Teamfight Tactics can sometimes be quite complex for beginners, and it is the main reason why a big part of the League’s community is drawn off playing it after just one game. One also might say that TFT constantly has updates that change the whole concept of the game, and they would be right, well, partially right if we are being precise.
The concept changes in the form of champions, traits, and the newly added augments, but items usually stay the same, apart from the Shadow Set, which had a completely unique set of Shadow Items, apart from the normal ones.
But items have been the one part of TFT which stayed relatively the same for all sets, apart from some minor tweaks and adding some new items, which weren’t a problem to understand if you had a basic understanding of the game.
Many of my friends who are Lol addicts and play 24/7 tell me: ‘’Nah, I just can’t understand it’’. Apart from the complexity of champions, traits, and augments, many have problems with the items and their stacking. I will try and explain the basics of TFT through my articles, but this one is specially dedicated to items.
Also read: Best Innovators in Teamfight Tactics
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What Items Are There in TFT?
I have prepared a small table of items we may encounter while playing TFT to answer that question.
Name | Description | Combination |
B.F. Sword | +10 Attack Damage | |
Recurve Bow | +10 Attack Speed | |
Chain Vest | +20 Armor | |
Negatron Cloak | +20 Magic Resist | |
Needlessly Large Rod | +10 Ability Power | |
Tear of the Goddess | +15 Mana | |
Giant’s Belt | +150 Health | |
Sparring Gloves | +5% Critical Strike Chance +10% Dodge Chance |
|
Spatula | It must do something… | |
Obsidian Cleaver | The wearer’s basic attacks and spell damage shred enemy armor and magic resistance by 60% for 3 seconds.
[Unique – Only One Per Champion] |
|
Death’s Defiance | 70% of the damage the wearer receives is instead dealt over 5 seconds as non-lethal damage. Gain 20% Omnivamp.
[Unique – Only One Per Champion] |
|
Eternal Winter | Enemies who damage the wearer have their attack speed slowed by 25% for 2 seconds. After being slowed this way 7 times, the attacker is Frozen for the duration instead. An enemy can only be Frozen once every 10 seconds.
[Unique – Only One Per Champion] |
|
Manazane | After the wearer casts their spell for the first time each combat, they restore 150 mana over 4 seconds.
[Unique – Only One Per Champion] |
|
Randuin’s Sanctum | At the start of combat, all allies adjacent to the wearer gain 50 bonus armor and 50 bonus magic resistance for the rest of combat.
[Unique – Only One Per Champion] |
|
Rocket-Propelled Fist | At the start of combat, the wearer Airborne pulls the farthest enemy into melee range, Stun stunning them for 1.5 seconds. Allies within range will prioritize attacking that enemy. (Always targets a different unit than Blitzcrank)
[Unique – Only One Per Champion] |
|
Anima Visage | The wearer regenerates 6% of their maximum health each second.
[Unique – Only One Per Champion] |
|
Gold Collector | The wearer executes enemies below 10% health on-hit. Executions generate 1 gold 50% of the time.
[Unique – Only One Per Champion] |
|
Infinity Force | Armor +30, Attack Damage +30, Attack Speed +30%, Crit Chance +30%, Health +30, Magic Resist +30, Ability Power +30%
[Unique – Only One Per Champion] |
|
Zhonya’s Paradox | The first instance of damage that would reduce the wearer below 40% health is prevented, causing them to become invulnerable for 2.5 seconds.
[Unique – Only One Per Champion] |
|
Hextech Emblem | The holder gains the Hextech trait.
[Unique – Only One Per Champion] |
|
Arcanist Emblem | The holder gains the Arcanist trait.
[Unique – Only One Per Champion] |
|
Assassin Emblem | The holder gains the Assassin trait.
[Unique – Only One Per Champion] |
|
Bodyguard Emblem | The holder gains the Bodyguard trait.
[Unique – Only One Per Champion |
|
Bruiser Emblem | The holder gains the Bruiser trait.
[Unique – Only One Per Champion |
|
Challenger Emblem | The holder gains the Challenger trait.
