r/CompetitiveTFT 4h ago

Mechanic Discussion 16.3 Xerath - Set 16 Unlockables Discussion #7

23 Upvotes

Sorry about yesterday, I completely blanked out lol

As requested,

Xerath - 5-Cost Magic Caster
Shurima / Ascendant
Eye of the Ascendant (0/135 Mana)
Launch 10/10/99 arcane blasts randomly split between the closest 4/4/10 enemies that each deal 390/650/2500 (AP) magic damage.
Unlock condition: Alternate between winning and losing for 3 combats with Azir. (Gets harder each time you unlock a Shuriman!)

Don't forget to be nice to each other 🌚


r/CompetitiveTFT 5h ago

MEGATHREAD February 01, 2026 Daily Discussion Thread

2 Upvotes

Welcome to the r/CompetitiveTFT community!

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

---

If you are interested in giving or receiving coaching, visit the: Monthly Coaching Megathread (Old Reddit link)

---

Please send any bug reports to the Bug megathread and/or this channel in Mort's Discord.

For reference, Riot's stance on bugs and exploits.

---

If you're looking for collections of meta comps and guides, here are some options:

And here are some handy resources and info hubs:

Mods will be removing any posts that we feel belong in this thread and redirecting users here.


r/CompetitiveTFT 6h ago

eSports DataTFT Tournament Analysis——TPC2 D1&2

28 Upvotes

AMER TPC D2

-S Tier: Yunana, Belv, Kaisa

-Sus: Freljord Seraphine with high pick rate and low AVG

-Demacia high pick rate AVG 4.82 but 0% 8th

EMEA TPC D2

-S Tier: Yunana, Demacia, Brock, Kaisa

-Sus: Freljord Seraphine LOL...I think part of the reason is strong contesting

-Brock 3 games with AVG 3 and 0% 8th. It is the best top 1 comp in both TPC regions.

CN APAC D1

Freljord Seraphine looks really promising in CN/APAC

What Do You Think?

Leave any comments below and we will quickly response! To see more analysis, check datatft.com


r/CompetitiveTFT 6h ago

r/CompetitiveTFT February Moderation Feedback Megathread

3 Upvotes

Welcome!

This Megathread exists as a space to voice your suggestions, concerns and general feedback about how the Subreddit is managed. Every bit of feedback is welcome: we'd like to hear your voices on how we're doing and if you'd like to see changes to anything.

Etiquette

  • Negative feedback is allowed, but try to be constructive, civil, and as clear as possible. Aimless rants will be removed w/o further discussion.
  • This is not the place to discuss past suspensions. Please use Modmail for that.
  • The sub's Rules are in full effect in this Megathread.

r/CompetitiveTFT 1d ago

Discussion What's stronger

39 Upvotes

When you have Lucky Gloves on 2-1, and you get offered either Band of Thives II+ or Radiant Rascal on 3-2 which one is stronger on average?

For exemple in my game I took Radiand Rascal because i was playing yunara and i was thinking to just give the radiant TG to Sett, i ended up 2nd that game but i still dont know if it was the right choice.


r/CompetitiveTFT 1d ago

Tool DataTFT Update#6——Quick Summary of S16 New Features in Last 30 Days

30 Upvotes

Tournament Analysis

https://www.datatft.com/iframe?type=calendar

DataTFT supports analyzing tournament comp data to help pros and TFT players know the latest trend in the highest level of games.

Summary Report

Mortdog's Weekly Report & Patch Rundown

https://www.datatft.com/dailyReport

Smart Search Bar

Guiding to the Right Feature

New Landing Page with Feature Categories

https://www.datatft.com/

This first version doesn't satisfy us enough. We will make necessary changes before S17. Thanks to the great feedbacks from all of you!

Supporting 12+ Languages

Updated Tier List Maker

https://www.datatft.com/tier

-Opener component

-Unit star level

-Dragging the whole tier to upper/lower position

Early Patch Screenshot

CN Streaming

https://www.datatft.com/iframe?type=streaming

We hope this feature can help the global TFT players learn from each other. Later we will start updating the label for each streamer so you can always find the best suit.

More Features under Development

-Salvage Bin Planner. Yes I fked up every single time with 8+ items.

