TFT Fundamentals (Beginner to Advanced)

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what are the basics of TFT there are two things you essentially need to worry about first is going to be resource management and the second is going to be your team composition sounds simple enough but this guide will walk you through everything you need to know to make decisions in your game think of the concepts in this video as a framework to use to make optimal decisions this video will be for intermediate and advanced players who want to get a more theoretical understanding of TFT first let's go into Resource Management so there are three resources in teamfight tactics gold health and items you must maximize your resources in order to make the best team compositions this involves balancing all three of these throughout the game so that you don't fall too far behind in certain stages for example if you lose all of your HP early on because you saved all your gold you'll need to win every single fight in the late game to do well on the other hand if you use all your gold in the early game and win every round you might not have enough economy to build a strong late game composition and then get outscaled the same goes for saving and using items items can be saved in order to make perfect items in the late game or they can be built early on so that you save HP again you need to have a balance here's how gold works the more gold you have the easier it is to get even more gold is also worth more in the early game than it is in the late game it's sort of like real life gold can be traded for Champions shop refreshes and experience this may sound very simple but maximizing gold is the singular most important part of TFT why do pro players always have a lot of gold they saved it up but then why do they also have so much health all the time too health is a little different from gold but what if I told you that TFT players are Alchemists we can turn gold into health and health into gold here's how if you spend your gold you save Health at least theoretically and then if you don't spend your gold you're most likely going to lose a bit of Health this isn't always the case but this is what happens most of the time of course this is dependent on your board strength at certain stages but that's for the second part of this guide that brings up the question of how much gold should we spend each round this also also brings up the issue of gold efficiency we already discuss the three ways to use gold but I'll simplify it into two the first is shop Refreshers and champions which kind of go hand in hand and then the second way is experience so shop refreshes and champions strengthen your team but it's not guaranteed that you will become stronger because you can get unlucky however it gives you a huge potential to get stronger by getting unit upgrades or rare units that can fill out key synergies it's kind of like a high risk High reward experience on the other hand gets you levels levels allow you to play more units and give you higher shop odds the difference between spending your gold on experience versus shop Refreshers and champions is that leveling up gives you guaranteed board strength because you will always be able to field an extra unit when you level up however this upgrade isn't that big unless you already have a unit that is powerful for your team to add in this means if you are leveling up to strengthen your team make sure that you actually have someone good to put in not because a leveling guide told you to level up oftentimes I see players leveling up because they saw it in a guide and then they put in a a worthless unit because they didn't have anything else this can often be a waste of gold and instead what players should do is either roll at their current level or level up and then roll after so let's go over the pros and cons of all three options we discussed so refreshing the shop and buying units also called rolling can drastically improve your team with upgrades and higher cost units and you can also stop rolling whenever you like so you could roll 10 gold you could roll 20 gold you could roll 50 gold as much as you want based on your current situation the only bad part about refreshing your shop and buying units is that it's not guaranteed to actually improve your team because sometimes you get unlucky so the times you adjust refresh or shop and buy units is when you already have a lot of pairs on your bench this increases your odds for hitting key upgrades and can also get you access to the rare units for example if you really need a forecast or a legendary unit and you have three pairs on your bench you're rolling for four things compare this to someone else who has no pairs on their bench and already has a bunch of the forecasts that they need if they're rolling at let's say level seven they're most likely not going to hit any upgrades I want to make a special except option for re-roll comps because re-roll comps also really like refreshing their shops and buying units because they like to roll on a certain level next up I want to cover leveling up so the pros are leveling up is that you get a guaranteed upgrade for your team as we discussed before and you also get higher unit odds the cons to leveling up is that it doesn't make your team that much stronger unless you have a key unit to put in and you must meet the leveling threshold to reap the benefits so unlike refreshing your shop and buying units where you could roll either 10 gold 20 gold 30 gold leveling up you just have to make the threshold there's no such thing as being level six and a half so that means you would only do a level up if your team is already passable but needs a minor upgrade it also works well if you have a strong unit from your bench to put in the last option we have is leveling up and rolling so this is combining both of the last two options this is great because you get guaranteed board strength from leveling up while also having a chance to improve your team during the roll down however this can be very expensive and sometimes after you level up you don't have enough gold to actually get a real roll down because you didn't have much left over however using this option is crucial if your team is weak or if you have a lot of gold now let's bring Health back into the equation there are three stages of Health low medium and high and this is all relative based on what stage you are in however if you are high Health you can choose to not spend gold to use your health as a resource that's a term you may have heard before this essentially converts your health into gold so instead of using your gold you could save it up and get interest every round the only time you would spend gold if you are high