[Unique – Only One Per Champion] |
|
Chemtech Emblem | The holder gains the Chemtech trait.
[Unique – Only One Per Champion] |
|
Clockwork Emblem | The holder gains the Clockwork trait.
[Unique – Only One Per Champion |
|
Debonair Emblem | The holder gains the Debonair trait.
[Unique – Only One Per Champion] |
|
Enforcer Emblem | The holder gains the Enforcer trait.
[Unique – Only One Per Champion |
|
Striker Emblem | The holder gains the Striker trait.
[Unique – Only One Per Champion] |
|
Innovator Emblem | The holder gains the Innovator trait.
[Unique – Only One Per Champion]. |
|
Mercenary Emblem | The holder gains the Mercenary trait.
[Unique – Only One Per Champion]. |
|
Mutant Emblem | The holder gains the Mutant trait.
[Unique – Only One Per Champion] |
|
Scholar Emblem | The holder gains the Scholar trait.
[Unique – Only One Per Champion |
|
Scrap Emblem | The holder gains the Scrap trait.
[Unique – Only One Per Champion |
|
Sniper Emblem | The holder gains the Sniper trait.
[Unique – Only One Per Champion |
|
Socialite Emblem | The holder gains the Socialite trait.
[Unique – Only One Per Champion]. |
|
Syndicate Emblem | The holder gains the Syndicate trait.
[Unique – Only One Per Champion] |
|
Archangel’s Staff | During combat, the holder gains 25 Ability Power every 5 seconds. | |
Bloodthirster | Physical damage heals the holder for 33% of the damage dealt. Upon falling below 40% Health, the holder gains a 30% maximum Health shield that lasts up to 5 seconds. | |
Bramble Vest | Grants 70 bonus Armor (including components). Negates bonus damage from incoming critical strikes. On being hit by an attack, deal 60/80/120 ★ magic damage to all nearby enemies (once every 2.5 seconds). | |
Chalice of Power | When combat begins, the holder and all allies within 1 hex in the same row gain 30 Ability Power for the rest of combat. | |
Deathblade | The holder gains 50/75/100★ bonus Attack Damage (including components). | |
Dragon’s Claw | Grants 200 bonus Magic Resist (including components). On being hit by magic or true damage from a casted Ability, launch a fireball at the Ability’s caster that deals magic damage equal to 18% of their maximum Health (0.5 second cooldown). | |
Tactician’s Crown | The holder’s team gains +1 maximum team size. | |
Frozen Heart | Reduces the Attack Speed of enemies within 2 hexes by 35%.
[Unique – Only One Per Champion] |
|
Gargoyle Stoneplate | The holder gains 18 Armor and 18 Magic Resist for each enemy targeting them. | |
Edge of Night | When the holder first drops below 50% health, they briefly enter stealth, becoming untargetable and shedding negative effects. After coming out of stealth, the holder gains an additional 40% bonus Attack Speed.
[Unique – Only One Per Champion] |
|
Guinsoo’s Rageblade | Attacks grant +6% bonus Attack Speed for the rest of combat. This effect can stack any number of times. | |
Hextech Gunblade | The holder’s magic and true damage from Abilities heal them for 33% of the damage dealt. The holder also heals their lowest Health ally for the same amount. | |
Infinity Edge | Grants 75% Critical Strike Chance (including components) and 10% Critical Strike Damage. Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage.
[Unique – Only One Per Champion] |
|
Ionic Spark | Enemies within 2 hexes have their Magic Resist reduced by 50%. When they cast an Ability, they are zapped taking magic damage equal to 200% of their maximum Mana. | |
Jeweled Gauntlet | The holder’s magic and true damage from their Ability can critically strike. The holder gains 30% bonus Critical Strike Damage and 10 bonus Ability Power. | |
Last Whisper | When the holder inflicts a critical hit, the target’s Armor is reduced by 70% for 5 seconds. This effect does not stack.
