is essentially just resource management, but is a fundamental skill for being good at TFT. In Teamfight Tactics we have two major sources of resources: Item Economy and Gold Economy.
Gold Economy
How we handle our economy is directly linked to how our early game streak looks like. Utilizing what we discussed in the line selection part of this guide we should be able to infer what our streak will be like in the early game. One of the most important decision points for economy is immediately on 2-1. The choice to level on 2-1 to level 4 impacts your economy much more than you may realize. 4 gold in the early game is a huge investment to make given you naturally make 5 gold a turn without factoring interest. You also have to expend gold to hold and play a unit on your board making this at a minimum a 5 gold investment, or a whole turn of natural gold generation.
Leveling to 4 on 2-1 without upgrades is almost always a mistake and can impact your ability to make econ intervals on the rest of stage 2 and even into stage 3. If you are sitting on a lot of pairs on 2-1 you also lose out on level 3 shop odds which are 75% as opposed to 55% on level 4. This may not seem like a lot, but it is often the difference between finding a 2 star 1 cost unit and not.
As a general rule of thumb for building a strong economy. I recommend always making at least 10 gold on 2-3, the round before carousel. This allows you to either make 20 on 2-5 if you do not wish to level or 20 on 2-6 if you do level to 5, which is pivotal in building a strong economy.
If you make 20 on 2-6, without factoring in streak, you will be at 27 gold. Krugs is likely to drop you at least 3 gold, giving you 30. If Krugs happens to drop you 5 or more, you are at 32. Why is being at 32 important? Because it automatically makes 40 on the following round.
A simple econ flowchart to follow is – 14 > 20 > 27 > 34 > 42 > 51. This is without factoring streaks and wins.
| Round 1 | Round 2 | Round 3 | Round 4 | Round 5 | Round 6 | |
| Gold (continuous) | 14 | 20 | 27 | 34 | 42 | 51 |
| Gold (min) | 14 -> 20 | 23 -> 30 | 32 ->40 | 41 -> 50 |
Money in TFT is a very flexible resource, and you shouldn’t be afraid to spend it for meaningful spikes. If you are sitting on a lot of pairs, come 3-2, if you can stay above the intervals listed above, don’t be afraid to roll once or twice to complete upgrades and save HP.
Sitting above 50 gold may feel good, but it can lead to taking excess damage, especially on stage 4. Unless you have a good fast 9 set up, don’t be afraid to dig for your core units and upgrades. Many times, a loss on stage 4 can directly impact your ability to top 4 as securing a life early on by winning before people fully cap out their boards can be the difference between a 6th and a 4th. Don’t be afraid to spend your gold to save HP.
Item Economy
Item Economy is a term that gets thrown around a lot in TFT and it is both simple and complex at the same time. There is a simple idea that we should try to balance out our frontline, backline, and utility items. We all know we want 3 BIS items for our main damage dealer and primary tank, a shred item, an anti-heal item, and maybe even some extra bonus for our secondary carry or tank. However, not everyone is Challenger because knowing this and doing this are two different things. Balancing making core BIS items on units and not messing up the balance between frontline and backline can be a bit complicated.
The simplest way to begin thinking about item economy is by classifying items by roles. Certain units need certain roles fulfilled to find success. One of the most obvious examples is casters. Casters for the most part will need at least 1 mana item to find success.
Here’s an example. Say we’re at 3-1 and we had slammed a Spirit Visage at 2-1 on a Zac 2. We are on a 3 streak. We got dropped a Malzahar from an orb, and it is our strongest board. We have open chain, rod, tear, and cloak post krugs. What do you make? Some people default into making Gargoyles here because it is a strong item and greed their Tear for Blue Buff, but I think making Adaptive + Crown Guard is correct. Why? It immediately fills the role we are missing on our Malzahar, which is mana generation and allows us to make 2 items to potentially continue streak.
Now lets flip the example and say we are on a 5 loss. We should absolutely greed for blue buff as we are already losing and can greed for BIS.
Item economy is intrinsically tied to board strength so at times if board strength is a greater priority than BIS items we will make suboptimal items that fulfill similar roles. An important takeaway is understanding tempo and when we need our items based on our gameplan. Your streak or potential to win streak will be a determining factor in whether you should make suboptimal items or not. You should not make items that do not fulfill a defined role in your current and eventual final composition.
