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Beginners Guide to TFT Set3 [10.14]
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Teamfight Tactics Guide
Introduction
#note i will be trying to update this guide to make it more aesthetically pleasing
WHAT IS TFT?
TeamFight Tactics also known as TFT is an Auto-Battler using League of Legends characters as essentially chess pieces. You place them on the board, and they fight for you. You gain exp and gold each round while battling it out trying to improve your team and stay alive! May the odds be ever in your favor? just a little hunger games / RNG joke for ya :D
WHAT IS TFT?
TeamFight Tactics also known as TFT is an Auto-Battler using League of Legends characters as essentially chess pieces. You place them on the board, and they fight for you. You gain exp and gold each round while battling it out trying to improve your team and stay alive! May the odds be ever in your favor? just a little hunger games / RNG joke for ya :D
Who Am I?
Hi, I'm HighAnxiety a Diamond TFT player on the OCE server. I stream a variety of games mostly Teamfight tactics and League of Legends. I like to test if a team comp is viable to One Trick Pony to Diamond to help people get that fancy boarder :D
The Turn Table
The Turn Table or Carousel is a stage in which each player has the opportunity to get a unit/character holding an item.
The first Carousel in each game, every player is released at the same time making a mad dash for the best thing they can get, prioritising items over units because you can sell the unit and replace them for one that fits into your team composition, while keeping the item to use with other units. Future carousel's, The players are released two at a time from lowest HP(hit points) to Highest with a few seconds between each release.
This is important to note because you can use this to your advantage in the early game to potentially get a crucial item for your team comp, but beware! losing to much hp can kick you out of the game before you can get your team comp to become strong :(
The first Carousel in each game, every player is released at the same time making a mad dash for the best thing they can get, prioritising items over units because you can sell the unit and replace them for one that fits into your team composition, while keeping the item to use with other units. Future carousel's, The players are released two at a time from lowest HP(hit points) to Highest with a few seconds between each release.
This is important to note because you can use this to your advantage in the early game to potentially get a crucial item for your team comp, but beware! losing to much hp can kick you out of the game before you can get your team comp to become strong :(
Set 3 Galaxies
TFT Set3 has a unique component to it called Galaxies. When a game starts you have a % chance to be in 1 of 9 Galaxies, each providing something different to the game.
NORMAL GAME (20%)
This is a normal game of TFT with nothing added, it also has the highest % chance of all galaxies at 20%
LITTLER LITTLE LEGENDS (10%)
Littler Little Legends was removed in patch 10.14
GALACTIC ARMORY (10%)
The Galactic Armory galaxy grants players with two fully built items, these items are exactly the same for each player. Sometimes the items can determine if you try for a specific build or not, but everyone else will be thinking the same thing so it might be advantageous to avoid the team comps that thrive off these items.
NEEKOVERSE (10%)
The Neekoverse gives every player in your current match Neeko's Helpers, You acquire (2) Neeko clones via an item capsule you will find on the board during your first planning phase, which will allow you to clone 2 units of any tier to spawn a 1 star copy. It's best to be held until you can complete a 3star unit or 2star 5cost essential to your build. an example of this would be having x2 2star and 1 1star riven, using the neekos to make a 3star or if you have no gold and find a GangPlank you can instantly make a 2star gangplank which is huge for your comp.
BINARY STAR (10%)
The Binary Star galaxy makes units only able to hold 2 items, currently this does not have a very big impact as very few builds are 3item depenant
TRADE SECTOR (10%)
The Trade Sector galaxy makes each players first re-roll each round free instead of (2) gold. This Galaxy makes it a lot easier to Hyper-roll for 1cost units but you can also use it to Econ (economy, gold saving)
SUPERDENSE (10%)
The Superdense galaxy gives all players a Force of Nature at stage 3. Force of Nature is an item that does not have to be equip to gain the benefit from and it allows you to have an extra unit on the board. for example at level you would normally be able to have 5units, if you have a force of nature on your bench or side item slots you will be able to have 6units. just like neeko's helpers it will appear during a preparation round on the ground as a golden item capsule.
STAR CLUSTER (10%)
The Star Cluster galaxy has 1, 2, and 3 cost units as 2star units(the equivalent of purchasing 3 1star units) on carousels This can give you the opportunity for some early econ potential if you don't need the units and only want the items. If you are lucky enough you can even grab your core build early and start a good winstreak
TREASURE TROVE (10%)
The Treasure Trove galaxy causes ALL minions to drop a loot capsules, giving you a higher chance at getting Spatulas providing an opportunity to build strong team comps you normally wouldn't risk building. one of my personal favorites is BladeBros
DWARF PLANET (10%)
Galaxy: Dwarf Planet - The first and last row of every board is disabled. this means there will be less space for you to place your units. you can take advantage of this and use a team comp that uses a lot of AOE as the enemy will surely be grouped tightly.