[Unique – Only One Per Champion] |
|
Locket of the Iron Solari | When combat begins, the holder and all allies within 2 hexes in the same row gain a shield that blocks 300/350/400★ damage for 15 seconds. | |
Giant Slayer | The holder’s Abilities and attacks do 20% bonus damage. If the target has more than 1800 maximum Health, the bonus increases to 60%. | |
Morellonomicon | When the holder deals magic or true damage with their Ability, they burn the target, dealing 20% of the target’s maximum Health as true damage over 10 seconds, and reducing healing by 50% for the duration of the burn.
[Unique – Only One Per Champion] |
|
Banshee’s Claw | When combat begins, the holder and all allies within 1 hex(es) in the same row gain a shield that blocks the damage and effects of the first enemy Ability, up to 600 damage. | |
Quicksilver | The holder gains 20% bonus Attack Speed. The holder is immune to crowd control in combat for 15 seconds.
[Unique – only 1 per champion] |
|
Rabadon’s Deathcap | Grants 75 bonus Ability Power (including components). | |
Rapid Firecannon | Increases the holder’s Attack Range by 1 hex and grants 55% bonus Attack Speed (including components). The holder’s attacks can no longer miss. | |
Sunfire Cape | Every 2 seconds, a random enemy within 2 hexes is burned for 16% of their maximum health as true damage over 8 seconds. Any healing they receive is reduced by 50%.
[Unique – Only One Per Champion] |
|
Redemption | Every 5 seconds, the holder radiates an aura to allies within 1 Hex, healing them for 18% of their missing Health. Affected allies take 25% reduced damage from multi-target abilities and attacks for 5 seconds. | |
Runaan’s Hurricane | The holder gains 10 Attack Damage. The holder’s attacks fire a bolt at another nearby enemy, dealing 70% of the holder’s Attack Damage as physical damage. | |
Blue Buff | The holder gains 50 Mana (including components). After casting their Ability, the holder gains 20 mana.
[Unique – Only One Per Champion] |
|
Shroud of Stillness | When combat begins, the holder shoots a beam straight ahead that delays affected enemies’ first cast, increasing their max Mana by 35% until they cast.
[Unique – Only One Per Champion] |
|
Spear of Shojin | The holder’s attacks restore 8 additional Mana. | |
Statikk Shiv | The holder gains 10% bonus Attack Speed. Every 3rd attack from the holder unleashes a chain lightning that bounces to 4 enemies, dealing 70 magic damage and reducing their Magic Resist by 50% for 5 seconds. | |
Thief’s Gloves | At the beginning of each planning phase, the holder equip 2 temporary items. Temporary items increase in power based on your player level.
[Consumes Three item Slots] |
|
Zz’Rot Portal | At the start of combat, the holder taunts enemies within 4 hexes.
When the holder dies, a Voidspawn arises taunting nearby enemies. Voidspawns that arise from summoned units are 25% effective. |
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Titan’s Resolve | When the holder attacks or takes damage, they gain 2 Attack Damage and Ability Power.
This stacks up to 25 times, at which point the holder gains 25 Armor and Magic Resist. |
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Hand of Justice | The holder gains both of the following: – +10 Attack Damage and +10 Ability Power. – Attacks and Abilities heal for 10% of damage dealt. At the beginning of each planning phase, one of these buffs is increased to 33(%). |
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Warmog’s Armor | Grants 1000 bonus Health (including components). | |
Zeke’s Herald | When combat begins, the holder and all allies within 1 hexes in the same row gain 30% Attack Speed for the rest of combat. | |
Zephyr | When combat begins, the holder summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 5 seconds. Ignores crowd control immunity.
[Unique – Only One Per Champion] |
Alright! Now that we have our fundamental understanding of the items, it’s time to talk about their specifications, to be more accurate, what are basic and combined items, and how are they ranked according to their strength!
Also read: How to Change Little Legends in Teamfight Tactics?
Are Items Ranked By Their Strength in TFT?
Yes! Yes, they are. We have basic and combined items. In that two groups, items are still separated for their strength and usefulness. After all, when you are on the carousel, and you have to pick a champion with a specific item, you are not going to say ‘’Whatever’’, but instead choose wisely to the item which suits you the most!