Another important perspective to take into account when making items is what components you will be left with. Let’s say you have already made 3 backline items and Sunfire is already made, and you are sitting on rod chain cloak. Many players default into making Gargoyle’s Stoneplate here as it is a strong item, but making Crownguard and keeping the cloak open for a potential 3rd tank item is correct. Why? It burns our offensive component. The offensive component is less valuable as our main carry is already fully itemized. Making Crownguard allows you to balance out your frontline and backline itemization much better.
Leveling Curve & Tempo
Leveling and Tempo are fundamental concepts to understand in TFT because they dictate the pace of your game. Leveling too early can cause you to have too little gold to roll with while leveling too late will cost you HP. When we combine this with the Lobby Contextualization we’ll talk about later, you will make the right decision every time.
There are a few decision points when choosing to level.
How much money will we have left over?
Do we have to level and roll on the same turn?
What shop odds are we trying to optimize?
Can we preserve a win streak if we level?
The standard leveling curves in TFT are as follows:
Win Streak (8+ Streak)
| Round | 2-1 | 2-5 | 3-1 | 3-5 | 4-2 | 5-2 |
| Level | 4 | 5 | 6 | 7 | 8 | 9 |
If we are winning, we want to push levels and access higher-tier units and continue our win streak. If we have a lot of pairs on 3-1, we are allowed to roll a few times to complete pairs. Same applies on 3-5. On 4-2 we are likely going to roll a little to stabilize and save some HP on the way to level 9. We aren’t allowed to take 20 damage a fight stage 4, so you for sure roll a bit on level 8. Ideally, we hit a few 4 cost 1 stars, maybe a 5 cost or 2, and go 9 on 5-2. Sometimes we have to roll deeper and delay our 9 till 5-5. We want to leverage our HP from this spot and try to hit level 9 before other players. If you are streaking with an econ augment, you can even consider 4-5 level 9. Obviously win streaking is the best outcome because it gives you high health and so much gold, but we can’t always have this happen, which means the games you do, you need to make the most of them.
Lose Streak (6+ Streak)
| Round | 2-3 | 2-7 | 3-2 | 3-5 (40g+) | 4-1 | 5-5 |
| Level | 4 | 5 | 6 | 7 | 8 | 9 |
When we are lose streaking, we have to win out most of Stage 4, this means rolling a turn before tempo (4-1 on level 8) and doing our best to not lose a single fight this stage. Usually, off a loss streak, you are low health, playing at around a ~50-60 health deficit, so that means we will lose a life every time we lose a fight in stage 4. If you have a broken econ augment, you should structure your curve around leveling to 9 on 4-5, as in set 15, the 5 costs are insanely strong and what will lead you to a first place comp.
Normal/Mixed Streak
| Round | 2-1 or 2-3 | 2-5 or 3-1 | 3-2 | 3-5 or 4-1 | 4-2 | 5-5 or 6-1 |
| Level | 4 | 5 | 6 | 7 | 8 | 9 |
Mixed streak is the hardest of all to play, as there will be a lot of nuance in minmaxing small amounts of gold from 2 streaks. The worst thing that can happen is LWLWL, but sometimes that is unavoidable. The hardest decision points will be leveling to 4 or 5 on stage 2. You need to be very efficient with your money, as you do not have the extra income from streaking. If you are mixed streak, most of the time playing a vertical trait is the most efficient thing you can do as the boards tend to be cheap, and this way you can eventually make it to level 9. Vertical boards also tend to do well in Stage 4, and that allows you to play for HP and top 4 by HP lead. If you highroll 1 star 5 cost, they can also be great. HP preservation is extremely important when playing mixed streak, as it is the only resource you have over the loss streak players. They are likely to outcap you, but you should have more lives than they do, and that can lead to them dying to other high-cap players while you coast to a 4th. You somewhat live or die by your 4-2 rolldown and hitting reasonable upgrades to save lives on Stage 4.
1 Cost Reroll
Do not press the level button at all until you 3 star your 1 cost.
Level 4 odds on 3-1 are very important as you are rolling at least a bit to stabilize and find extra copies. Depending on your econ, I like rolling to at least 32 gold because 32g > 40g > 50g, and you can choose to slowroll from there or dig deeper depending on your spot.
I personally like to aggressively roll on 3-5 because winning 3-5 and 3-6 is likely to give you an extra life, and 1 cost reroll does not cap as high as 4 cost and 5 cost boards. Most of the time, this spike in tempo ends up giving you +1 placement. 1 cost reroll is inherently more aggressive than a reroll of 2 or 3 cost, as it is cheaper to hold units, and you do not have to invest in leveling until you hit your desired units.
