The Best Socialite Comp & Strategies in TFT – In-Depth Guide

The Socialite composition is one of the most, if not the most, challenging compositions to pull off while playing TFT. 

Socialites have been with us since the release of set 6, and have stayed all the way with the release of patch 6.5. They have suffered small changes since new champions have been released, but the whole concept is relatively unchanged. 

Even though The Socialite trait has been with us for a while, it doesn’t mean that players had time to get used to it since you need to have a huge combination of factors to pull it off. I have tried many times but were only able to execute it a couple of times. I think that the sheer difficulty of nailing this composition is the reason why it is very popular.

The problem with this composition is the price of the champions or the lack of them, to be exact. The first Socialite you encounter is a three gold coins cost champion. Three of them, to be exact. Gnar, Senna and Morgana. 

That means that you do not have an early game and have to think of solutions to survive and waste your gold leveling up some irrelevant champions, so you could just survive long enough to be able to play this composition. 

A million times, I have had a situation where I am able to pull this composition off in the latest stages of the game since you need Galio to have 4 Socialites on board and you require a fifth champion with the Socialite augment to crown this comp, only to be crushed instantly with one lost fight since my HP was so low from the lost battles until I executed the Socialite comp. 

Perhaps, the thing that makes this composition so wanted is the fact that it is unavailable to many players, and those with a lack of skill will never be able to pull it off and survive the late game monster compositions. 

I would rate this composition as the hardest composition in the game, and I have prepared a guide for you so you can climb and surprise all of your opponents with your amazing Socialite composition. 

The faces of your opponents will be worth a million dollars once they see that your units just won’t die. Since there are only four Socialites in the game, and the fifth one is making a champion with the Socialite emblem, they are the unit that will not work alone. 

You can combine them with Syndicates and Bodyguards, with Darius and Braum holding both of those traits, making some very good sustainable high Armor and MR composition which can hold off many enemies. Or you can go for Yordles as your substitute and secondary composition. 

I prefer enchanters since they both work great together, with also 3 Yordles on the board. That is if all goes according to plan, which most times won’t. Until you complete your composition and level your primary carry champions to the max, you will be very squishy and likely to lose most of your fights. 

This all changes when you finish your composition. You might lose a game or two, but 80% of your fights with The Socialite composition is going to be a win for sure. I promise you that much.

Socialites reveal a spotlight on the battlefield. The unit standing in the spotlight at the start of combat gains unique bonuses.

  • 1 – 15% bonus damage
  • 2 – and 3 Mana per second
  • 3 – and heal for 30% of all damage they deal
  • 5 – all of the bonuses are doubled

The time has come for us to meet The Socialite Squad!:

Ranked according their respective In-Game price, the list goes:

  • Senna
  • Gnar
  • Seraphine
  • Galio

Also read: Best Yordle Comp

Senna

With the arrival of the long-expected patch 6.5 , along came Senna, The Socialite Enchantress. A highly powerful in-game support carries her supporting abilities all the way to TFT fields of battle. She can do some serious damage as well if she is utilized correctly. 

She is one of the champions that you could easily put on the Socialite spot if the game makes that particular spot somewhere along the backlines of the field. She is quite a squishy champion that comes with her risks since her damage is on the lower side until she has her maximum level. 

This won’t be an easy task to do since her price is three gold coins, and she is expected to first appear in your shop somewhere in the mid-game. Her leveling requires a lot of money, and if you aren’t the master of the in-game economy, the chances are that you will not be able to utilize her to her maximum potential. 

That would be a shame since she is the connecting point for both The Socialite and The Enchanter synergies since she is the only champion in-game that shares both of those traits, with The Socialite being her origin trait and The Enchanter trait being her class trait. 

Without her, both of those compositions wouldn’t work, and she is the reason why they are so compatible and in harmony with each other. She is the most necessary champion for both of these compositions.

Her placement should be somewhere in the back of the field, but she might go even somewhere through the middle of the arena if The Socialite spot is placed there. The more she is placed at the front of the map, the higher the chances of her being killed off early in the fight. 