NORMAL GAME (20%)
This is a normal game of TFT with nothing added, it also has the highest % chance of all galaxies at 20%
Littler Little Legends was removed in patch 10.14
GALACTIC ARMORY (10%)
The Galactic Armory galaxy grants players with two fully built items, these items are exactly the same for each player. Sometimes the items can determine if you try for a specific build or not, but everyone else will be thinking the same thing so it might be advantageous to avoid the team comps that thrive off these items.
NEEKOVERSE (10%)
The Neekoverse gives every player in your current match Neeko's Helpers, You acquire (2) Neeko clones via an item capsule you will find on the board during your first planning phase, which will allow you to clone 2 units of any tier to spawn a 1 star copy. It's best to be held until you can complete a 3star unit or 2star 5cost essential to your build. an example of this would be having x2 2star and 1 1star riven, using the neekos to make a 3star or if you have no gold and find a GangPlank you can instantly make a 2star gangplank which is huge for your comp.
BINARY STAR (10%)
The Binary Star galaxy makes units only able to hold 2 items, currently this does not have a very big impact as very few builds are 3item depenant
TRADE SECTOR (10%)
The Trade Sector galaxy makes each players first re-roll each round free instead of (2) gold. This Galaxy makes it a lot easier to Hyper-roll for 1cost units but you can also use it to Econ (economy, gold saving)
SUPERDENSE (10%)
The Superdense galaxy gives all players a Force of Nature at stage 3. Force of Nature is an item that does not have to be equip to gain the benefit from and it allows you to have an extra unit on the board. for example at level you would normally be able to have 5units, if you have a force of nature on your bench or side item slots you will be able to have 6units. just like neeko's helpers it will appear during a preparation round on the ground as a golden item capsule.
STAR CLUSTER (10%)
The Star Cluster galaxy has 1, 2, and 3 cost units as 2star units(the equivalent of purchasing 3 1star units) on carousels This can give you the opportunity for some early econ potential if you don't need the units and only want the items. If you are lucky enough you can even grab your core build early and start a good winstreak
TREASURE TROVE (10%)
The Treasure Trove galaxy causes ALL minions to drop a loot capsules, giving you a higher chance at getting Spatulas providing an opportunity to build strong team comps you normally wouldn't risk building. one of my personal favorites is BladeBros
DWARF PLANET (10%)
Galaxy: Dwarf Planet - The first and last row of every board is disabled. this means there will be less space for you to place your units. you can take advantage of this and use a team comp that uses a lot of AOE as the enemy will surely be grouped tightly.
Items
Items are a 2part component, adding 2 items together on a single unit will create a full item. click Here do be directed to the cheat sheet for all available items. something you need to note is that if you have a 1star carry unit for your comp that has a tear on it and another 1star copy of that same unit on the bench. when you come to the carousel if you collect another 1star copy of that unit with a part item on it, say another tear it will combine all 3 1star units to make a 2star unit as well as automatically combining the items into a full item which you cannot reverse. the only way to avoid wasting gold is to sell that unit before it combines and you want to make sure to put the correct items on units you want to keep. for example i would never want to build Warmogs on jinx.
Team Synergies
Team Synergies or Team Compositions are a combination of units/character that provide a "Trait" that work well with the other traits on the team click Here to be directed to a cheat sheet for all units and traits. Team comps usually consist of a trait that provides a frontline and a trait that provides some damage or a carry unit. for example having 2 or 4 brawlers trait will give those units +xxx HP and having 3, 6 or 9 Blademasters will give those units 30%, 65% and 100% chance on hit to attack 3more times. Here is an example of a quick team comp / guide i put together.
Playing the Game
You start the game with 100HP and you want to get everyone else to 0, sometimes you cannot beat everyone so you try as hard as you can to get top 4 because that is technically still a win.
The game is split up into 3 phases, Planning phase, Combat Phase and Carousel. during the planning phase you can move your units around the board and place them where you think would be most beneficial, buy and sell units from the shop, organise items and benched units and also look around other players boards and bench to see what they might be trying to build. During combat phases you can do all the above except obviously move your units around the board, it is however much harder to see what other players have if you are looking at their boards during combat. During the carousel phase you can look around the boards but you cannot buy sell or move units at all, this phase is about planning what item / unit you want to get but sometimes you just have to take whats left.
Purchasing units from the shop will cost gold. higher tier units cost more, each tier costs the equivalent in gold. tier 1 = 1g through tier 5 = 5g. selling a unit will give you the same gold back as long as it is 1star. you require 3units copies of the same unit to get to a 2star copy of that unit but if you sell a 2star unit back you get diminishing returns on the gold value. 2star tier 1 units cost 3g and gives 3g when sold, 2star tier 2 units cost 6g and gives 5g etc.
