econ management is very important in TFT and just like in real life the more you have the easier it is to get more because you get one extra gold for every 10 that you Bank up up to five bonus gold gold can be traded for Champions shop refreshes and experience and while this may sound very simple maximizing gold is a singular most important part of TFT gold is also worth more in the early game than it is in the late game so in the early game prioritize getting a big econ but in the late game try to spend it to save your life speaking of life let's talk about Health Management health is a little bit different from gold but oddly enough in team fight tactics you can trade health for gold in weird ways if you spend your gold you save Health theoretically and then if you don't spend your gold often times you'll lose a little bit of life because you lose in the next fight typically health is much more important in the late game than it is in the early game so it kind of works in the opposite way of your econ management one great example of this is the augment Tiny Titans it performs much better when you take it in the middle of the game than you do in the beginning but econ and Health Management are critical when navigating TFT but how do we Act spent our gold so the first way to do this is with leveling and typically with leveling you want to be following some sort of leveling guide I recommend mine on bunny muffins. LOL and then you can click the little leveling button at the top here I go over all the different types of leveling patterns which you must know in order to play all the popular comps which ironically enough I have a list of that too at the very top in the tier list but depending on what units you are going for you want to do different leveling patterns for example for one cost units the lower level you are the higher chance you have of getting them so if you want to go for a one cost comp you want to roll a lot at level four and level five if you want two cost level six is going to be your best bet three cost level S four cost level eight and five cost level 9 or 10 you need to balance your gold between leveling and rolling so make sure you don't spend too much in one area and try to get a healthy mix of the two next I want to talk about streaking which is a way to gain even more gold if you win a lot in a row or if you lose a lot in a row you get bonus gold this is most important in the early game where again gold matters the most so whenever you're playing stage two try to aim for either a five lose streak or a five win streak if possible if you're going for a win streak you might want to get a combat or item augment and then also build all the items you have on your bench if you're trying to lose streak make sure you play a weak team and make sure no one else is going to be weaker than you even if you make suboptimal items in the long run or sacrifice some of your gold while you're wind streaking it often is okay because of this thing called Tempo or timing this refers to the PACE at which you progress through the game some comps require High Tempo which means aggressively leveling up and rolling for early on sometimes you want to be high Tempo when you're preserving your win streak and playing the strongest boards and then sometimes you want to be low Tempo where you're playing passively and saving a lot of gold and also greeting your item components to get the very best in slot items for your carries doing one or the other is going to depend on what type of comp you're playing but it's always good to keep this in mind because you always want to time your power spikes spiking or power spiking is when you upgrade a lot of units on your board and essentially get much stronger than you were before the critical rounds this often happens in is either 32 35 41 or 42 sometimes you lose streak all of stage two and then you need to hit a power Spike early on in stage three in order to save your life if you're doing some sort of fast a strategy maybe you hit level eight on 42 and then do a 50 gold roll down both of these scenarios lead to very big Power spikes and it directly relates us back to health and econ management having full Mastery of whatever team comp you're running will allow you to know when you want to power Spike because different sorts of Champions are stronger and weaker at different points in the game for example with the ciden build this comp falls off in stages five and Beyond because as a melee carry it often gets focused down by stronger backline carries however in the early parts of the game a lot of backline carries are not able to kill a cidan even if he's only two star so you generally want to power spike a bit earlier in the game with the Casten and comp rather than later next I want to talk about strongest boards creating the strongest board essentially just means creating the most powerful team composition that you can field at any given stage of the game this is probably one of the hardest things to master in TFT and some people just call this playing the game the way to play the strongest board often requires a combination of getting a bunch of trads together getting a bunch of key upgrades itemizing them with the correct items and then positioning of course if you wanted the strongest board all the time You' just roll down to zero every turn but you can't just do that in the early parts of the game because you generally want a strong board as a game progresses as well and if you sacrifice all your econ you can't really do that can you your strongest board also changes based on how everyone else is playing in some games games you face a lot of people with fully upgraded units but then others you see people with complete garbage boards for some reason even though it's the same exact level and the same exact stage so your strongest board may vary based on every single game ideally when you are playing strongest board the goals are to maximize your chances of winning each round maximize your chance of killing units when you lose and generally just conserving your HP next let's talk about rolling a lot of people say they roll down at certain parts of the game and this is typically done to hit a lot of upgrades for your team the more efficient way to roll down you roll down by pressing the refresh button on the bottom left of your shop and the most efficient way to do this is if you have pairs on your bench once you get three copies of a unit it upgrades into a stronger version of itself and when you have pairs it's much easier to upgrade your unit than when you're single or have no copies available that's why before you do a roll down you should ask