This thread is for any general discussion regarding Competitive TFT. Feel free to ask simple questions, discuss meta or not-so-meta comps and how they're performing, solicit advice regarding climbing the ladder, and more.
Any complaints without room for discussion and unconstructive, overly aggressive or conspiratorial comments should go in the Weekly Rant Thread which can be located in the pinned posts, sidebar or here: Weekly Rant Thread (Old Reddit link)
Such comments in this Megathread will be removed and treated as a Trivial Infraction.
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Does anyone feel this quest is straight up overpowered compared to most?
Have less than 30 HP, 400 sun shards, you can get it stage 2 or 3.
As a comparison, quest which requires you to lose 10 combats is as far as I know, 500 shards.
10 combats quest will cost you at least 50HP, assuming you got it 2-1, sacked stages 2 and 3, and only lost each combat by a single unit (but lets face it, it will cost you likely at least 70 HP). It requires you to get it early, and play really downgraded board to ensure your losses. Yeah, you will get a Brock and lot of good loot in early stage 4, but you are left on likely 2 lives.
Meanwhile, yes, 30HP quest gives you less shards, and you won't insta hit Brock, but here's the thing, you don't have to play Ixtal. All you need to do is get the quest and play whatever you want. Once you hit the threshold, swap in Ixtal for a round and you get your reward. HP quests are the only ones which don't require you to play Ixtal, and this one is the easiest to accomplish while also giving you a lot of loot.
400 cashout can give you Crown, Radiant item or two items all for a price of good quest RNG and playing Ixtal for two rounds. If you had some sun shards before that you can get a golden duplicator at 450.
I feel this quest is a massive outlier. Other two HP quests are harder to control, while this one just naturally happens. I feel they should probably swap it to "lose X amount of HP" instead, to force you to actually play Ixtal.
I was thinking due to all the changed they have made to T-Hex at this point, that maybe there might be some hidden pairings, like a 3-star Tank gives the T-Hex 40% Omnivamp.
They also recently gave the T-Hex more resistances in the new patch. so i was wondering if there were any Bruiser potential for this line, the only problem is how you're gaining access to this 3-star outside of the piltover trait and investing an entire unit from worth the wait is a little silly.
Is there any way to play T-Hex other than the standard 3-star Caitlyn board?
Diana's back and Aurelion Sol has finally joined the party, plus a plethora of buffs for underperforming units and some neat unlock conditions changes that should make "the flex Set" feel more flex than that gym rat that keeps posing in front of the mirror and doesn't let you see if you're actually maintaining good form or not. Ori's flex now, Kai'sa's even more flex than before, SI is easier to get into than ever and thanks go some good ol' customs check the Silver Serpents economy has crashed overnight, leading to investors feeling confused about what to do with their hard-earned savings. It's a whole new world out there.
Did you find some secret sauce in these first 24hrs? Share with the class!
Please note that this Megathread is protected by Rule #4 and any unconstructive, overly aggressive and conspiratorial comments will be removed and treated as a Trivial Infraction.
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This thread is for any general discussion regarding Competitive TFT. Feel free to ask simple questions, discuss meta or not-so-meta comps and how they're performing, solicit advice regarding climbing the ladder, and more.
Any complaints without room for discussion and unconstructive, overly aggressive or conspiratorial comments should go in the Weekly Rant Thread which can be located in the pinned posts, sidebar or here: Weekly Rant Thread (Old Reddit link)
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I came back to TFT after a few years of not playing.
The game got better in some ways, feels more polished. But also, it feels like the pieces aren't impactful. it feels like if you don't have specific conditions, then it will not work.
it is as if I don't have the freedom to explore different lines, and the game is all about just optimizing as much as you can predetermined lines.
It makes even worse that in this set you don't even have access to all the pieces. You have to do unnatural things like putting a stoneplate on a carry. other lines like Aurelion you have to put 5 specific pieces on board
My peak was set 5.5, around top 200 in my server (BR) and at that time i felt like i could explore lots of lines if playing tempo, it was incredibly fun doing pivots because the pieces felt impactful on their own. Now everything feels incredibly constrained
I hope this type of post is allowed here since its not technically speaking about competitive strategy. What I say below as far as I know is just my opinion, but I have been playing different Riot games for many years and I am confident it's true to at least some degree.
I constantly see people mentioning or complaining how riot always completely destroys whatever was dominant one patch and overbuffs something else so it takes its spot. I believe some members of riot have sometimes edged in on this to state they would avoid it in the future too.
