The time has come to talk about tinny little creatures, called The Yordles! These creatures have found their way in the TFT all the way from the fields of Runterra. As sweet as they are, Little Yordles are very dangerous and can do some serious harm.
Some of them have stayed after patch 6.5, and some left for well-deserved rest. Those who left were replaced by brand new units and, in my opinion, even stronger ones. Tristana and Heimer left us but along came Gnar and Corki, a well adequate replacement, in my opinion.
Now, when it comes to this composition, it is by far the riskiest composition in the game. And here is why. You have a pretty weak early game after the removal of The Dodge chance. But the late game is incredible if you are able to summon The Yordle Lord Veigar.
So this is the composition that has the biggest turnover rate out of all comps. Quite risky, but it has some benefits to counter that, and that is The Yordle trait ability which helps you summon a couple of Yordles after each fight with your respective opponents.
This means that it is very good for income management. You basically don’t have to reroll and can just keep leveling up since your units pretty much level themselves up.
For the reason above, this is also one of the most commonly played compositions. So your chances of getting some Yordles in the first place are slim to none. Apart from Ziggs, you can really get him whenever you like since he really sucks, to be honest.
- After each player combat, a random Yordle is added to your bench for free.
- 3 – Bonus Active
- 6 – Yordle’s Abilities cost 25% less to cast.
You should only play Yordles if you have three Yordles by the 2-1 and you are ok with potentially losing LP.
This composition is by far the most volatile composition of the entire set but also the most fun comp. This is the ultimate gold saving composition. The reward for doing so is great but getting there without dying is rough. If you have the above requirements, however, you can win.
Having three Yordles by 2-1 is an absolute. You need to be able to generate Yordles immediately and even losing out on one round of Yordle generation is crucial. Also, just like other reroll compositions, the chance of hitting the units you need goes up if there is no one looking for the same units.
The kicker here is the augment. There are a few augments that make this composition inherently easier to hit. For silver augments, Hyperoll and Calculated Loss are fantastic econ-based augments for Yordles.
For gold augments, there are a couple. Rich Get Richer and Trade Sector are good. For Prismatic starts, there are a few choices. Windfall, Loaded Dice and Golden Ticket are ideal.
There are many generically good augments for the comp too. Underdogs, Featherweights, and many of the hearts and emblems are good too. But, it’s recommended that you play with an econ augment before trying to play with the other augments.
Okay, now the time has come to meet the squad!
With their ascending price order we have:
Also read: Best Mutant Comp
Some of you may be sad after reading this, but Ziggs is rubbish. I said it, and I meant it. He was okay-ish in the first couple of patches of the Set 6, but even then, he was not a Yordle you could ever rely on. No matter what items you put on him, he will never shine bright enough and justify the sacrifice you made by upgrading him.
In the Arcanist composition, he can be more useful simply because of the reason he will deal more damage due to the Arcanist trait passive ability, which boost’s his AP. But even there, he is by far the weakest link of the bunch.
Coming in with the price of just one gold coin, the expectations are not high, but even for such a low bar of standards, he simply isn’t good enough. He should cost 0.5 gold if you ask me, that would be okay, I guess.
His ability is nothing special. At least in some previous sets, he had a knock-up that was verbatim copied from his W in the Summoners Rift, and now it’s a mix of his Q and his R, having the worst from both.
With the Yordle trait active, he will be easily upgraded to level three, but it is not important, to be honest, since his only job is to fill the empty space that is needed to activate the trait. His main reason for getting to level three is summoning The Yordle Lord Veigar himself.
Ziggs’s ability and stats:
Mini Inferno Bomb
Ziggs hurls a bomb at his target. After a moderate delay, the bomb lands dealing magic damage to the enemy in the epicenter, and half to adjacent enemies.
- Damage: 250/350/475
- Health 500 / 900 / 1620
- Armor 15
- MR 15
- Damage 55 / 99 / 178
- Speed 0.6
- DPS 33 / 59 / 107
- Mana 0 / 60
Our girl Poppy comes with both Bodyguard and Yordle traits, and she is quite a useful starter champion. With the price of just one gold coin, you pretty much get what you pay for, and that’s ok. She hold’s the frontline very tight at the beginning of the game. With the Yordle trait, she can be upgraded with levels very soon in the game.