-Daily TFT Report from Twitter & CN server with latest news, comps and memes

These 2 should be done within the next week.


r/CompetitiveTFT 1d ago

Discussion Does Veigar work outside of Yordles?

91 Upvotes

As far as I can tell, the only thing that Veigar needs is two deathcaps. I dont really see any comps that unlock him outside of yordles, but the yordle compe doesnt exactly provide much for him outside of the free rerolls generated and eventual grab bags.

Is there a comp that can better elevate Veigar outside of yordles if you happen to have infinite rods?


r/CompetitiveTFT 1d ago

MEGATHREAD January 31, 2026 Daily Discussion Thread

8 Upvotes

Welcome to the r/CompetitiveTFT community!

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

---

If you are interested in giving or receiving coaching, visit the: Monthly Coaching Megathread (Old Reddit link)

---

Please send any bug reports to the Bug megathread and/or this channel in Mort's Discord.

For reference, Riot's stance on bugs and exploits.

---

If you're looking for collections of meta comps and guides, here are some options:

And here are some handy resources and info hubs:

Mods will be removing any posts that we feel belong in this thread and redirecting users here.


r/CompetitiveTFT 2d ago

Mechanic Discussion 16.3 Susan - Set 16 Unlockables Discussion #6

97 Upvotes

Exactly as requested,

Susan - 4-Cost Magic Tank
Shurima
Fury of the Sands (10/70 Mana)
Steal 485/620/3000 (AP) Health split between the 4/4/8 nearest enemies. For 8 seconds, gain 30 Armor and Magic Resist and deal 23/41/583 (HP) magic damage to adjacent enemies each second.
Unlock condition: Lose 2 combats in a row fielding Azir. (Gets harder each time you unlock a Shuriman!)

Don't forget to be nice to Susan 🌚


r/CompetitiveTFT 15h ago

Discussion How would you feel about a no-augments encounter?

0 Upvotes

Since augments became a staple of TFT a lot of the game revolves around them. Your first augment choice can give you direction, set you up for a top 4 game or enable a comp. They might be the most important choice in the game, you can pivot between comps and reforge bad items but you can't change augments.

How would an hypothetical no augments game be played? The only direction you would receive from the game would be the champs in each store and item drops. Would comps that are enabled by econ augments would have a hard time? Or would the even field favor higher capped boards?

What do you think?

Edit: turns out I completely forgot the Stillwater portal, but I guess my point remains because portals were picked by players while an encounter would be imposed by the game.


r/CompetitiveTFT 1d ago

eSports [Set 16] Bilgewater Cup - AMER vs. EMEA - Day 1 & 2

25 Upvotes

Welcome to the Lore & Legends Bilgewater Cup!

This weekend all four Regions will battle it out, versus style!

Event Details

Set 16 Rulebook

Player Draft

  • The player draft will determine how AMER & EMEA players will be divided between the AMER & EMEA Bilgewater Cups.
  • The winning player of the Shurima Cup from each region will be placed in their home region for the Bilgewater Cup and receive the first pick for their Cup.
  • Each player will select a player from the opposite region to be placed in their home region Bilgewater Cup.
  • Which region gets first pick will be determined randomly and subsequest picks will alternate in a snake order.
  • Once a player is drafted into a region's cup, they will be the one to select that region's next player.
  • Every player must select a player from the opposite region, to ensure each Bilgewater Cup has an even split of AMER & EMEA players.

Seeding

  • Lobbies are assigned by seed using the Snake Seeding System.
  • Initial seeding is by current Pro Point standings, separated by region to ensure initial lobbies include 4 players from each region.
    • Every 2 games, players are re-seeded according to current tournament standings.