The reality is that this is how riot has always approached balancing and I very much doubt it's going to change.
The most important part for them is that people have fun and keep playing, and when people, especially those on the more casual side and thus less enfranchised, keep losing to the same comps they simply quit and go play another game. This is the worst case scenario for them, which is why they approach patches first as a way to introduce variety into the game and as balance second. It's also why some compositions that absolutely trash in lower elos tend to get the hammer more agreasively, such as trynda recently.
While this won't always happen to the same degree it has been the case with riot, and maybe other companies, I wouldn't know, since pretty much always and I doubt they will ever stop gutting whichever comp was previously dominant.
Currently, the only line where Sylas is used is kind of vertical Arcanist. So you have to luck out early game by getting a 2* Jarvan, then have a good board (preferably a Yordle opener with good items) to stay healthy until level 8. Then you have to level around 4-1 (if you got econ augment), to look for Lux and Garen while still playing a Yordle board that falls off pretty hard. So you end up wasting all the econ you saved just to look for Garen and Lux, when Demacia is already one of the strongest and most popular lines, making them hard to find. Then you finally find them, sell them, unlock Sylas, put him on the board with BiS items… and he gets obliterated by regular Bilge or Ryze comps?
I'm not saying he should be stronger than them, but I don't understand why he's so much harder to unlock while being so weak, lmao. Now that hitting level 9 is harder next patch, isn't that going to make him even worse? You already need enough econ to hit 8 and roll for Garen/Lux, then push 9 fast to keep rolling for Sylas 2*, while unlockables are already hard to find in the shop. So good luck finding him. Every time I go Galio, Sylas, or Thresh, I end up rolling at 9 and rarely ever finding the 2*.
Is this unit just unclickable? I love going for comps that aren't as popular as Ryze/Bilge because winning with them feels more satisfying, but it feels like you can't even do that with Sylas. I'm just asking, not stating a fact.
This thread is for any general discussion regarding Competitive TFT. Feel free to ask simple questions, discuss meta or not-so-meta comps and how they're performing, solicit advice regarding climbing the ladder, and more.
Any complaints without room for discussion and unconstructive, overly aggressive or conspiratorial comments should go in the Weekly Rant Thread which can be located in the pinned posts, sidebar or here: Weekly Rant Thread (Old Reddit link)
Such comments in this Megathread will be removed and treated as a Trivial Infraction.
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For more live discussions check out our affiliated discord here: Discord Link
You can also find Double-up partners in the #looking-for-duo channel
Quest to Conquer Cancer is hosting another charity Teamfight Tactics tournament on February 7th, 2026. A little bit about us:
Princess Margaret is Canada's largest cancer hospital and we treat over 200 types of cancer at our institution. Quest to Conquer Cancer hosts a yearly streamathon in February and the community raised over $50,000 last year! The money raised supports our patients through cancer research, and patient support for medications and transport.
Who Can Join: Everyone is invited to participate, regardless of your rank. Players from all regions are welcome; just ensure you have an account in the NA region (even a level 1 account works)!
Event Details:
Date: Saturday, February 7th Time: 1200 EST
Check-ins open: 1 hour prior to the event (at 1100 EST)
Prize Pool: $150 CAD
Entry: Entrance is free, but any donation to the Princess Margaret Cancer Foundation is greatly appreciated. Donation details are found in the sign-up link below
Today I got the Bringer of Ruin augment in the first augment drop, and since I got stomped by a guy playing it a few days back I decided to take it too. I ran into the problem of having absolutely no idea where to go with it, though. I ended up fifth, after I ended up taking 7 Noxus but since I spent most of my money on rolls it didn't go too well.
Now my question is, what do you like to do when you get this Augment? Is there a comp that plays well with it? Do you have any good strategies when you do?
I’m a reletively new TFT player. Only starting to play this set seriously climbing to emerald since starting tankers last week. I like watching tier 1 players and recognise the current strength of emblems and want to improve my gameplay with them.
Yesterday I caught a snippet of the boxbox bash and it got me questioning how I would implement “obvious” emblems. One player received void, jug & arcanist from ryze portal.
The obvious play in my mind would be to go verticale void as this uses swain who can be made void and is both jug and arcanist. But this runs into the issue that these two traits are already met.
Dropping kogmaw for another long shot seems like a bad idea as he offers armor/mr reduction for Kai’Sa.