She benefits a lot from Armor items since her ability stacks with Armor. But the thing is, do you really want to spend your items on her since Vex is three gold coin cost champ, and she does all the same things Poppy does, but better.
It is inevitable that you are going to lose in the early games a lot, and you want to minimize the loss of hp as much as you can, you can equip her with The Gargoyle’s Stoneplate or The Sunfire Cape under the condition you have a magnetic remover than you should go for it. Otherwise, I wouldn’t bother.
In the Bodyguard comp, the thing stays the same, and you are likely to get The Bodyguard emblem from some of your augments, so you can use it on some better champs like Cho Gath, along with the items you would equip on Poppy.
She does shadow over Ziggs in the Yordle comp, purely because of Sustain>AP damage rule in the first rounds of the game. In the Bodyguard comp, Darius is a better choice for one gold coin champion, but you at least have some synergy early at levels.
So even if you are planning to go for something else, later on, it’s a good starting comp that you can build your items on and later sell them once you reach the champions you desire.
As for positioning, she should be positioned on the front side of the board in the middle, so she would take an aggro.
As I said, for items, just don’t bother.
Poppy’s ability and stats:
Poppy throws her buckler at the farthest enemy, dealing a percent of her Armor as magic damage. The buckler then bounces back, granting Poppy a shield that blocks damage.
- Damage: 200/250/300%
- Shield: 250/375/525
- Health 650 / 1170 / 2106
- Armor 40
- MR 40
- Damage 60 / 108 / 194.4
- Speed 0.55
- DPS 33 / 59 / 107
- Mana 50 / 100
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.
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 with 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:
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
Also read: Best Syndicate Comp
The newest addition to our group that came along with the patch of 6.5 Corki is one tough guy. Definitely harder than he looks. Since, you know, he looks like an old guy with a later mid-life crisis. Which he is, tbh. Depending on which comp you are playing him comes the question of positioning and items.
If you are going for The Twinshot comp, he shouldn’t be your main star, like Lucian should be. As for Yordles, he is the star of the show along with Vex until Veigar comes to dance. If you have The Magnetic remover, you should use it on him when Veigar comes along since Veigar’s and his items are in perfect harmony and compatibility.
His price is two gold coins, and you get a lot for your money. He is not even comparable with Lulu from The Yordle composition since he is a much better unit for that price and the one which should be leveled before the aforementioned Lulu.
The items for Corki should be The Spear of Shojin, Hextech Gunblade, and a pick between The Blue Buff, The Archangel’s Staff, The Rabbadon’s Deathcap, or even consider The Guinsoo’s Rageblade.
Corki should be positioned somewhere in the back, but you don’t have to put him far behind as he doesn’t have that great range, and in the back, he is most likely to get squashed down by some random assassin.
In The Yordle comp, level him as fast as Vex, and in the Twinishot comp, I would consider some other options before him.
Corki’s ability and items:
Corki fires a missile at his target that explodes on impact, dealing magic damage to nearby enemies.
- Damage: 200/260/333
- Health 650 / 1170 / 2106
- Armor 25
- MR 25
- Damage 65 / 117 / 211
- Speed 0.7
- DPS 45.5 / 82 / 147
- Mana 25 / 50
This champion is our main frontline for any comp we play her in. With The Arcanist’s, she is in front along with The mighty Swain, and with The Yordles, she shares the frontline with Poppy. Being much better at everything than Poppy, she really benefits from any kind of AP or Tank items since they both reflect at her shield and sustain.
With The Arcanist comp, if you have enough Arcanists and some AP on her, she can get a full hp shield as her ult. Basically, she is unkillable. This champion stayed the same through the whole patch 6 along with the changes that came along with patch 6.5.
She is a strong pick in any comp, but since we have many stronger Arcanists than her, she really shines the brightest when she is in The Yordle comp. Over there, she is our main star of the team until Veigar comes along.
She should be positioned in the front of the board along with Poppy if you are playing The Yordles and with Swain, if you are playing The Arcanist composition. For items, I would select The Sunfire Cape, The Warmog’s Armor, The Dragon’s Claw, or The Spear of Shojin. She can also benefit from The Bramble’s vest.