You will need to find a balance for her placement and have some strong front line if you want her to survive and heal your other champions while dishing out tons of damage.

She benefits mostly from AP items, but this can be upgraded with some form of sustain or Attack speed as well. I would recommend The Hextech Gunblade as your primary item since she deals damage, heals her allies, and if you have this item, she will heal herself as well. 

That is the core item for her build, whether you are going for The Socialite or The Enchanter composition. The Second item can be some form of AP, with The Rabbadon’s Death Cap being the best solution for obvious reasons, but it can even be a mix of AP and mana, with the items in question being The Chalice of Power or The Archangel’s Staff. 

The third item is decided by the current game you are playing. It should ultimately be a decision between The Guinsoo’s Rageblade and The Edge of The Night or The Quicksilver.

As I said earlier, she should be a priority for leveling and levelled to level three as fast as you can, but that won’t be an easy task, so be prepared to lose a lot of HP until you manage to do that.

Senna’s ability and stats:

Piercing Darkness

Senna fires a beam in the direction of her target, dealing 160% of her Attack Damage as physical damage to all enemies hit. For each enemy hit, she heals the lowest health ally for 50% of the damage dealt.

  • Base Damage: 80/125/200
  • Health 650 / 1170 / 2106
  • Armor 25
  • MR 25
  • Damage 70 / 126 / 226.8
  • Speed 0.75
  • DPS 53 / 95 / 170
  • Mana 30 / 80

Gnar

Coming in hot with the newest patch, Gnar is a champion that brings three traits with him on the field, or the bench, whatever. He is Yordle, Socialite, and Striker, making him the ultimate choice for many compositions. He acts like a glue that connects some unthinkable compositions because of his versatility. 

He is great as a striker. He gives you the much-needed power spike in any comp because of him being a Socialite. Also, 5 Socialite composition is mental. The neverending suffering for your enemies, but also a hard one to get as it comes with its own risks and gamble of fast loss. 

Gnar is a reliable and good choice for any single of the comps you are going for, and even if you add him a trait you got from The Augment, he becomes a 4 trait menace that wipes the floor with his foes.

For most of the time, I would just position him wherever his Socialite spot appears since he is a strong and reliable pick that has a lot of sustain while dealing some serious damage to his enemies. He is a good striker, that’s for sure, and Riot really hit the jackpot by naming him as one of the Strikers who needed his versatility a lot and also his utility as well. 

He has that big knock-up, push, whatever you wanna call it, which damages the first enemy and brings aoe damage to a place where his rock hits the field. His items should be The Warmog’s Armor, The Sunfire Cape, some augment trait if you have it, and you can go Guinsoo’s Rageblade as it is universally good on most of the champions.

You can go for The Spear of Shojin if you like too. He should be leveled ASAP, but if you are going for The Yordle comp, that won’t be much of an issue since the units level themselves after each combat. 

If you have a better pick for a Socialite spot, then he is an aggressive frontline and sustain champion, and he should be equipped with the items that are compatible with that strategy. If you are going for the striker comp, you will already have some strong front line, so you can place him a hex or two behind your primary tanks since he is more of a bruiser than a tank.

Gnar’s ability and stats:

GNAR!

Gnar transforms into Mega Gnar for the rest of combat. Mega Gnar throws a boulder at the farthest enemy within boulder range, dealing a percentage of his Attack Damage plus bonus damage as physical damage to all enemies it passes through.

While in Mega Gnar form, Gnar is melee, gains Health, and his mana costs are reduced by 20.

  • Base Damage: 185%
  • Bonus Damage: 150/200/300
  • Health: 500/750/1200
  • Health 700 / 1260 / 2268
  • Armor 40
  • MR 40
  • Damage 70 / 126 / 227
  • Speed 0.7
  • DPS 49 / 88 / 159
  • Mana 0 / 80

Also read: Best Mutant Comp

Seraphine

My god, she is strong. She has aoe damage and heals. Even after receiving some nerfs, she still is an excellent pick to buy. Seraphine was a part of the set 6 and stayed with the arrival of patch 6.5. She is by far the strongest Innovator after Jayce, but that thing is kind of expected since she is quite an expensive unit with the price of four gold coins. 