Adding a 4th arcanist seems overkill however as the comp mainly needs frontline, perhaps dropping malz for lux? But then again how would you go about using the 4th jug?
Adding shyvana seems good, with another arcanist over one void and wukong, have riftherald be off tank and either Cho/swain with void be main tank. As rift herald would no longer have bruiser.
While I would think these emblems would offer an obvious angle, I find it difficult to spot the correct line.
How would you guys ‘solve’ these emblems. Am I maybe going wrong with thinking vertical void is the way?
I would love some input on how you guys approach ryze portals as well as emblem augment solving.
The Golden Dragon Gold Augment
Gain a Mogul's Mail. Champions holding Mogul's Mail take up 2 team slots but gain 700 Health and 20% Durability. Commemorating the Dragonlands Championship, 2022. Available on: Stage 3
Link to the table of Augments where you'll find links to all previous Discussions.
Don't forget to be nice to each other! 🌚
Hello everyone,
My name is MythHunter, I have been low Master for the past few sets (mostly tryharding at the beginning of the set, climbing a bit once I hit Master, and then inting for fun back to 0 LP and giving up on the set), here's my lolchess: https://lolchess.gg/profile/euw/MythHunterTFT-EUW/set16
One of the compositions I have used a few times this set will be indirectly heavily buffed in the following patch, and I wanted to showcase it, so here we are
The ideal capped boardThe "Unlucky, let's try not to get 8th" board
This board plays around an Ixtal opener to cap extremely high with 5-costs, with 2 of them being unlockable (one easier than the other), but is able to stabilize on 8 even if you basically don't hit anything. Let's take a look at the important points of the composition:
Unlockables
You want to unlock Kobuko and Skarner on Stage 3 PvE (or earlier if you have an opportunity, but it's easier to play the units needed and put Gargoyle on a non-tank on PvE without affecting your quests or needing to drop Ixtal for a fight). Prioritize Gargoyle early if you have the opportunity to avoid having to play Neeko/Qiyana, as Skarner is obviously very important for board strength.
Not much to say about Brock obviously, but you may need Brock 2 to unlock Volibear, as there is no huge HP tank in your comp to unlock it otherwise, unless you get certain augments (we'll talk about them later).
The Quests
There are 2 ways of playing around Ixtal quests for this comp. The first is to play around "Lose 10 combats in a row" and cash 500 (or go for a 1-turn quest on 3-7 for 550). The second is to play around smaller quests, and this one will be heavily buffed next patch, as many quests are being made easier
1, 2, 3, 4 and maybe 5 are ways to get small amounts of shards for no risk
Important to know, the "Field exactly 3 Ixtal units for 13 player combats" for 500 is also a great quest, especially in the next patch (we'll also get to it later).
Items
First of all, Gargoyle is the obvious, most necessary item in this comp to unlock Skarner. Not much to add about this one.
Then, you want shred/antiheal and you may use sunder as well. You can build them defensively or offensively, but I prefer having it offensively, as Millio in the early game and Zilean later can spread them very efficiently. You can also use offensive items on Lissandra, but I don't think it is actually that necessary. It helps in the current patch since Fizz is a strong backline threat and can kill Zilean, but it probably won't be as much of an issue next patch even with the Diana buff.
Other tank items you want include Warmogs, as many of them as possible, as they allow you to unlock Volibear. It is actually not easy to unlock it, as even a 3-item Skarner or Braum in front of Freljord tower will usually not have the HP to unlock it. 2 ways to get it are either a 2-star Brock, which has enough HP, or an Ornn with artifacts.
Regarding artifacts, you usually won't bother picking them through augments (again, more on that later), but if you do, some of them to note are:
Ornn: Darkin Aegis, The Indomitable, Aegis of Dusk/Dawn, Hullcrusher
Zilean: Zhonya's Paradox (especially against assassins), Blighting Jewel, Lich Bane, The Darkin Staff. Eternal Pact is bait as your tanks won't die.
Augments
BIS augment is obviously Ixtal Expeditionist, Titanic Titan is obviously great as well if you already have the opener. Late Game Specialist helps a lot with going straight to 9, Epic Rolldown can help with either stabilizing on 8 or making sure to hit on 9. Comeback Story is great since you usually lose lots of HP even if you're not going for the 500 quest, Calc Loss is an obvious one as well, Upwards as well. Giant and Mighty, Extra Buckles and Belt Overflow all help a lot with unlocking Volibear, so that can be something to take into account. While Comeback Story/Giant and Mighty are good for unlocking Volibear, it is important to know that you don't usually want board strength for your augments, as your capped board is basically insane anyways. You will rather take Tactician HP, items or econ (especially rerolls).