health is if you are on a big win streak and wind streaking would get you more gold in the long run you can also spend Gold passively without losing anything by investing in levels if it doesn't cost you any interest this is good because leveling up is a guaranteed upgrade so you aren't really losing out or risking anything by leveling it also ensures that your late game still keeps its potential now if you're medium Health perhaps you could choose to either refresh your shop and buy units or level up however I would only recommend rolling if you have a lot of pairs on your bench as we stated before if not I would level up and wait to Natural some pairs before before rolling so then that leaves leveling up as one of the other options since it's just a marginal but guaranteed upgrade it's pretty good to level up if you just have medium Health however as always you need to assess the strength of your board if you need to do more than just leveling up but worst case you'll just become low Health later on but let's say that you don't upgrade your team that much by leveling up the worst case that can happen is that you'll just be low Health at the next stage which is still playable let's talk about that right now what do you do if you are low Health if you are low Health something drastic needs to be done because there is no breathing room anymore you either have to roll a ton right now or level up and roll those are your only two options you can't just sit there and passively level and you can't do nothing either this is a time where you have to use your goal to protect your health finally that brings us to items items are a bit odd you can kind of greed your items to get perfect items later on which gives you late game strength and alternatively you can slam items to get value from them earlier on use the same logic with items as you did with gold the only thing you need to balance is knowing which items are good for particular comps because once you make an item you can't unmake it therefore in the start of the game you should try to build flexible items these won't be the best in slot items but they will save you a lot of Health which will in turn allow you to have a lot more gold at the same time you don't want to just slam an item for the sake of slamming if the items are horrid because they still need to be somewhat useful treat items the same as gold if you're low Health you need to build items and if you are high Health you can afford to Greed your items lastly when do we make these decisions there are generally a few key stages where you do this but it's not set in stone and you can also break the rules if it makes sense but typically the stages where you make a lot of these decisions are stage three two three five four one four five and five one after stage five gold really isn't an important resource so feel free to spend it it's really just there to cap out your board but if you spend all your gold on 5-1 you can make a board that's good enough to top four in a lot of cases if your board is strong enough on 5-1 and you do have extra gold those are the games where you want to aim to get a second or a first Ubuntu team comes team comps aside how strong you are which makes you save HP which as we learned can get you more gold but what makes a team comp good A lot of people just copy a team comp that they see on a website but they don't really know the ins and outs of why it works well I'm going to explain that right now first there are raw stats High stats beat low stats but there are also multipliers what are these well I pretty much broke down team comps into two categories and then into further subcategories so first the most important thing is damage damage consists of having a d or AP depending on your comp attack speed or Mana which is the frequency that you pump out the ad and AP Critical Strike which could be a multiplier resistance shredding which is reducing the resistance of your enemy team anti-heal so that the damage you deal isn't healed back up damage amplification such as the effects from Giant Slayer guard breaker or Ascension and ableness to do damage which is something like having range on your units having a quick silver or an edge of night these are the seven conditions you need to meet in order to deal damage after that you have tankiness tankiness consists of Health resistances healing such as on your damage dealer or on your tank and anti-damage anti-damage could be something such as like crowd control debuffs or backline axes such as being able to kill their damage dealer you will notice that almost all good comps and TFT right now and historically fill almost all of these conditions of course sometimes raw stats such as ad and AP and health can be so high that you don't need to fill the other conditions but those comps are generally considered op and get nerfed promptly for all the other comps they need to have a decent amount of raw stats but they need to also combine it with the other things we discussed before such as resistance shredding healing or anti-damage as an example these are multipliers for your team or anti-multipliers for your opponent as you progress through the game you'll need to add more and more of these conditions or raise your raw stats to stay competitive so what's one example of how this works first could be how to decide itemization for your tank some people may argue that having three dragon claws is great against magic damage dealers because Dragon claw gives a ton of magic resistance so it should be the most effective right however what if I told you that two dragon Claws and a warmogs is actually more effective against magic damage even if we ignored the existence of magic resist shredding the reason why is because of math and effective HP you can go ahead and do the effective HP calculations Yourself by typing it into a website or you can just trust me essentially the reason why one warmogs and two dragon claws is better than three dragon claws against magic damage is because sometimes stacking one stat isn't as effective as spreading the Love stats synergize with each other so as a very simplified example if you have three magic resists and one HP it would multiply out to three but with two magic resists and 2 Hp it would multiply out to four obviously this is not the actual equation for Effective HP but what I'm essentially trying to say is that stacking a stat is often worse than investing in multiple stats due to math and this isn't even including the other benefits you get against attack damage opponents let's get into the raw stats though in the early game you can get away with a small amount mid game you want a medium Mount and in the late game you want a big amount but how do we get more of them well either