Basic Items Tier List
- Optimal (S-tier): Chain Vest, B.F. Sword, Recurve Bow, Sparring Gloves
- Great (A-tier): Needlessly Large Rod, Giant’s Belt, Spatula, Tear of the Goddess
- Good (B-tier): Negatron Cloak
Basic Items
These basic items make the best TFT item recipes in the game. Unless you already picked up a lot of these, these are the items you should aim for at the carousel.
B.F. Sword
B.F Sword is an all around great item. It builds into good damage and utility with things like Guardian Angel and healing items.
Chain Vest
Armor always brings great utility and defense to a team, and the balance of the game brings defensive items into a good spot.
Giant’s Belt
Giant’s Belt also builds into a good amount of S tier items. Zeke’s Herald is a strong item on many team comps, while something like Sunfire Cape can be used to try and win streak early game.
Needlessly Large Rod
Needlessly Large Rod is similar to B.F Sword in that it builds into a lot of powerful items. It can be used in attack and magic damage items, making it highly sought after.
Negatron Cloak
Negatron is similar to Chain Vest in that it mostly builds into good utility items. It usually isn’t a high priority, but it still builds into a lot of strong items you want on many teams.
Recurve Bow
Recurve bow builds into a lot of strong attack damage carry items, but not so much magic damage. It can be sought after as many of the items have powerful effects, but it’s not as flexible as some other item components.
Sparring Gloves
Sparring Gloves has become a premium item in the game. It builds into some of the best offensive items in the game as well as some of the best utility items.
Spatula
Spatula is an amazing item purely because it brings so much variance. In the hands of a good player, it can become that extra push for your team. However, it can become a dead item in some situations if you get one late in the game.
Tear of the Goddess
Tear is an extremely powerful item simply because it gives mana. To build on that, it builds into some of the strongest items as well. Overall, Tear is a solid item which is also core for some team comps that want to cast their abilities a lot.
Combined Items Tier List
- Optimal (S-tier): Arcanist Emblem, Banshee’s Claw, Bramble Vest, Chalice of Power, Giant Slayer, Guardian Angel, Infinity Edge, Jeweled Gauntlet, Last Whisper, Morellonomicon, Rabadon’s Deathcap, Redemption, Runaan’s Hurricane, Shroud of Stillness, Spear of Shojin, Statikk Shiv, Titan’s Resolve, Warmog’s Armor
- Great (A-tier): Academy Emblem, Archangel’s Staff, Assassin Emblem, Bloodthirster, Challenger Emblem, Chemtech Emblem, Dragon’s Claw, Gargoyle Stoneplate, Imperial Emblem, Ionic Spark, Locket of the Iron Solari, Mutant Emblem, Quicksilver, Rapid Firecannon, Syndicate Emblem, Sunfire Cape
- Good (B-tier): Blue Buff, Death Blade, Frozen Heart, Guinsoo’s Rageblade, Hand of Justice, Hextech Gunblade, Thief’s Gloves, Zephyr, Zr’Rot Portal, Zeke’s Herald
Combined Items
Bloodthirster (B.F. Sword + Negatron Cloak)
This item provides good lifesteal for units that basic attack. Units with very high damage like Draven thrive with this item as their ability hits scales their basic attack damage.
Blue Buff (Tear of the Goddess x2)
This item is mainly used on carries that have low mana pools to allow them to continuously cast their ability.
Bramble Vest (2x Chain Vest)
This item is great for tanks as it allows them to negate any critical damage whether it’s attack damage or magic damage. The small damage it applies can also be nice for early game fights.
Chalice of Power (Negatron Cloak + Tear of the Goddess)
Chalice of Power now has an effect very much like Zeke’s Herald, only that it gives ability power instead of attack speed. For comps that stack magic damage, this item can add a lot of damage to your main carries, assuming you are able to position them close together without sacrificing your positioning.
Deathblade (B.F. Sword x2)
Deathblade is a good combined with or as an alternative to Infinity Edge. It gives a lot of attack damage to any carry that basic attacks.
Dragon’s Claw (Negatron Cloak x2)
If you are facing a magic damage comp this is ideal! This is a great item to put on a frontliner to make them take much less damage from abilities.