As for leveling, she is the champion you want to level asap, but that might come a bit harder than one might expect since both of these comps are pretty high on demand. It is needless to say that with the Yordle comp, you will max your Vex very soon since you get them for free.
Vex’s ability and stats:
Vex shields herself against damage over 4 seconds. When the shield expires, it deals magic damage to all enemies within 2 hexes, and additional damage if it wasn’t destroyed. If it was destroyed, Personal Space becomes 25% stronger this combat. This effect can stack.
- Shield: 550/700/900
- Damage: 150/250/350
- Bonus Damage: 150/250/350
- Health 850 / 1530 / 2754
- Armor 50
- MR 50
- Damage 50 / 90 / 162
- Speed 0.6
- DPS 30 / 54 / 162
- Mana 50 / 100
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 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 Challenger Comp
The Yordle Lord Veigar
Unique for The Yordle composition, The Yordle Lord Veigar is a looker. You can only obtain him once you level all of the other units at level three. That won’t be such a hard task since The Yordles basically level themselves up after each combat against the enemy champion. Well, not exactly level themselves, but you get a couple of Yordles after each turn.
When we are talking about his power, it is immense. His ability is the exact replica of his In-game W, but with more dire consequences and fewer chances to miss. As you have already guessed, he comes along pretty late in the game since you have a condition of levels for your units. But just Yordle units.
After you obtain him, you will get a free Veigar after each fight, so as you can probably guess, the fight won’t last long enough for you to see the mighty Yordle Lord Veigar at level three. That’s, of course, if you aren’t among the lucky ones that have managed to obtain all of the three-star units pretty early in the game.
But that is unlikely to happen. So you will have to satisfy with level two Veigar with the items you saved for him, or the ones you removed from some other champion if you have a magnetic remover in hand, since selling any Yordle will result in you not getting any more Veigars after the fight.
For items, you should go full AP, In the form of The Rabbadon’s Deathcap, The Blue Buff for mana, or even The Archangel’s Staff for a nice compromise of both. But let’s be honest, The Rabbadon’s is a must-have on him since his only point of the game is to oneshot other teams with his ability.
He should be positioned somewhere where he is surrounded by his allies since he is your priority to protect in The Yordle comp. That would be somewhere along the edges of the lower side of the board but never at the edge itself since there is always a danger from the enemies Blitzcrank pulling him across the map and basically ruining your game.
He levels up himself, so don’t worry about that.
The Yordle Lord Veigar’s ability and stats:
Veigar calls down Furyhorns over a few seconds near random enemies, each dealing magic damage.
- Damage: 250/300/777
- Furyhorns: 20/30/99
- Health 800 / 1440 / 2592
- Armor 25
- MR 25
- Damage 45 / 81 / 146
- Speed 0.8
- DPS 36 / 65 / 117
- Mana 0 / 75
Get the Yordle-three bonus as fast as you can. Every battle versus a player in which you don’t have Yordle synergy active means one less Yordle unit in your team.
You’ll want to run: Poppy Ziggs, Lulu, Corki and Vex as before reaching middle game but really any combination of at least three Yordles will work just fine. Focus on getting a healthy economy and rerolling excess Gold in order to get all Yordles to level two.
During the middle game, you should have all of the six Yordles active as they’re all low-cost, easy units to acquire. Keep using excess Gold and buying all the Yordles that you can. The goal is to be as close to multiple three-star Yordles as you can be before you’ve reached level 7. The core units for this build are Poppy, Ziggs, Lulu, Corki, Gnar, and Vex.
During the late game, you should work on getting all of the Yordles to three stars, leveling up to level 8, and adding Senna & Veigar to the team. Senna’s traits both as enchanter and socialite really are in perfect harmony both with Lulu and Gnar!
Also read: Best Arcanist Augments in Teamfight Tactics
Suggested Team Composition For Yordles
The Yordles in set 6.5 offers a very fresh take on synergy bonuses as the buff they give has never been seen in previous sets. Due to the innate ability of Yordle comps to easily get three-star units, this is currently one of the most popular S-tier builds among new players.
In this Teamfight Tactics Yordle Build Guide we’ll showcase the most popular beginner-friendly TFT Yordle build and how to play it throughout the early, mid, and late game, which are the best Hextech Augments for this build, as well as how to gear and position your units. Having multiple three-star units has never been so easy!