Guides
Economy first: why your stage 2 decides your stage 5
Interest is not a number you watch, it is a decision you make. A practical framework for the first ten rounds.
Vale · Oct 12, 2026
Read the guide1-cost reroll: hold your level until the 3-star lands
XP can wait, your odds cannot. Why slow rolling low finds copies faster, and when to push.
TFTIQ · Oct 21, 2026
2-cost reroll: level 6 on 3-2, then stabilize
Stage 3 is where 2-cost reroll lines spike. Hit 3-2 and roll item holders to 2 stars.
TFTIQ · Oct 21, 2026
4-cost comps: push level 8 on 4-2
The most gold-efficient spike in the game. Level cleanly on 4-2 and roll item holders to 2 stars.
TFTIQ · Oct 21, 2026
Play the uncontested line, unless you are the strongest contestant
One shared pool means every holder of your unit taxes your odds. Free lines hit.
TFTIQ · Oct 21, 2026
Build exactly one Shred or Sunder item
Armored tanks stall; shredded tanks melt. One shred source unlocks damage.
TFTIQ · Oct 21, 2026
Build exactly one Wound item
Sustain frontlines out-heal unanswered damage. One Wound source solves it; the second is wasted.
TFTIQ · Oct 21, 2026
Commit to your streak: stop alternating wins and losses
A streak pays up to +3 gold a round. Pick a lane by mid stage 2.
TFTIQ · Oct 21, 2026
Put ranged carries in the corner
Corners hide carries from early AoE and focus. Come center only with reason.
TFTIQ · Oct 21, 2026
Debuffs belong on the carry side
Shred, Sunder and Wound only matter after they land. Park holders where your carry shoots.
TFTIQ · Oct 21, 2026
Aim your damage at the squishies first
Fights are won by removing damage, not chewing the tank. Angle so the first target dies fast.
TFTIQ · Oct 21, 2026
Level on clean XP rounds: 3-2, 3-5, 4-2, 4-5
You gain 2 XP a round and buy it in fours. Breakpoint levels waste nothing.
TFTIQ · Oct 21, 2026
Early game: slam items on 2-star 1-costs and ride them
A 2-star 1-cost beats a 1-star 3-cost at the same job. Hit the upgrade and let it carry stage 2.
TFTIQ · Oct 21, 2026
Roll at the level your carry lives in
Shop odds are a curve. 1-cost at 4-5, 2-cost at 6-7, 3-cost at 7-8, 4-cost at 8+.
TFTIQ · Oct 21, 2026
Scout the two icons before you position
Matchmaking marks likely opponents. Scout them, then position.
TFTIQ · Oct 21, 2026
Never hold more than 3 components
Components are HP in transit. Slam them, especially on winstreaks.
TFTIQ · Oct 21, 2026
On 5-1, slam everything
After stage 5, components stop dropping. One leftover is fine; a bench of them is a loss.
TFTIQ · Oct 21, 2026
Below 30 HP: your gold is only worth what it saves now
Dead players spend nothing. Around 30 HP, convert the bank into board.
TFTIQ · Oct 21, 2026
Three items on one carry beats two on three units
Item stats multiply each other. Concentrating completes a killer.
TFTIQ · Oct 21, 2026
Stage 2 interest: 10 gold by 2-3, 20 by 2-6
Early interest compounds all game. Hit the line, selling future units if you must.
TFTIQ · Oct 21, 2026
Stop at 2 stars for non-carries in reroll comps
Units without items barely change fights at 3 stars. Finish the carry first.
TFTIQ · Oct 21, 2026
Tank on the same side as the carry
Your best tank stalls longest, so spend that stall on the correct side.
TFTIQ · Oct 21, 2026
Item slams: the 8-second decision
You have eight seconds on the carousel and three slams in your pocket. Here is the order of operations.
Rook · Oct 8, 2026
Rolling on 8: a flowchart that actually works
Every "when do I roll" answer, reduced to three questions about your HP, gold and lobby.
Nyx · Sep 30, 2026
Frontline positioning in 5 minutes
Your frontline is a decision about which side the fight happens on. Stop centering it.
Juno · Sep 22, 2026
How to read a tier list without copying it
A tier list is a map of contested lines, not a shopping list. Three ways to use ours correctly.
Vale · Sep 15, 2026
Augment tiers: when the S-tier pick loses
The best augment on paper is the one your board can actually use. A guide to the gap.
Rook · Sep 2, 2026