yourself if it's efficient to do so and the best way to do that is looking at how many pairs you have on your bench and your board if you have a lot do the roll down and odds are you'll hit a bunch of them once you do you'll reach a stabilized State stabilization is very important in TF because it essentially stops the bleeding when you're previously on a loose streak typically you save up your gold and roll down at optimal points ideally making the best use of your gold when you stabilize you do this at Key stages such as stage 32 or 41 often times this is going to be at the start of stages because you want to prepare for all the PVP rounds but other times it could be different based on what's going on in your game on the flip side we also have Slow Rolling Slow Rolling just means rolling every single turn down to 50 gold and you typically do this while staying the same exact level this is the best way to get three star copies of units where you get nine total and often times these units can carry most of the game if you want a One cost unit do it at level five if you want a two cost unit level six and then three cost at level seven you could also Slow Roll for three star four cost but it's very difficult to do in maybe 99% of your games but if you're not a degenerate and you want to play like the normal parts of TFT fast aiding is a very popular strategy to go for four costs essentially when you fast eight you want to reach level eight as quickly as possible and then P down all your gold hopefully getting two star copies of a four cost tank and a four cost damage dealer and ideally after you hit them two star you already have build items for them fast aiding requires a lot of planning and also bleeds a lot of Health in a lot of cases and you can really only do this with a high econ start however during stage four fast aiding often leads to some of the best boards assuming you hit on your roll down now that we've been talking about a lot of different ways of managing your health and econ let's talk about team comps because I said everything depends on this no matter what set you're in team comps follow general rules the most common one is going to be a front line and backline comp this one puts a couple of strong tanks up front and a couple of damage dealers in the back and then you focus on one or two units in each area these are generally pretty balanced comps and it's the most typical way to play TFT other comps however are hyper carry comps these comps usually revolve around one carry and you don't really care about the rest of your team you essentially just have that one unit and then every other unit tries to make it a little bit stronger often times this is going to be from reroll comps and they essentially 1 v9 most of the game a great example of this is a Caston comp right now other types of comps are things like stall comps where you just try to get as big of a front line as possible and then put one damage dealer in the back with some sort of anti-heal and ideally your tanks saw the game to either hit an Ascension or slowly Whittle everyone down the most common example of this is going to be the karma comp next we have our assassin comps assassins often access the backline and kill whoever is dealing damage without focusing the tank these comps are very effective when people have bosses as tanks and the best way to do this is using some sort of item such as prowler's claw or playing some of the Warriors in set 12 a lot of these units jump around and often times you could kill the backline before you need to kill the front based on what comp you choose to play a lot of things are going to be different for example the tempo and timing when you want a power Spike where you want to position and when you want to roll next I want you to have your teams or team comps built around good synergies this can either mean the literal Synergy or it could mean it in the other sense as well for example just because two units don't share a trade together doesn't mean they don't synergize with each other for example Brier might not fit in a lot of Team comps as a shape shifter and eldrich but if you need an area of effect stun she can often be slotted in just to give that effect if you have a lot of upgraded units without items you might slot in a millio even if you're not running any fairies or Scholars Synergy goes beyond whatever traits they have but let's say you're in the early game and you have your team comp planned but other people look like they're going the same thing this is what happens when you're contested being contested isn't the end of the world in in a lot of cases but you do have to know which comps are able to be contested often times four cost comps two people can go for them if the comp is strong but if the comp is weak you definitely don't want to play it because assuming the game is balanced which it isn't but assuming it is most comps can only really support one or two players so if you Scout around and see two other people going for your comp you have to do some sort of pivot pivoting just means switching your team comp from one to the other and ideally it's easy to do this if you built flexible items for example let's say you built a spear of Shogun because you wanted to play Varys well you still could play other Champions such as rise Karma and Nami even though spe shojun might not be the best item on them it's still usable in a lot of cases and having a two star champion with this suboptimal item often times is going to be better than a one-star Champion with perfect items of course you could avoid all of this if you just scouted I know a lot of people don't like scouting but it really is super super important to do because you gain a lot of valuable information you could see what other people are going you could see how they're going to time their game based on what augments they pick you can see what sort of tank items you need to build based on what type of damage your enemies will deal another thing that scouting is useful for is knowing how to position against them some team comps want to be on the same side as their opponents some teams want to be on the opposite side some people want to put CC units in front of your carries other people want to avoid them and all this comes down to positioning positioning just takes a really long time to kind of Master and as the set goes on if you keep like a little notebook and mark down different interactions Champions have you'll often become a positioning God as a set progresses at a basic level you want to make sure your units hit the right targets you want to make sure AOE Champions hit the biggest Clump possible and