She is the inevitable pick for both The Innovator and The Socialite trait since she is the unit connecting those traits so you can go for Innovator Socialites, or The Socialite Innovators with some Yordles on the side. But even as a fill champion, when you have completed your synergy, you could benefit significantly from her aoe heal, even if it didn’t have damage! 

She benefits from mana and AP items such as Blue Buff and Rabadons Deathcap, but you can even go for The Archangel’s Staff and The Chalice of power. 

She is ideally positioned somewhere on the lower end of the board, ideally having some less powerful and less significant champion in front of her to take damage until she has enough mana to use her spell. She is pretty quickly bursted down, so be careful! 

If you have managed to get her level to the maximum, three, she can even be positioned on The Socialite spot that she and the other Socialites have created. This is of course if that spot is somewhere in the back or the middle of the field. 

At no point should she ever be positioned in the front row since she will be instantly deleted by your enemies front and back line coming with the millions of CC abilities. She should be levelled as much as you can, but that is not an easy task since she costs quite a lot.

Seraphine’s ability and stats:

Encore

Seraphine projects her song towards the largest group of enemy units, dealing magic damage to enemies. Allies it passes through are healed and gain bonus Attack Speed for 4 seconds.

  • Damage: 200/300/1000
  • Heal: 200/300/1000
  • Attack Speed: 30/50/100%
  • Health – 750 / 1350 / 2430
  • Armor – 30
  • MR – 30
  • Damage – 40 / 72 / 129.6
  • Speed – 0.7
  • DPS – 28 / 50 / 91
  • Mana – 80 / 150

Also read: Best Syndicate Comp

Galio

Galio is one of the strongest Bodyguards and tanks in the game. Period. That is highly expected since the champion itself costs five gold. This amazing champion is ranked A tier now according to Mobalityics, but in my opinion, he is definitely an S Tier. 

Galio rocks even three traits, believe it or not, and it is one of the rare champions that cost five gold that has three traits, making him highly compatible for many compositions and a strong pick as an off-comp champion since he brings Socialite trait to the fight. 

As is said, he rocks three traits, and those traits are The Bodyguard Trait, The Socialite trait, and The Colossus trait. The Colossus trait as itself is a little bit problematic since it requires a small sacrifice in the form of having to liberate two fields in the arena instead of one. 

That is enough for champions that aren’t part of The Colossus squad. Being also The Bodyguard and The Socialite, along with The Colossus, Galio is one of the strongest sustainers and front liners in the whole TFT universe. 

He is great in any composition, but he is also a mighty solo pick, and when you max him to level three, his ult deals a whopping 9000 damage, or to be precise, AOE damage to the opponent side of the field.

His items are the standard tank items, so you can always equip him with The Bramble’s Vest, The Warmog’s Armor, The Redemption, The Sunfire Cape, and The Gargoyle’s Stone plate. As I said, he is a mighty front liner, so that is his place in the team. The Centre of the front line, to be precise, is a place where Galio shines the brightest.

Since he is among the most expensive units in the game, I don’t expect you to be able to get lvl three Galio every game, but his leveling is a priority, so even at level two, he is very strong, and you should have that in mind.

Galio’s ability and stats:

Colossal Entrance

Galio becomes invulnerable and leaps into the sky before crashing down on the largest group of enemies. Enemies within a large radius take magic damage and are knocked into the sky. 

The lower the enemy’s maximum Health is compared to Galio’s, the further they are knocked up. Passive: Galio’s critical strikes slam the ground, dealing bonus magic damage to enemies around his target.