2 Cost Reroll
Either lose streak, or
| Round | 2-1 | 2-5 | 3-2 | 4-5 | 5-2 | 6+ |
| Level | 4 | 5 | 6 | 7 | 8 | 9 |
Level to 4 on 2-1 if you are strong/have a copy of the unit you are rerolling + a slammable item
Level to 5 on 2-5 if you are strong, make econ if not (20)
Level to 6 on 3-2 and roll to stabilize. You just slowroll from here.
Level 7 by 4-5 if possible
Level 8 5-2 if possible
3 Cost Reroll
Either lose streak, or
| Round | 2-1 | 2-5 | 3-2 | 3-5 or 4-1 | 5+ | 6+ |
| Level | 4 | 5 | 6 | 7 | 8 | 9 |
Level to 4 on 2-1 if you are strong/have a copy of the unit you are rerolling + a slammable item
Level to 5 on 2-5 if you are strong, make econ if not (20)
Level to 6 on 3-2
Level to 7 3-5 If you have an econ Augment
Level to 7 4-1 and hit your carry 2-star to stabilize.
Scouting
Scouting is a nuanced topic because it varies significantly from game to game.
There are 3 different types of scouting:
Positioning- Covered in the Following Section
Line Selection- Open Line Scouting
Strength of Opponents – Can we win streak?
The Open Line
Line Selection was already covered in the first section of this guide, but something we haven’t looked into is the concept of the Open Line. Most of the time, people’s item slams on Stage 2 and 3 will tell you what they are likely playing. This takes a little bit of meta knowledge, but sometimes it’s as simple as someone made Rageblade + Kraken, they are likely to play Ashe. This means, at a minimum, 3 Ashe’s will likely be taken out of the unit pool.
What can we do with this information? Try to select an uncontested line.
When we select an uncontested line we are more likely to hit our desired units because no one is likely to hold them.
We can’t do this every game, as we can’t pick our items, but looking for an open line lets us analyze the lobby as well. Figuring out what people are playing allows us to avoid spots where we get contested by 2+ people.
Getting contested by 2+ people can be a disaster, as you could be stuck on 1 star carries into as late as stage 5.
Contesting a reroll comp is also a death sentence a lot of the time, as there are not enough units in the pool for both players to reliably hit.
If you play the open line, you can avoid these death sentences.
Strength of the Lobby
Knowing what people are playing is incredibly important, as it allows us to understand when they spike.
1 cost rerolls tend to spike at 3-1, 3-5, and 4-1.
2 cost rerolls tend to spike at 3-2, 4-1, and 4-5.
3 cost rerolls tend to spike 3-2, 3-5, 4-1, and 5-1.
Fast 8 players all spike at 4-2.
Fast 9 Players spike with fast 8ers on 4-2 and spike again on 5-2 when they hit 9.
This is incredibly valuable information because if the reroll players are in our pool, we would not want to expend resources to preserve a streak, as they will likely be stronger than us.
Say we are on an 8 streak on 3-5 with 50 gold. It costs 28 gold to go level 7 at the moment. Our pool is a 1 cost reroller a 2 cost reroller, and a crystal gambit player.
If we take the information above into account, we should not level to 7 and instead make max interest as we are likely to lose to the 1 and 2 cost players and beat the crystal gambit player regardless of what we do. A lot of people tend to force a level to be the strongest they can be to preserve win streaks, but it’s not correct if you can reasonably deduce you will lose. In this scenario, you will lose 66% of the time unless you invest gold into rolling as well.
Knowing who is in your pool and when they are likely to spike is incredibly important to making the most out of our streaks.
Positioning
Positioning is something that also varies greatly from game to game and can get incredibly complex. However, there are a few concepts that can help us simplify it.
- Focus Fire
- Aggro Pulling
- Unit Trapping
Focus Fire
Focus fire is the idea of positioning our units in such a way that they target, or focus, the same unit. This is incredibly important in stage 2, as the overall damage is lower. It is applicable at every stage of the game and is important to be aware of what your units are targeting so they kill enemy units in the fastest and most efficient manner.

Who do you think wins this fight? The player at the bottom will win almost always.
Why? Their units are dealing damage more efficiently. The top players Gnar will aggro onto Aatrox, while Sivir will aggro onto Zac. This means damage is being split instead of focused. The bottom players, Gnar and Sivir, will both aggro the Zac killing it faster than the top players’. This means that the bottom players’ Aatrox and Zac will have more uptime and deal more damage than the top players.