you also want to make sure your support units are actually supporting what you want to support for example rakon has an ability where he Shields your allies within two hex's so you definitely want him within two hex's as your other tanks alternatively Nico has a similar effect to raan where she heals the nearest three allies and damages the nearest three enemies but you may notice the wording is a bit different Nico can kind of be positioned anywhere whereas Recon specifically need to be near other units to hit them there are a lot of different positioning tricks that go off in the game but again as long as you keep track of them you'll eventually learn what to do in every situation but in general you want to optimize whatever you front line and backline typically units in the front line focus on high durability crowd control and different sorts of tank traits sometimes they deal damage too if you build around a Bruiser comp such as Fiora and Gwen but often time their main job is just to take as much damage as possible the backline refers to your damage dealers these often need to be high damage output Champions and you have to be very careful when placing them because they have low durability of course these units also have to be ranged sometimes your backline involves a lot of support units too A Champion like zillian or Milo is great because zillian provides a good stun for your team whereas Milo gives your team a bunch of items so you still want to protect these units but in pretty much every team comp in TFT you want to always balance whatever you have in the front or the back for example if you're doing like a six Blaster comp and you typically run eight units you're going to have five or six six units in the back line and maybe two or three in the front if you do choose to run six Blaster you'd want to make up for the tankiness by taking some sort of tank augment maybe something like Crash Test Dummies would provide more value than it would normally provide for that team but just because you have your tanks and damage dealers in place you cannot forget about utility there are a lot of different sources of utility in TFT the one that comes to mind first is going to be crowd control this is often just stunning different opponents but there are also different effects such as burn and wound which deals damage over time and reduces healing their shredding which reduces magic resistance their suering which reduces armor and then their Mana Reeve effects which makes it more difficult to cast and the chill effect which lowers attack speed combining all these together is pretty difficult in a lot of cases but it often is the best way to build different team comps next I want to talk about itemization of course if you go to Team fight. LOL and look up the perfect items for a champion you're going to try to go for those every time and if you get them great you're going to do pretty well however TFT is not all sunshine and Rainbows in a lot of cases we cannot get perfect items and we have to know when to build an item and when to Greed and get a perfect item some people refer to this as item slamming item slamming is great for Tempo and it also is good if you want to keep some sort of win streak often times though when you slam an item early on in the game you want to make sure it's a decently flexible item that can fit on a lot of different Champions that way if you ever need to change your comp or use a different unit to carry it's pretty easy to do so for example if you want to compare blue buff versus spe shoen I'd say blue buff is more ideal in a lot more cases but spe shoen is a lot more flexible often times everyone who can use a blue buff doesn't mind a spean but then Champions that really want a Speen can't really use a blue buff so make sure whenever you do slam an item in the early game it kind of fits everyone tank items are probably the best things to do because every comp needs some sort of tankiness but just like everything else we talked about you always want to have a balance of whatever you're doing and that also includes items so for example you want to maximize what's called effective HP on your tanks but the same principle applies to dealing damage for example when you're itemizing your main carry you want to make sure they have some sort of raw stats such as attack damage or ability power but you don't want to go all in on that you want to combine it with some sort of Critical Strike effect maybe get them to attack faster with attack speed or gain more Mana to cast more with some sort of Mana item and then lastly you might want to give them a little bit of durability through some healing such as a hextech gun blade there are also things such as damage amplification and also resistance dreading that we talked about earlier balancing all these different mechanics is pretty difficult but it will lead to the most damage you can deal the reason why is because the math just works that way the easiest way to kind of explain this is through effective HP for example nasus has 1980 HP and 60 magic resistance if we're facing a lot of magic damage teams we'd want to build something such as a dragonclaw which gives a lot of resistances what if we put three dragon claws on nases would he be tanky against magic damage dealers of course he would his effective HP could be approximately 9,000 but if we instead built warmogs warmogs plus a dragonclaw would you expect this to be more tanky or less tanky against magic damage dealing units oddly enough this build is actually more tanky giving around 9800 effective HP so oddly enough the Health Health magic resistance combo out tanked the magic resist magic resist magic resist combo again this is due to how math Works in TFT and effective HP wants you to balance all different sorts of stats of course with the double warmogs build you are more resilient against physical attackers so against any other physical teams this nases is also going to be tankier keep in mind this is a rough calculation I didn't include all the effects of every item and I also didn't factor in whatever traits you have active but the tldr is balance whatever stats you get cuz it often is going to be the optimal way to play the game but hopefully if you put this fundamental list together combine it with knowing what's best to play in every single patch by going on bunny muffins. loleta or by checking stats on team fight. LOL you'll be able to combine literally everything you learned and gain a bunch of LP cuz I guess that's what the goal is at the end of the day right but that's going to be it for me today hopefully you enjoyed this video and I'll see you all next time