  • Damage: 150/225/9001
  • Passive Damage: 100/150/500
  • Stun: 1/1.5/10
  • Health 1200 / 2160 / 3888
  • Armor 70
  • MR 70
  • Damage 110 / 198 / 356
  • Speed 0.65
  • DPS 72 / 129 / 232
  • Mana 200 / 300

Okay! Those were our base Socialite units, but since they can not be played alone, if you don’t want a quick loss, I have prepared our backup squad in the form of Enchanters. We should meet them.

According to their respective prices in the game, the list goes:

  • Lulu
  • Morgana
  • Orianna

Lulu

Unfortunately, the Lulu from previous sets was the real deal. This one is just a petty shadow of what Lulu used to be. She is ranked at B tier according to Mobalytics, and they do know their stuff. Also, it’s as low as a champion could be. I do not know why she costs two golden coins, for she is just a waste. 

She is primarily there to fill the spot for a trait. That is, of course, if we are talking about The Yordle comp. As for The Enchanters, we could find some use for her since they are quite an op, especially combined with The Socialite trait. 

Lulu struggles a lot in any composition she is in, but at least in The Yordle composition you get free units after each fight. She is the cheapest option in The Enchanter composition, so at least you will be able to get her early in the game.

As I said, we can find some use for her in that particular composition, but still not enough to equip her with items. I mean, if you have a spare Spear of Shojin, you can go for it, but I think you can find a much better purpose for it than any other enchanter. On the top of my head, I am thinking about Senna. 

So that’s for items, as for position anywhere behind the front line of champions, or somewhere in the backline so she can take aggro from The Assassins if there are any, and protect some stronger and more important units.

If you are going for The Yordles, she will basically upgrade herself, and if you are not, I wouldn’t bother much about it. Level two if you really have to and lvl three if you just get three Lulu’s at your shop.

Lulu’s ability and stats:

Wild Growth

Lulu embiggens low Health allies, granting them bonus Health and knocking up enemies near them. If the ally is already embiggened, they are healed instead.

  • Allies: 1/2/3
  • Health: 300/350/400
  • Health 600 / 1080 / 1944
  • Armor 25
  • MR 25
  • Damage 40 / 72 / 129.6
  • Speed 0.65
  • DPS 26 / 47 / 84
  • Mana 60 / 125

Morgana

Like many other champions, Morgana came with the arrival of patch 6.5. Riot has made her such a strong pick for a relatively low amount of money since her price is only three gold. I say only, not because that is little, but because you get a four or even five gold cost quality. She has a shield, a stun, and does damage. 

This is basically what you get in The Summoner’s Rift, but even more, since her shield is the part of her ultimate, and it is not a spell shiel but an overall shield that protects against AD, AP, and even true damage. These are all the reasons why she is an incredible pick, but that is not all. 

She also rocks both The Syndicate and The Enchanter traits and goes along so great for both compositions. You can go for The Enchanter – Socialite – Syndicate composition any time of the day and have incredible amounts of defensive stats and unit healing while dishing out some respectable amounts of damage. 

You can even go for The Syndicate – Enchanter composition, and you will have a very good game, I promise you. Morgana is very important everywhere, and you can easily put her in The Socialite spot if you have any Socialites in the game. She will not disappoint, but she can’t be your primary sustain champion. 

But luckily, she is available to be the prime damage dealer since if you upgrade her with a lot of AP, she can eliminate many targets at the same time with her AOE damage and stun.

Morgana is, as I said, three cost champion, and I wouldn’t expect her to be difficult to upgrade to level three once the later stages of the game come in place. You can always prioritize her if you equip her with some good items.

When we are already talking about items, let me give you some pointers. Morgana can benefit from AP, Mana, and even some tanky items as well. It really depends on what you are going for and what the game itself has brought to you. 

The items that I would recommend are The Rabbadon’s Death Cap, The  Blue Buff, The Archangel’s Staff, The Titan’s Resolve, and The Chalice of Power.