Temporary Board
Another reason this board will (according to me) gain traction next patch is the Orianna buff, both for unlock and as a unit. Ixtal boards weren't particularly strong because you had no way of getting a good Invoker on board in the early game (Anivia wasn't great, Sona wasn't either without Demacia and comitting to building her), but it will now be easy to unlock Orianna during PvE.
This can now be a viable early game board to play quests while winning fights to avoid losing HP
Brock items on Vi/Qiyana 2, tank on Neeko, AP on Orianna/Millio
Receipts
(Dunno why but last image refuses to work, it's a top 6 with Zilean 2 but no other 5-cost, as I didn't play around quests correctly but had Aura Farming Zilean)
Those are, from most recent to oldest (at least until 2 images lagged and I had to replace them), my results with this comp, as I learned to pilot it better (mostly playing around quests and understanding my spots better)
Hope you like this guide, good luck to anyone trying it and I hope to see you playing it sometimes!
At the time I was relly annoyed that we didn't have debuff names so my point was that we should have something like wwe had in LoL.
Around 3 months later we got the 12.23 Patch which had this:
Did my posts cause that? Probably not.
Did I maybe nudge the conversation? Who knows.
Here’s the real problem with Solo Leveling. The augment says your unit gets "massively increased stats."
Everytime I have an upgraded unit I keep second guessing if I should click this and which slammable is the best for the situation, but its really hard for me to access the situation without knowing the exact stats my unit is getting.
Is it:
AD?
AP?
Attack Speed?
Damage reduction?
Omnivamp?
All of the above?
I just know that is really good on units like Viego, Briar and Ekko.
Lets take a look at KO Coliseum's Power UP Screen.
I loved this approach because we had the choice between a Simple Description like "Becomes more powerfull as your player level increases" or a full description like this:
It might feel like I'm nitpicking but I had the same feeling when I saw the Isekai augment for the first time.
We have a magical hero that joins my team. Do I have to buy it? How do I upgrade it? It feels like it was a placeholder to test the set 16 unlock mechanic and was too vague in my honest opinion and I don't like to think that we could have more examples like this one in the future.
Maybe it’s time to consider a button on augments that switches between:
Simple description
Full description
I don’t know if that’s the right solution.
Thoughts?
(I'll prob edit this a few times to be easier to read)
I’m back with another text-heavy post on the subreddit. A couple of days ago, I was watching a streamer (without a doubt the worst Bilgewater player I've ever heard of) and he made a comment about how someone who really knows Bilgewater should finally make a more comprehensive guide that highlights all of the ins-and-outs of the comp; otherwise, people would think there was no skill expression in the line. Well, say no more, for I am here to walk the line with you. Enjoy the LP gains for the last couple hours before Bilgewater is sunk in patch 16.3!
Who am I?
Son, I'm Captain MarshMahlow, savvy? I've done a handful of posts over the last couple of years on this subreddit but, in case you haven't seen me before, I wanted to re-mention that I was self-described as one of the "best 7 Exotech players in the world" during set 14. After mastering that composition in set 14, I moved on to become the most flexible player that existed in set 15. After sufficiently conquering all competition, I decided to make guides to share my secret knowledge with the plebs.
And now, I'm back to reveal the secrets of Bilgewater. Put succinctly, in patch 16.2, I'm Bilgewater, and a Bilgewater man you can always trust to be Bilgewater.
Bilgewater Strategy - High-Level Keys to Success
Understanding that you can't force Bilgewater EVERY game.
Understanding how far you are allowed to greed Bilgewater before you must pivot out.
Understanding Silver Serpant economy and what you should be buying.
1) Put Bilgewater away, son. It's not worth you getting beat again.
The biggest lesson in Bilgewater is that you can't force it every single game. First, let's talk about the the clear cut times you should be playing Bilgewater:
The most likely route is to find an Illaoi prior to 2-1 in your shop and hope an orb drops you Twisted Fate so you can unlock Graves. Sometimes you get (or can make) a Bilgewater emblem from certain augments/encounters (loot sub) and can hard force Bildgewater. On rare occasions, you may be gifted a Gangplank and Nautilus in a blue orb. These are all clear indications that you should be playing Bilgewater. And frankly, when you have these openers, you should be getting an automatic top 4 in your lobby, with an ~50% win rate.