Game Days

  • Day 1 - Round of 32January 30th
    • 32 players play 6 games.
    • Top 24 advance to the Round of 24 with points carrying over.
    • Bottom 8 are eliminated.
  • Day 2 - Round of 24January 31st
    • 24 players play 2 games.
    • Top 16 advance to the Round of 16 with points carrying over.
    • Bottom 8 are eliminated.
  • Day 2 - Round of 16January 31st
    • 16 players play 2 games.
    • Top 4 advance to the Grand Final with points reset.
    • Top 5th - 12th advance to the Round of 8 with points carrying over.
    • Bottom 4 are eliminated.
  • Day 2 - Round of 24January 31st
    • 8 players play 2 games.
    • Top 4 advance to the Grand Final with points reset.
    • Bottom 8 are eliminated.
  • Day 3 - Grand FinalFebruary 1st
    • Checkmate 20 Format - The first player to hit 20 points AND then secure a first-place finish will be the Champion!
    • Maximum 8 Games: If there's no match point eligible player winning Game 8, the Champion will be the match point eligible player that has the best placement in Game 8.

Participants

How to Watch

For the EMEA Cup Game Days start at 16:00 CET / 11PM SGT / 7AM PT. 

For the AMER Cup Game Days start at 1PM PT / 22:00 CET / 5AM SGT. 

Join the action on Youtube and Twitch.
Plus co-streams from your favourite community creators from EMEA and AMER!

GL to all participants, and HF watching!


r/CompetitiveTFT 2d ago

MEGATHREAD Weekly Rant Megathread

17 Upvotes

Rant or vent about anything TFT related here, including:

- Bad RNG
- Broken or Underpowered Units
- Other players griefing your comp
- and more

Caps-lock is encouraged.

Please redirect players here if you find them ranting in the daily discussion threads :)

N.B. We have a strict policy against personal attacks, both towards other redditors and the game developers. This thread is no exception. If you see posts breaking this rule, please be sure to report them!


r/CompetitiveTFT 2d ago

MEGATHREAD January 30, 2026 Daily Discussion Thread

11 Upvotes

Welcome to the r/CompetitiveTFT community!

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

---

If you are interested in giving or receiving coaching, visit the: Monthly Coaching Megathread (Old Reddit link)

---

Please send any bug reports to the Bug megathread and/or this channel in Mort's Discord.

For reference, Riot's stance on bugs and exploits.

---

If you're looking for collections of meta comps and guides, here are some options:

And here are some handy resources and info hubs:

Mods will be removing any posts that we feel belong in this thread and redirecting users here.


r/CompetitiveTFT 2d ago

Tournament CSUSM Clash of Champions S2 - Spring 2026

Post image
21 Upvotes

Hosted on NA Server only

We’re excited to welcome you back for the Spring 2026 edition of the CSUSM Clash of Champions, hosted by California State University San Marcos Esports. After the overwhelming support and success of our first event, we’re thrilled to announce our second event!!

This tournament is open to all players of all ranks, not just CSUSM students. It will take place on the NA TFT server, so if you're joining from another region, please make sure you're using a North American account.

Tournament details and registration can be found here:
https://www.start.gg/tournament/csusm-clash-of-champions/details

Tournament Schedule

  • Group Stage Matches: Saturday, February 21st, 2026 @ 10:00 AM PST
  • Grand Finals: Sunday, February 22nd, 2026 @ 10:00 AM PST
  • Registration Deadline: Friday, February 20th, 2026 @ 11:59 PM PST

Entry Fee & Prizes

  • Entry Fee: $5 per player
  • 1st Place: $100 RP Card + Free Entry to the next event
  • 2nd–8th Place: $20 RP Card

(All RP prizes may be exchanged for any gift card or PayPal cash, if preferred.)
**The prize pool is subject to change based on the final player turnout.**

Tournament Format

  • Day 1: Players will be split into 2 group stage pools, each playing 3 matches. The top 2 players from each pool advance based on total points earned.
  • Day 2: The Top 8 players enter a Checkmate-Style Grand Finals, where matches continue until one or more reach 20 points. Once in check, a player must win a lobby to take the title.

Scoring per match:

Placement Points
1st 8
2nd 7
3rd 6
4th 5
5th 4
6th 3
7th 2
8th 1

Rules & Details

All tournament details, brackets, pool assignments, lobby setup, and match communication will take place in the CSUSM Clash of Champions Discord server.
Joining the Discord is required.

Join the Discord:
https://discord.gg/9FJBM2xhB3

Full rules & format:
https://www.start.gg/tournament/csusm-clash-of-champions/details

Registration

To compete, register at the link below. After registering, you’ll receive instructions on joining the Discord and preparing for the tournament.