Tactician’s Crown (Spatula x2)
This item allows you to place an extra unit on the field. Yeah…that’s pretty good!
Frozen Heart (Chain Vest + Tear of the Goddess)
Attack speed is important in TFT and this lowers enemy attack speed and can really ruin the day for some compositions. If you want to protect your front line, use this. If you want to make their back line less useful, put it on a jumping unit like an Assassin.
Giant Slayer (B.F. Sword + Recurve Bow)
Giant Slayer is one of the few items that give multiplicative scaling. This is very powerful and becomes even stronger against enemies with high health.
Guardian Angel (B.F. Sword + Chain Vest)
Guardian Angel is a great item to put on a carry or on a unit with a powerful ability. Guardian Angel can almost guarantee your unit casts as it comes back usually with max mana.
Guinsoo’s Rageblade (Needlessly Large Rod + Recurve Bow)
This item is in a league of its own. Infinitely stacking AS with hyper carries is a recipe for broken team comps.
Hand of Justice (Sparring Gloves + Tear of the Goddess)
Hand of Justice has a very powerful effect as it gives multiple bonuses in attack damage, ability power, and healing. This can be a good flexible item on a lot of carries.
Hextech Gunblade (B.F. Sword + Needlessly Large Rod)
Spell reliant units can benefit heavily from the omnivamp here but it can work on most damage dealers.
Ionic Spark (Needlessly Large Rod + Negatron Cloak)
Ionic Spark is a great utility item to put on front line units. Reducing magic resist is useful for all team comps and the mana debuff can also be clutch in many fights.
Infinity Edge (B.F. Sword + Sparring Gloves)
Infinity Edge is one of the best attack damage items in the game. It gives 100% crit chance to the holder and scales extremely well on a lot of champions.
Jeweled Gauntlet (Sparring Gloves + Needlessly Large Rod)
Jeweled Gauntlet is very powerful on magic damage carries as it provides crit damage to spells. This provides multiplicative scaling instead of simply increasing Ability Power.
Last Whisper (Brawler’s Gloves + Recurve Bow)
Last Whisper pairs extremely nicely with Infinity Edge against teams that have a lot of armor.
Locket of the Iron Solari (Chain Vest + Needlessly Large Rod)
A defensive option that works well against AoE comps, try it out early game for a small edge, but expect it to fall off late game.
Archangel’s Staff (Tear of the Goddess + Needlessly Large Rod)
Archangel’s Staff is a great way to provide AP scaling for magic damage champs the longer the fight goes on.
Morellonomicon (Giant’s Belt + Needlessly Large Rod)
The burn and anti-healing are good vs almost every comp. This item also fits into a lot of comps assuming you have an AoE caster.
Quicksilver (Sparring Gloves + Negtron Cloak)
Quicksilver is currently the only effective game mechanic that counters CC and will surely see some play in countering late-game enemy comps.
Rabadon’s Deathcap (Needlessly Large Rod x2)
This is a great oomph to a spell caster, but remember to pair it with items that allow the caster to cast more frequently. Otherwise, it loses its value and you are better off going for something else.
Rapid Firecannon (Recurve Bow x2)
RFC allows champions to have a bit more range, which can be useful for melee carries or for giving your ranged carry just a bit more safety. It also lets units spend less time walking around the board, resulting in more damage dealing instead.
Sunfire Cape (Chain Vest + Giant’s Belt)
Sunfire is a great early game item to add some damage to the slow fights at the start of the game. It is also a good way to utilize defensive items offensively early in the game.
Redemption (Giant’s Belt + Tear of the Goddess)
Redemption is a solid early game item that can be difficult to deal with. It provides a lot of value that might be difficult to tell, but it’s a solid pick for any comp.
Runaan’s Hurricane (Negatron Cloak + Recurve Bow)
Hurricane is core on champions who’s auto attacks are their main source of damage. This will provide multiplicative scaling for a champion, so keep this item in mind.
Shroud of Stillness (Brawlers Gloves + Chain Vest)
An item with that can be game changing due to its ability-denial but is susceptible to positioning counterplay if your opponent is ready for it. Be ready to adapt.
