These can vary from good to bad, but aside from Pessimist (which should be avoided), they can all generally be ignored.Items in Teamfight Tactics, or TFT, play a crucal role in any winning strategy, but due to the largely random way in which they're distributed and the changes in item combos from regular LoL, you're probably on the hunt for a decent Teamfight Tactics item cheat sheet, even if the in-game tooltips are a little better than they once were.īelow we'll explain all you need to know about every TFT item, including the latest new item, Neeko's Help, as well as the item combos and a selection of what we think are the best items in the meta right now. Something of a no-brainer, then, to keep them on the bench until you need them. If you bring them in later – i.e., they don’t play set 1 but play a subsequent set – they get stronger. I’ve seen some confusion over this trait, so let me quickly explain – if you start a match with a player with this trait in your team, they get worse. Nice to have, but don’t go out of your way to get them. There are small champion-specific benefits to them – Quick Cast is worthless on Berserker, for example, while News of Victory and Smell of Blood are nice for Ghost players – but overall, the effect is fairly minimal either way. These are all fairly generic, positive-only traits that you should look for in recruits wherever possible. Gale / Thorn / News of Victory / Smell of Blood / Quick Cast / Clutch Hitter / Piercing Spear Unlike the above, there is no real functional use-case for these players avoid them at all costs. It’s not as much of a problem to be forced into running assassins if you’re only forced in that direction every other game, after all.īroadly the same as Despise Weakness / Collaboration Attack above, cowards run away unless they have a buddy to hold their hand, while competitive players will chase whoever’s lived for the longest time. The second, much more long-term-viable method is to keep them on the bench in favor of another player and bring them out periodically when you want to run the comp they work in. The first is to put them on a Priestess – thanks to her not having a basic attack, she prevents them from doing anything stupid. How do you cope? There are two ways, really, aside from simply picking the appropriate comps for them and letting them have their way. Similarly, Collaboration Attack locks you out of using assassins entirely and can also result in your frontline abandoning their post to go chase a Devil around the map.īut let’s say you’re stuck with these players for a while, for one reason or another. If one of your players has Despise Weakness, you can essentially never run a comp that doesn’t include an assassin because trying to have that player run a long-range damage dealer simply ensures that they’ll faceplant the melee and die repeatedly. The trouble is, he was going to do that anyway – all you really did was ensure that at some point during the fight, he’s going to lose interest in beating on the healer because the enemy Shield Bearer finally went down to 10% health, so now he’s haring off across the battlefield to go poke her armored buttocks.įar more importantly, however, these traits force you into specific comps. Yes, it’s a nice thought to give your Despise Weakness player a Ninja so he can go off and one-shot the Priestess. The issue is that these players are entirely single-minded about their desired targets, to the extent of being complete morons about it. They force specific targeting – the former targeting enemies that have recently been attacked, the latter the lowest health enemy. These traits both tend to look great on paper but are traps. In a lot of cases, these traits are functionally irrelevant once you get into the later stages – a small stat boost until the first kill amounts to virtually nothing in the grand scheme of a game – but there are certain ones to keep an eye out for, for better or worse: There are, as you’ll know or quickly learn, various traits that players can have when recruited.
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