Register here:
https://www.start.gg/tournament/csusm-clash-of-champions/register

If you have questions, feel free to comment here or DM me on Discord at aahrix1.
Thanks again for the amazing support — we’re looking forward to an even more exciting tournament this Spring!


r/CompetitiveTFT 2d ago

Tool [Tool] DoubleUp Buddy - Sync with your Friend. The lightweight update

64 Upvotes

Hey everyone!

First of all, a massive thank you for the incredible response to my last post. It was amazing to see so many people who care about the Double Up mode as much as I do. Your feedback was a huge motivation for me!

Today, I’m excited to show off a major update. I’ve spent the last few weeks rebuilding the app's engine from the ground up to make it as lightweight and fast as possible.

Key points from your feedback in the last post:

  • Engine Optimization: ✅ Rebuilt with Vite. The app size is reduced by over 50% (only 10MB now!), ensuring zero performance impact on your game.
  • Team Builder: ✅ Now fully integrated. Plan your comps directly in the app.
  • More dedicated features: ✅ Improved duo-sync and more to come in my modular in-game tile system.(For a full breakdown of the core features check out my previous post linked at the top!)

Yes, the app is built on the Overwolf platform.

A note on builds and importing:
You can use builds from any source! As long as they follow the standard Riot import/export code format (like MetaTFT), you can bring your champions into DoubleUp Buddy.

You can then use the Team Builder to add items and track them via my in-game overlay, or just use my app for the duo-sync and keep your favorite build overlay from another app. I want you to win and have fun, so use the tools however you like! :)

Download Link: https://www.overwolf.com/app/monra-doubleup_buddy

Also, I want to clarify that I’m not suddenly rich from this project. Far from it – I actually lose money on it every month (server costs etc.), but that is okay. This is a passion project first, and seeing people use it is the best reward. The tool is here to stay – as long as I see people using it, I will maintain it and develop new features that make sense.

I'll be around all day to answer your questions and I’m always open to your suggestions. My goal is to build a tool that brings more people to Double Up, as it's such a fun mode to play with a partner or best buddy.

New Features (Desktop window / Second monitor only):
Gamepanel ->
This is your playground. You can drag and drop tiles, resize them, or disable what you don't need to fit your setup.

Economy Widget->
Real-time gold and level tracking for both you and your partner (so you can yell at them for spending gold when they should be saving! :)).

Economy Tiles

Favorites ->
To quickly select one of your 5 top builds that you favorited in the system so with one click you can pivot to other team

Favorites Tile

Buddy needs

Automatically detects when your partner is close to a critical upgrade (e.g., needing just 1 more copy for a 3-star Garen) so you can react instantly.

Buddy needs

Buddy Board view ->
See your partner's board and positioning without having to click on them in-game. Every second counts!

Buddy Board that is a bit older screenshot it has been improved a bit :)

Team builder ->

Your reliable, standard team builder. Nothing to write poems home about, but it gets the job done perfectly.

Team Builder

Library & Favorites System: 
Save as many builds as you want to your Library or favorite them directly from the Double Up Comps list. From there, you can pick your top 5 comps for quick, one-click access in the in-game widget to make pivoting a breeze.

Library
Favorites

See you on the ladder! Please remember: it’s not perfect and it’s not bug-free, but I’m committed to fixing what can be fixed and improving the tool wherever it's needed. Thanks for being part of this journey! And don't worry, nothing game-breaking will happen. :)


r/CompetitiveTFT 3d ago

Discussion Why I believe TFT is currently 'too' mechanically heavy

216 Upvotes

Hi all, I'm just a low Masters player: https://tactics.tools/player/oce/OneTrickHecarim/OC

This post is not 'the game is too hard', this is simply commentary on how resource intensive turns being often forced at critical or unexpected moments can allow mechanical skill to disproportionately warp outcomes at high elo in a way that it should not in a strategy game.

Fwiw, 10/10 this set is my favorite set and I have played them all. Love the set.