Aggro Pulling
The idea of aggro pulling is that we force units to path a certain way by making them aggro, or target one of our units.

If the Viego player is positioned like this, our Ashe will first attack the Udyr. While Ashe is autoing Udyr, Viego will walk up to the highlighted hex. This means he will be targeted by Ashe next, making him die very early on in the fight instead of being able to heal up from killing weaker units. Pulling a melee carry’s aggro and making your ranged carry focus them is key to winning melee carry matchups.
Unit Trapping
This is especially useful when you are trying to secure a loss streak. It is very simple, but a great trick to know.

Let’s say you’re playing Crystal Gambit and need to ensure a loss to not ruin your double down. Positioning like this makes it so Vi can’t interact with the enemy units until either Syndra or Janna die or walk up.
Lobby Context
Lobby Contextualization is one of the most advanced topics to cover in TFT and requires a lot of reps and constant attempts at understanding enemy board strengths to get right. It requires knowledge of every comp and understanding when and why the spike occurs on the turns they do.
Let’s start with a simple example, an opponent took the augment, Calculated loss, has a Crystal Gambit cash out, and proceeded to 10 loss streak. They are now at ~30 life on 4-1. What can we expect from this player going forward? An extremely strong board with excess economy that may allow them to go 9. This means this opponent will very likely not be beatable on stage 4, much less in stage 5. What can we do with this information? We assume they are likely to top 2. Why is this important? Because we know we are likely to lose a placement to them no matter what we do, unless we have a spot that contests for first. This means it’s extremely important to be stronger than other players in the lobby with weaker boards and cap potential. Losing to the weaker opponents solidifies a bot 4 because they are the players we are fighting for the top 4 placement. This means scouting your pool and rolling aggressively if needed to beat these opponents. Every life you preserve by beating a lower capping/weaker opponent is another hit you’re allowed to take from the guy playing to win out.
If we are playing for first, we can use this type of logic to find out who our final opponent is likely to be and play to grief their units or spike on rounds they are in our pool.
It’s very important to understand the cap potential of our board. When we play reroll lines and are stuck at lower levels than a fast 9 player we should reasonably expect them to be stronger than us come stage 5, specifically 5-2, which is the turn most people all in playing fast 9. A lot of people elect to greed their gold from 4-5 to 5-1 and have a strong spike turn on 5-1, but delaying this spike can be a direct reason you bot 4. Say your matchmaking pool on 4-5 or 4-6 is 2 players who are attempting to fast 9 and spike on 5-2. If you lose to either of these players, you are giving them more time and health to hit their desired 5 cost and become unbeatable.
If you think your board is not strong enough to win against these players, you should roll on 4-5 or 4-6, respectively. A direct example would be if we are playing The Crew and are level 7 with 7 Ziggs with 30 gold on 4-5. Our pool is 2 people attempting to fast 9, and someone stuck at level 8 with multiple 4 cost 2 stars. We should be sending it to 0 if we think Ziggs 3 makes a difference in winning either of the fast 9 match-ups. Even if we end up fighting the level 8 player who is strong, we will save HP, but most of the time, we get to punish someone’s greed and afford ourselves another life. This win could save 10-15 HP and is almost always going to translate into +1 placement. Deny a life from a fast 9 player can turn their game into a bot 4 securing a placement for yourself.
With enough practice, meta knowledge, and board strength analysis, you should be able to assign a likely placement to most of your opponents. This lets us make decisions that are logical from our own spot to maximize your placement.
Combining All the Fundamentals of TFT Together
You need to learn what lines to go for early. This is the most important. The best lines combine your opener, items, and augments together. While this doesn’t happen all the time, you need to factor everything into account. After that, you need to combine it with the proper econ strategy through streaking, but also know what to do when you can’t streak. Spiking is next, where you need to know when you are strong and when your opponents are strong and play around it accordingly by scouting and looking at your matchups. Lastly, put yourself in your opponent’s shoes. What would you do in their situation? How can you adapt your board to react accordingly?
By tying all these concepts together, your TFT games will play themselves. You won’t even have to do much anymore to get your rank up. However, the only way to get good at this, is through practice and experience. While spamming games isn’t the most effective way to climb, it is useful to do after you learn of a new way to approach playing. Also don’t forget that there are TWO TYPES OF KNOWLEDGE. This article covers the fundamentals, but patch knowledge can be gained through looking at Tier Lists. But thanks for reading, and good luck out there.