upgraded or rare units give more stats ideally you want to have both though other ways to get higher stats are through traits items and augments so as the game goes on you either want more traits or deeper traits items and augments now remember how we said that we should invest in different stats well let's add a bit more by saying that we should also invest in the different conditions as listed above you don't want to go all in on stats but have none of the resistance shredding none of the anti-healing and none of the ableness to do damage for example that's why you want to add in units that do crowd control for anti-damage you probably want some resistance shredding through static shiv or freljord and then having something like a Sunfire Cape is always really nice too note that some of these conditions are binary While others are on a spectrum you either have or don't have anti-heel but you could almost have an unlimited amount of A.D that means you don't need to have two Sunfire capes to be really heavy into anti-heal because having one versus two is essentially the same when you pick out which units you want on your team you want to try to invest and all the conditions listed above by filling out what I call a baseline filling out your Baseline would be something like fulfilling all the binary conditions while having an average amount of the conditions that are on a spectrum Maybe by stage four one you have almost most of these covered and after that you want to focus on getting a higher amount of stats by stage five you should probably fulfill all the conditions and hopefully get a high amount of stats obviously some conditions are optional for example anti-heal sometimes isn't necessary if opponents don't have healing or if your team has very high single Target damage in a high single Target damage comp the opponents do not have time to heal back up so it's not really necessary then stuff like Critical Strike isn't always available even if you really want it for your team but you can get Critical Strike chance from glove items such as guardbreaker or hand adjusters because they both increase Critical Strike chance but if your damage carry is spell Reliant then having an infinity edge jeweled Gauntlet or jeweled Lotus is almost necessary because this gives so much damage scaling it's almost ridiculous it's like opening your third eye of damage combine critical strike with other damage amplifiers such as Ascension or guard breaker and then the stats you get from your trades and high cost units really really shine after that lastly you need to be able to deal damage having all these items and stats and effects is really nice but you need to be able to actually use it so what does that mean historically ranged characters have been great carries because they naturally stay in the back and deal damage without interruption most of the time melee damage dealers on the other hand need to be handled a bit differently because they are often targeted so the first thing you could do to fix your melee carry is to turn it into a range carry by building a rapid fire Cannon but other ways to allow your melee carries to do damage is to build a quicksilver to avoid crowd control or an edge of night to give them some survivability you can also just be flat out tanky a lot of legendary melee carries are just so tanky and deal so much damage that you don't need specialty items for them to work lastly healing is a great complementary condition for most damage dealers especially melee carries because they take a lot more damage than your range carries but it's still an important stat on both hex that gun blade bloodthirster or Hand of Justice which one do you choose and why I like gunblade for backline carries because it also heals your tanks and then bloodthirster is great for melee carries because it gives them a shield which again gives them more survivability since they're gonna get hit more hand adjust this works well on both but hand adjust this works best on carries that like Critical Strike because it gives that stat so if you have a jeweled Gauntlet and you're looking for a healing item probably hand adjust this is going to be a little bit more effective than gun blade or bloodthirster we've talked a lot about damage but what about your other units after all most teams consist of 8 units and you generally only care about one damage dealer that means the rest of your team either needs to add to traits to increase your damage or they need to provide utility or tankiness for example in a sharima comp while we're trying to go deep into the Synergy I like a unit like Talia more than a Renekton to complement your azir's damage the reason why I like Talia in a shrima comp is because she provides utility to your team with her knock-up there are many other debuffs such as chill resistance shredding and many others that help your team and whenever you you consider adding units onto your team later in the game you need to make sure that they actually do one of the effects listed above luckily the other thing you need to worry about which is tanks is a lot easier tanks pretty much just need health and resistances so if you build a warmog's bramble vest and dragon cloth those are going to be great items for almost any tank you could experiment a little bit by having them fill other conditions such as in a magic damage comp adding in a ionic spark on your tank that gives you a bunch of resistance shredding so you don't need to build other items such as a static shift alternatively you could also build a Sunfire Cape because again it fills out one of these conditions that's pretty much the basic fundamentals of TFT a lot of people don't actually know what goes into playing TFT and a lot of people don't know what actually makes a comp good so I hope that this video shed a lot of light on that if you have any questions or comments on this video be sure to put a timestamp so that I know exactly which point of the video You're referencing of course everything that you learned in this video is useless if you don't actually apply it so make sure that you're actively thinking about both resource management and filling out conditions as as you're playing your game in the future I'll be releasing more specific leveling guides item guides augment guides and guides on the new set 9 mechanics such as portals and legends share my beginner guide with some of your friends who are trying to get into TFT and then show them this fundamental video afterwards
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Channel: BunnyMuffins
Views: 407,769
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Length: 16min 15sec (975 seconds)
Published: Sun Jul 02 2023
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