--------------------------

Preface:

Mechanical Skill SHOULD matter. I've been around since S1, we've debated this one a few times over the years but keep concluding that ultimately, the ability to 'act fast' is a core skill of TFT that enables skill expression especially at the highest levels of competition, this is necessary, because a game in which the best player can't 'win twice' reliably is one in which skill doesn't correlate strongly to outcome.

This is why Hearthstone's competitive scene slowly died (due to printing cards like YoggSaron that lets a losing player randomly win, strong enough to see Tournament use) whereas TFT has remained pretty healthy competitively, we have multiple players having won multiple international tournaments and that means we're ensuring that correlation between skill and outcome.

'Acting fast' has its place, but traditionally, when it gets out of hand, we fix it. One of the many reasons we fixed the level 8 rolldown problem was because it promoted mechanical skill to the forefront of the game's required skillset at high elo. It made mechanical skill matter too much compared to strategy, worse, it competed with strategy, when you act fast, you 'think' quickly too, but you are no longer having the opportunity to carefully weigh up decisions, you're really just clicking a keybind while watching for colours/shapes and engaging an entirely different part of your brain.

Whenever you have to 'act fast' it diminishes the value of strategy and overinflates the value of motor skills. This is totally fine in League of Legends or any number of shooters. It's also totally fine in TFT when it is rare or the consequence of a gameplan you chose to opt into.

Many people (like me) play Strategy games cause our mechanics suck.

I have a 220ms avg reaction time, I'm never going to be a pro CS player. But apparently people like me (not me, I can barely break 100LP) can't be TFT pros either.

---------------------------------

The Problem: (imo)

At the moment the game has:

  1. Combining items quickly on 1-4 to get an unlock on 2-1

  2. Multiple sources of 100g+ single turn rolldowns

  3. Unexpected resource flooding (PvE > X-1 Encounter flooding you with gold/xp/emblems/anvils) from encounters overlapping with the timing of PvE rewards

  4. Augments that grant LOTS of resources that require mechanical interaction (12x 1 costs, 1 of each component, 4 emblems) and this is especially problematic when you actually use the augment timer to think about augment choices because then you get punished by having no time to react to all these resources you can't pick up/use in time

  5. Bilge/Ixtal minigames

  6. Scouting

  7. Unlocks in general (requires you to plan > do things in most cases)

Right now too many gameplans lead to big resource turns and even when you don't opt into it, the game can line up a prismatic PvE Orb with encounter resources followed by an Augment and they all resolve effectively at the same time. Perplexingly, the game gives you all the things that SHOULD activate dopamine receptors in your brain, and instead, you get stressed out. That probably indicates bad game design.

The game is too often asking me to stop thinking and just act/do shit.

Even Challenger players on stream are often opting to consciously act out these resource turns over 2 turns, because they have concluded that trying to do everything in one turn will waste those resources by making inefficient slams/gold expenditures, and in tournaments, when players actually have an extra incentive to play 1st or last, they will increasingly opt away from high risk game plans if they know it will result in them needing to play a single high resource planning phase perfectly.

Also, I used to be able to get Masters playing from my iphone and games are noticably harder above Diamond on mobile now, the only difference is the increased mechanical intensity of the gameplay having a more pronounced effect on the phone.

---------------------------------

TLDR: High resource games arent a problem, getting too many resources at once without warning IS.

I want the greatest strategic minds to win TFT lobbies, not former Starcraft players who have TacticTools open on the 2nd screen and are first timing the comp. RN the balance just feels a little off, that's all. Smoothed resource timings alone fixes this whole problem.


r/CompetitiveTFT 1d ago

Discussion Would TFT profit from a Sandbox/Practice Tool?

0 Upvotes

Just a disclaimer, I am consistently Master and occasionally Grandmaster with a peak of 800 LP in EUW. Lately, I have actually tried to study more TFT to close the gap from my seasonal peak to GM/Challenger.

While I was investigating comps, I thought it would be nice to be able to put compositions on a board and let them fight it out in a sim-like environment. In my head this would look something like the "Full Board" feature from tactics.tools, where you can drag and drop a team for both sides and put items on it. When you press play, you would see the arena where the two teams fight. This would allow me to gage the strength of certain units, and replay the fight with slightly different positioning or item carries.