As for positioning, Morgana should be in the first hexes behind the front line, even to the flank, so she can protect some squishier units than herself. Ultimately you want to place her somewhere. She won’t take the initial aggro but will be capable of withstanding the pressure once your frontline is gone.

Morgana’s ability and stats:

Soul Shackles

Morgana grants herself a shield for 3 seconds and shackles herself to all enemies in a 2 hex radius. She then deals magic damage per second to them, as long as the shield holds.

If the shield expires without being broken, all targets are stunned. If the shield is broken, Morgana instead refunds herself 30 mana.

  • Shield: 425/550/750
  • Damage: 80/125/175
  • Stun: 1.5/2/2.5
  • Health 800 / 1440 / 2592
  • Armor 50
  • MR 50
  • Damage 50 / 90 / 162
  • Speed 0.6
  • DPS 30 / 54 / 97
  • Mana 60 / 120

Also read: Best Challenger Comp

Orianna

His power doesn’t stop on The Summoner’s Rift. Oh no, she brought that power in TFT as well. Being The Clockwork Enchanter, she is no lady you want to mess with. It is incredible what riot has done with her ability since you get A STUN, A SHIELD, AND DAMAGE AGAINST YOUR OPPONENTS. 

I mean, what the hell? Who, for the love of God, just who in Riot Games has sat down and said: ‘’Hmm, a stun, a shield and TONS OF DAMAGE, yup sounds perfectly balanced to me.’’ Since you can understand what I am talking about, you should abuse it as well until they understand what they have done and nerf her to the point of uselessness. She does have a huge power spike after hitting level two.

Her place should be somewhere in the middle of the board so you can maximize all of the perks in her ult. For items, I would go for The Rabbadon’s Deathcap, The Spear of Shojin, and The Blue Buff.

Orianna’s ability and spells:

Command: Shockwave

Orianna sends out her ball towards the largest group of champions, then commands it to release a shockwave. Allies within two hexes gain a shield for 4 seconds, while enemies within the area are briefly knocked up and dealt magic damage. Enemies adjacent to the ball are drawn in, stunning them.

  • Shield: 120/170/600
  • Damage: 300/450/1200
  • Stun: 1.5/1.5/5
  • Health 750 / 1350 / 2430
  • Armor 30
  • MR 30
  • Damage 50 / 90 / 162
  • Speed 0.75
  • DPS 38 / 68 / 122
  • Mana 50 / 130

Suggested Builds For The Socialite Composition In Teamfight Tactics

Alright, let’s talk about strategy!

Early Game

This is one of the hardest strategies to pull off in the early game. Since the first Socialite unit is a three gold costing champion, and the first of the Enchanters is Lulu being a two gold costing champion, you will definitely lose in the beginning and when I say lose, I mean lose hard! 

The only way to save yourself from an early loss is if you start with  The Syndicate or The Yordle composition and slowly transfer to The Socialite composition around the beginnings of the mid-game.

Mid Game

At this point, if you don’t have two Socialite’s and two Enchanters, if you are going for the Enchanter trait as your secondary trait, you should definitely abandon ship and go for some other strategy and composition if you want to save yourself from the inevitable loss coming your way. 

At this point, you should have Gnar, Senna, Morgana, and Lulu. Other champions should be some form of Syndicates, Darius and Braum are the best options, or you can go for some Yordles.

Late Game

This is the time of the game where, if you played your cards right, you would be able to finish your 5 Socialite compositions if you have managed to get The Socialite Emblem along the way, of course. 

At this point, you should have all of the champions listed, except maybe Galio if you weren’t lucky, but those that you have should be completely itemized, and your only job should be maxing their levels as much as you can.

Final Thoughts

The Socialite is by far the riskiest composition you can go for while playing the TFT. It is also one of the most rewarding compositions if you manage to do it just right and are lucky enough to receive The Socialite emblem along with the game, with the items you so desperately need. 

I think when this composition is finished with its full potential, there is no other composition that has enough damage to counter The 5 Socialite with Enchanters sustain. This is a defensive composition, so that is why you should

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