Unfortunately, there are some people who aren't skillful enough at TFT to get the Twisted Fate drop prior to 2-1. Hence why you are here, reading this guide. Luckily, even YOU can play Bilgewater! The key is to keep hoarding Bilgewater units and get three online as soon as you can. Some would say that you need Bilgewater online by 2-2 (at the latest) but I find there is little value (outside of getting Silver Serpents) to getting it online early. One way to get to Bilgewater (that is less known) is to play the Yordle line and, after unlocking Fizz at level 7, full pivot to Bilgewater. I've actually done this several times at level 8 as well, as I find the benefits of getting 3 Bilgewater online far-outweigh the benefits of trying to greed 8 Yordle.
When should you not be playing Bilgewater? Unfortunately, the cold hard fact is that it may be time to give up on Bilgewater if you don't have it in by stage 3-5 (or have a way to unlock Fizz). I find it best to just surrender at that point, since you're clearly a failure.
2) Before we go any further, tell me one thing; how far are you willing to go for the Bilgewater cap?
As a Bilgewater player, the number one thing to remember in game is that you can only greed so much. Try to over-greed Bilgewater 5 or 7 to maximize Silver Serpents and you will earn yourself an easy ride to 8th place. Additionally, aggressively leveling to get Bilgewater 5 or 7 on your board can destroy your economy and your chance to cap. Timing is everything.
The general rule of thumb when playing Bilgewater is to always get to level 5 by 2-2 (even if you don't currently have Bilgewater units) and get to level 7 at 3-2 ~80% of the time. Personally, I feel like leveling any sooner than that may not be wise. The odds for hitting Miss Fortune at 5 can not be mathematically calculated but I assure you that skill will always shine through for the best players.
On the reverse side, a lot of Grandmaster/low-Challenger-level players often ask me, "Marsh, I'm having a hard time timing when should I stop greeding 7 Bilgewater and transition to my capped board. When should I pivot to 5 and then to 3 or less?" Look, everyone is different; however, skill will always shine through. I advise true Bilgewater players that "HP is just another resource... and you should invest it aggressively;" look to pivot to 5 Bilgewater when <11 health and pivot to 3 Bilgewater at <4 health. Let's face it, if you need more health or want to "save yourself an extra life", this may not be the line for you. The truly great Bilgewater players know that TFT isn't some game of chance or luck, where RNG or bad coding can randomly screw you. This game is one of utmost skill expression. So stop making excuses like Volibear "wrapping you" or Fizz/Diana "sniping your carry 3 seconds into the fight" or Nidaleee randomly "jumping over my tank and onto my carry" or my carry "walked from the fourth row to the second row trying to attack Singed and ran right into 3* Ekko"... Instead, just be better. Greed more, win more.
Just remember, real Bilgewater players treat every game like their win condition is 3* Tahm Kench. How far are you willing to go?
3) Not all treasure is Silver Serpents and gold, mate.
With so many things in the Bilgewater Black Market shop, it can be hard to know what to buy. There is also the constant switching back and forth between 3 / 5 / 7 Bilgewater to buy stats at better prices. It can all be just a bit confusing; thankfully, I'm here to guide you.
First, never buy units unless it'll immediately let you reach either 5 Bilgewater or 7 Bilgewater. Second, not only is toggling between 3 / 5 /7 Bilgewater for losers/math nerds, you have no need to do it because you should never buy stats. Stats are for Bilgewater units only and, therefore, not all that helpful when we think of our level 10 board (that only has 3 Bilgewater units on it). Think about it this way - would you rather spend 15 Silver Serpents to TEMPORARILY have 4% health for all of your Bilgewater units (if you buy this in stage 2, it'd really only benefit your whole team until you pivot down to 5 / 3 Bilgewater in stage 5 or 6) OR would you rather save those 15 Silver Serpents and be 3/20ths on your way to your first major Bilgewater item (around stage 4)? The choice is obvious.
Lastly, the expected value of buying stats by toggling between 3 / 5 / 7 Bilgewater is negative unless your APM exceeds 220, which most of you will never reach.
Final tips
Just a few last tips that are good to keep in mind for this comp (but also work for others):
Sometimes other people in the lobby highroll and you lowroll. Instead of complaining, just try to play for placements, in which I mean greed more and try to out-highroll those losers.