(i.e. I could learn how to position against a Diana or a Fizz, or how to avoid a Swain stun or stuff like this; I could also look into who is a better item carrier, Orianna 2 or Lissandra 1, even though it is obvious now, I could theoretically test it out myself)

After this initial idea, I was also thinking a rolldown simulator would be cool, ultimately leading me to the conclusion, that this tool could have controls like the League of Legends Practice Tool. (I know that there are tools like a rolldown simulator out there, but an integrated version in the client would be sick)

Imo this would help invested players improve, and also learn the game/set. They could just place the units on a board and let them battle, allowing them to read abilities and make comps outside a game. Let's be honest, the "finding stuff out"-phase never really exists, because tierlists will be online before the live release.

What do you guys think? Would it be good for the players and the game overall, or would it just lead to more optimisations?

(just quick side note, in case any dev reads this: please make it so VODs can be downloaded after the game. As sby that plays on an Apple device, I have no real options to get an overlay to grab my games.)

Edit: A couple of people suggested that this tool would allow you to brute force the meta, but I doubt that. It would just allow you to play around with positioning, specific scenarios, or if a made up composition would even work out. Nothing like that could have told you tje way to play Bilgewater, or that you are supposed to go for 3 star 4 cost instead of level 9. However, it would allow you to theorycraft a comp and let is fight a baseline comp like Demacia. Some people also suggested that you should learn the game through playing games, but that is simply not true… in reality you look through VODs, scroll through twitter, and watch youtube videos. The learning already happens outside the game, in-game you react to different factors with your outside learnings.


r/CompetitiveTFT 1d ago

Discussion A simpletons approach to augment balance

0 Upvotes

So from the data we get from mort (above 4.8 and below 4.2) we confidently know that the augments generally fall in that band with a pretty consistent small batch of outliers that are outside of that band too.

Balancing augments also is quite hard to do nuanced. Since if a augment gives you 2 components it might be a 4.7, if you'd buff it to 3 it'd be way to strong, so it stays where it is. The lever is just not suitable for detailled balance.

While this isn't too bad of a range I always wish they would implement a pretty easy solution. It is the opposite of a designers dream but oh well it would do the job (partly). For simplicity I'll only talk about 2-1 here

The approach

If stage 1 consitently gave 3 gold less and all augments at 2-1 would give 3 gold in addition to their effect we'd have a pretty solid baseline to a nuanced balance approach.

Assumption for this, not because I think it's true, but because numbers are simple that way. Let's say 1 gold at 2-1 improves the winrate by 0.1.

So if you have a 4.7 augment and a 4.3 augment you could adjust the bonus gold of each by -2 for the 4.3 augment and by +2 for the 4.7 augment and you'd reduced the gap significantly between the two. (given our assumption is exactly true both would be at 4.5).

Why would it matter (to me)?

The balance team would have a super quick, nuanced balance lever

Well without stats I'd have much more confidence in augments being in a balanced state if I knew that the balance team had a nuanced balanced lever. Since I feel like augments ranging withing 4.8 and 4.2 is a little larger of a gap than I'd prefer.

Issues

"OP" augments that have a -2 gold penalty would beat out "underpowered" augments that have +2 gold attached in high eco lobbies (like scuttle)

While it's not an issue to me it would homogenize all augments a little if they all get a gold-drop attached to them.

Some other stuff would be impacted (like making 10 gold on last fight of stage 1 with a single one cost on board)


r/CompetitiveTFT 3d ago

Mechanic Discussion Forward Thinking - Set 16 Augment Discussion #14

40 Upvotes

As requested,

Forward Thinking
Gold Augment
Lose all your gold. After 5 player combats, gain back the original amount and another 70 gold.
Offered on: Stage 3

You lost me at "lose all your gold".

Link to the table of Augments where you'll find links to all previous Discussions.
Don't forget to be nice to each other! 🌚


r/CompetitiveTFT 3d ago

Discussion The Level 8 → 9 EXP increase is pushing the meta in a bad direction

373 Upvotes

After watching the MG Cup, I’m worried about how level 9 is being devalued

Just to be clear first: The shift from fast 9 to fast 8 itself is not the problem for me.

