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Ultimate Set 3 Guide TFT (Beginner Friendly)






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Teamfight Tactics Guide
Out of pure tilt I decided to make a mini-guide for myself so I could improve on the third set of TFT. Turns out a little scrap of paper wasn't enough and the thing got bigger and bigger so I decided to create a Mobafire account and share it.
This is an easy to understand, quick, and intuitive guide to basic comps in current TFT. The goal here is so you can understand how to begin a team comp, set a final goal and understand why, how, and when you should shift from a comp, sell a particular unit, "to roll or not to roll" and stuff like that.
Eu vou fazer um guia em português!
This section is reserved for misconceptions and a couple of advices to new and returning players.
3 Stars are Rare If you have one - you're lucky, if you have 2 - you better be winning (if you have 3 I hate you). We are not in set 1 anymore, hyper rolling isn't nearly as powerful and spatula isn't as useful as before, don't get baited and ruin your economy trying to 3 Star a unit. Most units work just fine at 2 stars and only a feel of them have to be at 3. |
The game is less spammy and more AD based now That being said, casters are not dead and AP as a stat is a lot more useful since EVERY UNIT SCALES OF AP NOW so building a Rabbadon on Master Yi is not completely useless. What I mean is comps that were favored for spamming abilities 24/7 and one-shotting you were nerfed Aurelion Sol, Veigar, mages no longer gain additional mana like set 1 or cast twice like set 2, instead, most Sorcerers in the game are also Star Guardians and when building a mage based comp you're better of building Star Guardians instead. |
Hell Yeah, Dark Stars! Nope, forget it I love Dark Stars but DO NOT try to build a pure Dak Star team, it's the biggest bait in the game and has close to zero synergies. |
LEARN ECONOMY! Seriously, I cannot stress that enough, is a core mechanic of the game and I see a lot of people throwing it out the window like it doesn't matter. The Tl;dr version of economy is: try to stack money in packs of 10, up to 50. 50 gold is your goal and when rolling most of the times you don't want to spend past that. |
THERE'S A LIMITED AMOUNT OF UNITS PER GAME People tend to forget that. What that means is if someone is building Blademasters and you are building Rebels you'll notice that Yasuo suddenly won't appear as often as before, there's a predetermined amount of Yasuo's per game and he champion pool is shared among all players. Also, if a player gets eliminated their champions DO NOT go back to the pool unless they sell them first. |
It can be overwhelming the number of options and paths to take in the beginning but having a feel on what a successful team comp looks like can help you plan early.
I've listed most of successful compositions I found while playing so you can track what are your options and adapt to the situation based on what units you have, itemization and overhaul weaknesses.
Disclaimer: Chrono is very versatile.





So, now that we've seen some examples of what a competent team looks like we can analyze these comps, track some pattens and conclude who are the "meta" units.
The Joker Card
As I previously stated, Chrono is a very versatile synergy. It can provide a "free" boost to all your units with minimal investment required, 15% Atk Speed every 4 seconds to ALL units for just 2 pieces. This buff can add up really quickly and in an AD-based environment like set 3, Chronos prove to be highly valuable to any composition. Lookup for Ezreal, Wukong and Shen, in this order, since Ezreal is by far the most versatile of the 3 while Wukong and Shen being good frontliners.
Secondary Buffs
Similar to Chronos, some synergies can fit in almost any comp, Protectors and Celestials being the most notorious for providing good sustain, damage, and a competent frontline. Realistic speaking, there are only 2 units worth considering, which is Rakan and Xin Zao.
Why? Neeko and Jarvan are easily skippable and Neeko is a ratter high contested unity since she's 50% of the Star Guardian frontline and better of in her own archetype while 6 Celestials is a huge investment and risky move since Kassadin is going through a phase from his former self (he's trash rn) and Lulu is a Legendary unit (which is only obtainable in the last 3 levels). But then you ask "What about Xayah?" which leads me to my most controversial point in this guide.
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