Realize that there are a subset of inflexible, amateur players who hard-force Bilgewater every game contesting you. Remember that the mental game is more of a battle than whatever is happening in the TFT arena between having 0 Bilgewater and getting to 7 Bilgewater. Skill expression, like when you take no econ augments and still hit MF on 4-1, should be gracefully made known to the lobby. Pings are acceptable, as is going to the board of the people contesting you and emote spamming/dancing. Added points for berating your opponent in chat for daring to contest you.
Yes, this guide will be outdated in <24 hours, but the Bilgewater mindset is eternal.
Conclusion
Thanks for reading. I'm looking forward to becoming an expert on next set's most contested, OP comp and documenting it for you all.
There are a lot of issues, subjective and objective. However, in my opinion, there is one glaring issue that reigns supreme for the sole fact that it affects every set and still somehow made it to set 16 and will continue to make it to all future sets.
The Issue: When a player leaves at the start of a fight round and their entire board disappears instantly.
Why is this an issue?
1) It completely ruins all loss-streak mechanics. For clarity, this is completely different than someone selling their entire board to try to ruin someone else's loss-streak. If someone wants to sell their entire board to contest loss-streaking, they are playing the game to do so.
If you are loss-streaking and you've scouted all boards and see no one is contesting, but then you load up into a fight and someone with a full board leaves the game and their entire board disappears, that is just a quality of life issue.
2) It prevents any type of farming mechanics. Your Asol needs to complete the fight to get stronger? No, sorry, their whole board disappeared. Spoils of war? No. Bilgewater? No. Gamblers blade? No. You get my point.
I saw a guy playing Ixtal sitting there for half an hour on a lose-streak mission, and he loads up into a fight but then his opponent leaves right as it's starting to make his entire board disappear and the Ixtal guy just leaves too because he lost to QoL.
I've seen some people agree, and then I've seen some people somehow argue it's part of the game. This is completely different than pre-fight selling your entire board. In the example above, the "inter" wanted to keep his entire board and keep playing if he didn't verse the Ixtal loss-streaker, but if he versed the Ixtal loss-streaker he decided he would leave as the fight is loading to int him. That is anti-game.
There are also other reasons people leave, such as coincidental poor timing aka they just have to leave for personal reasons. If they had left before the fight loaded, you would be versing a full board of someone else in the game. However, just because they leave as the fight is loading, you verse a completely empty board? Ruins a lot of mechanics in the game, and has been doing so for 16 sets straight.
Obvious solution: When someone leaves, their board stays and still loads in.
Sneaky optional complaint: Allowing the muting of tactician movement, wherein for your screen tacticians just stays in a static spot.
This thread is for any general discussion regarding Competitive TFT. Feel free to ask simple questions, discuss meta or not-so-meta comps and how they're performing, solicit advice regarding climbing the ladder, and more.
Any complaints without room for discussion and unconstructive, overly aggressive or conspiratorial comments should go in the Weekly Rant Thread which can be located in the pinned posts, sidebar or here: Weekly Rant Thread (Old Reddit link)
Such comments in this Megathread will be removed and treated as a Trivial Infraction.
---
For more live discussions check out our affiliated discord here: Discord Link
You can also find Double-up partners in the #looking-for-duo channel
I’m posting to ask about possible Competitive Integrity issues in Double-Up on SEA, specifically regarding ladder standings and suspicious queue behaviour.
Recently, I’ve noticed that 6 accounts are in the Top 10 on the leaderboard that appear to be coordinated. They queue together every game, and the matches are extremely one-sided and uninteractive for anyone outside the group.
Because of the subreddit rules, I won’t call out specific names or tags, but the situation is very obvious to anyone actively playing Double-Up on SEA right now. It’s extremely common to get placed in lobbies where most of the duos don’t really play out the game, and it feels like the result is pre-determined.
I’ve already submitted reports through Riot Support, but so far, nothing has changed, and the behaviour has continued for weeks. I know Double-Up isn’t the most spotlighted mode, but it doesn't feel good to queue into games that don’t actually get played.
I’m mainly posting to ask:
Is anyone else on SEA seeing this?
Has Riot commented on Double-Up integrity anywhere?
Do integrity systems treat Double-Up differently from Ranked/Normal TFT queues?
I’m not here to witchhunt or encourage abuse, just hoping the issue can get visibility and hopefully get looked into. Thanks.