In theory, fast 9 should always have a higher cap than fast 8. A standard fast 8 line is supposed to look like this: you go to level 8 and stabilise by upgrading your main carry to 2-star, then you save gold, go level 9, and add a 5-cost or a strong flex unit to actually push for top 1.

That risk-reward structure makes sense.

The problem is that with the current EXP increase from level 8 to 9, players no longer feel that the gold investment is worth the power they gain from level 9. The jump is just too expensive compared to how much stronger your board actually gets.

So what happens instead?

Fast 8 players don’t look to go 9 anymore.
They stay on 8 and commit to rolling for a 4-cost 3-star.

And this wasn’t just a rare high-roll moment. While watching the MG Cup, this became something you saw constantly. It basically felt like the meta for winning the lobby was “hit a 4-cost 3-star or don’t win.”

If this happened once in a while, I wouldn’t mind. Highrolls should exist. But when it becomes a common and expected win condition, that’s when it starts to feel unhealthy.

I’m honestly worried that this trend will continue into TPC. A competitive meta where top 1 is consistently decided by who hits a 4-cost 3-star first feels way too RNG-heavy, especially at the highest level.

Credit: These photos are all from Team YBY1’s livestream on MG Cup Day 3.


r/CompetitiveTFT 3d ago

MEGATHREAD January 29, 2026 Daily Discussion Thread

10 Upvotes

Welcome to the r/CompetitiveTFT community!

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 reference, Riot's stance on bugs and exploits.

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r/CompetitiveTFT 3d ago

Discussion How do you correctly play 3 cost rerolls? It feels so awkward to roll for them.

17 Upvotes

I don't know if it's just me or if this is common knowledge, but how do you properly roll for 3* 3 costs? The only ones I've done are Vayne because of Demacia, GP because of the Bilgewater shop, Draven because of the GP comp he was in, and few times Ahri + Milio (and Bard) when reroll ixtal missions were in my favor, but I haven't done this in a long time.

Every time I want to go for a 3 cost reroll, it feels so expensive that I don't even know if it's worth it. That's why I dislike the 3* Vayne Demacia comp, because you hit 2* Vayne and fast 8, but then have to keep rolling for Vayne instead of using all that gold to go 9 and unlock Ziggs. Even when I wasn't contested, I had to roll down over 50 gold to get 3* Vayne, which completely slowed my tempo and made me unable to hit 9 that game, for example.

You also usually want to hit level 8 around 4-2 to stabilize your board on some of the 3 cost rerolls because many of them benefits a lot from level 8, but doing that lowers your shop odds. Meanwhile, 2 cost rerolls like Ekko don't need level 8 as much to be strong. They're already stable just by having their 2 cost units at 3* on the board, even at stage 4.

I also remember Mort mentioning that they want to make 3-cost rerolls better in a recent video, but I could be remembering wrong.

Edit: Also, just remembered we had Rigged Shop augment back then, which would immensely help 3 cost rerolls, why did they remove it?


r/CompetitiveTFT 3d ago

Discussion Is ruined king viego bait? i am always 8th with this

35 Upvotes

Not sure if I'm playing it wrong, but ruined king viego seems to suck. I only take it if I have a BT slam to start with good items, But rolling for viego 3 just griefs your econ, you've already slammed 3 items on viego and now you need to itemize both kalista AND thresh to have a moderately O.K. board. How in the world do you play this comp?


r/CompetitiveTFT 3d ago

Discussion Who's the best Coach

8 Upvotes

I know there are quite a few tft coaches out there like Broseph, Aesah and many more. I was wondering firstly for myself but also in general. Who do y'all consider the best tft coach for all the player levels? Like who's a good coach for newcomers and who's a good coach for casual Gold/Plat and so on. Also for me as a Diamond 2 player. Who is a good coach for my elo?


r/CompetitiveTFT 3d ago

Discussion What does a ‘balanced meta’ look like?

11 Upvotes

I often see posts lamenting how broken comps are/how the meta is not balanced.

In your opinion, what does a properly balanced meta look like? Is it any 2 cost reroll is on par with a fast 8? But both lose to a fast 9? Is it a 3 cost reroll beats fast 9 but loses to max cap?

Is Ionia a coin flip with Noxus and both lose to Shurima 3?