At the beginning of each round the Shop automatically re-rolls the units, if you see a unit that you want to buy in the shop but do not want to spend the gold that round or do not have enough gold that round you can LOCK the shop for 1 round to stop the automatic re-roll. You can also re-roll the units in your shop at the cost of 2g per roll. so if you have 10g you can re-roll 5times but will not be able to purchase an units if you landed on a unit you wanted on the last re-roll, with this example you could lock the shop so you can buy it next round.
ECON! or the rate in which you gain gold~ YAY MONEY. at the start of each planning phase you gain gold, we refer to this as econ. for every 10g you have banked you will gain a passive 1g up to a max of 5g at 50g banked this is INTEREST, this can effect your decision to purchase units or not. you also gain gold for win streaking and lose streaking.
Losing a round will cause you to take damage relevant to how many units the winner of the round still has remaining. You will also now have a loss counter / streak. if you lose multiple rounds in a row you will get a higher lose streak which may provide you with more passive income. 1-2 = 1g 3-4 = 2g 5+ = 3g. sometimes it is better to stay losing by 1-2units (this is extremely hard to control) than it is to win then lose, win then lose because this will effect your passive econ.
Winning Rounds gives you 1g and a win counter, staying on a winstreak gives you passive income the same as losing. 1-2 = 1g 3-4 = 2g 5+ = 3g. it is important to take these values into account when thinking about econ, as spending gold may be the reason you keep your winstreak bonus of 3g and may have only cost you 2g worth of econ so you are up HP and 1g total.
EXP or experience points, you gain 2exp passively each round. there is an indicator showing how much exp is needed to achieve the next level. you can also buy exp in lots of 4 costing 4g each time. you cannot buy exp at any other rate which effects your decision to econ for that round or spend gold on exp to level up and get an additional unit on the board.
The game is split up into 3 phases, Planning phase, Combat Phase and Carousel. during the planning phase you can move your units around the board and place them where you think would be most beneficial, buy and sell units from the shop, organise items and benched units and also look around other players boards and bench to see what they might be trying to build. During combat phases you can do all the above except obviously move your units around the board, it is however much harder to see what other players have if you are looking at their boards during combat. During the carousel phase you can look around the boards but you cannot buy sell or move units at all, this phase is about planning what item / unit you want to get but sometimes you just have to take whats left.
Purchasing units from the shop will cost gold. higher tier units cost more, each tier costs the equivalent in gold. tier 1 = 1g through tier 5 = 5g. selling a unit will give you the same gold back as long as it is 1star. you require 3units copies of the same unit to get to a 2star copy of that unit but if you sell a 2star unit back you get diminishing returns on the gold value. 2star tier 1 units cost 3g and gives 3g when sold, 2star tier 2 units cost 6g and gives 5g etc.
At the beginning of each round the Shop automatically re-rolls the units, if you see a unit that you want to buy in the shop but do not want to spend the gold that round or do not have enough gold that round you can LOCK the shop for 1 round to stop the automatic re-roll. You can also re-roll the units in your shop at the cost of 2g per roll. so if you have 10g you can re-roll 5times but will not be able to purchase an units if you landed on a unit you wanted on the last re-roll, with this example you could lock the shop so you can buy it next round.
ECON! or the rate in which you gain gold~ YAY MONEY. at the start of each planning phase you gain gold, we refer to this as econ. for every 10g you have banked you will gain a passive 1g up to a max of 5g at 50g banked this is INTEREST, this can effect your decision to purchase units or not. you also gain gold for win streaking and lose streaking.
Losing a round will cause you to take damage relevant to how many units the winner of the round still has remaining. You will also now have a loss counter / streak. if you lose multiple rounds in a row you will get a higher lose streak which may provide you with more passive income. 1-2 = 1g 3-4 = 2g 5+ = 3g. sometimes it is better to stay losing by 1-2units (this is extremely hard to control) than it is to win then lose, win then lose because this will effect your passive econ.
Winning Rounds gives you 1g and a win counter, staying on a winstreak gives you passive income the same as losing. 1-2 = 1g 3-4 = 2g 5+ = 3g. it is important to take these values into account when thinking about econ, as spending gold may be the reason you keep your winstreak bonus of 3g and may have only cost you 2g worth of econ so you are up HP and 1g total.
EXP or experience points, you gain 2exp passively each round. there is an indicator showing how much exp is needed to achieve the next level. you can also buy exp in lots of 4 costing 4g each time. you cannot buy exp at any other rate which effects your decision to econ for that round or spend gold on exp to level up and get an additional unit on the board.
Conculsion
That is the basics to TFT, if you would like more in-depth information please DM, ask for a specific guide or visit me at https://www.twitch.tv/highanxietynz ill be happy to chat with you :D
hope this guide helps and GoodLuck with your games
hope this guide helps and GoodLuck with your games
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