Spear of Shojin (B.F. Sword + Tear of the Goddess)
Spear of Shojin is for champions that have high mana pools or have high attack speed. It’s similar to Blue Buff, but will be more effective on certain champions.
Statikk Shiv (Recurve Bow + Tear of the Goddess)
Shiv is an item that is mainly used to gain an advantage early game. This item will often fall off late game, but in some comps, it can be a carry item when combined with extremely high attack speed.
Gargoyle Stoneplate (Negatron Cloak + Chain Vest)
This item is great on solo frontline units. If you want to make an unkillable tank, this is the item for you.
Thief’s Gloves (2x Sparring Gloves)
There are many champions in the game that make good use out of any item, namely the 5-cost units. For a small investment of two items, copying two items can be quite RNG based, but will on average result in decent outcomes.
Titan’s Resolve (Recurve Bow + Chain Vest)
Phantom Dancer has been replaced by Titan’s Resolve which has a very interesting stacking mechanic for a defensive item. Note that it resets every round and doesn’t stack throughout a match.
Banshee’s Claw (Sparring Gloves + Giant’s Belt)
Banshee’s is an amazing item on any team comp, giving you the ability to give a spell shield to your main carry when positioned next to them.
Warmog’s Armor (Giant’s Belt + Giant’s Belt)
Solid item to give any unit more survivability, whether its a tank or an important unit you need to keep alive.
Zeke’s Herald (B.F. Sword + Giant’s Belt)
This gives the 2 units next to the wearer attack speed. In a game where attack speed benefits nearly everyone, this is a big deal.
Zephyr (Giant’s Belt + Negatron Cloak)
Zephyr is one of the best counter play items in the game. With good positioning, you can Zephyr a specific target and completely change the outcome of a fight.
Zz’Rot Portal (Recurve Bow + Giant’s Belt)
Zz’Rot is a good item for teams that lack frontline. It comes at the cost of a bow, but on the right teams, this item can be a solid addition.
You are doing great! Now that we have a basic understanding of our items tier list, we can move on!
Also read: Best Strategies For TFT Set 6.5
Do Items Stack In TFT?
Some of them do! I have made a table to show you the stackable items in TFT and how does the stacking impact them!
Item | 1 × item | 2 × item | 3 × item |
Archangel’s Staff | 25 AP | 50 AP | 75 AP |
Banshee’s Claw | 600 damage | 1200 damage | 1800 damage |
Bloodthirster | 33% physical vamp | 66% physical vamp | 99% physical vamp |
Bramble Vest | 60 / 80 / 120 magic damage | 120 / 160 / 240 magic damage | 180 / 240 / 360 magic damage |
Chalice of Power | 30 AP | 60 AP | 90 AP |
Deathblade | 50 / 75 / 100 AD | 100 / 150 / 200 AD | 150 / 225 / 300 AD |
Dragon’s Claw | 200 MR | 400 MR | 600 MR |
Gargoyle Stoneplate | 20 resistances | 40 resistances | 60 resistances |
Giant Slayer | 20% / 70% damage | 40% / 140% damage | 60% / 210% damage |
Guinsoo’s Rageblade | 6% attack speed on-hit | 12% attack speed on-hit | 18% attack speed on-hit |
Hextech Gunblade | 33% spellvamp | 66% spellvamp | 99% spellvamp |
Ionic Spark | 225% of their maximum mana damage | 450% of their maximum mana damage | 675% of their maximum mana damage |
Jeweled Gauntlet | 30% crit damage | 60% crit damage | 90% crit damage |
Locket of the Iron Solari | 300 / 350 / 400 health shield | 600 / 700 / 800 health shield | 900 / 1050 / 1200 health shield |
Rabadon’s Deathcap | 75 AP | 150 AP | 225 AP |
Rapid Firecannon | 1 hex range | 2 hex range | 3 hex range |
Redemption | 18% missing health heal | 36% missing health heal | 54% missing health heal |
Runaan’s Hurricane | 1 additional bolt | 2 additional bolts | 3 additional bolts |
Spear of Shojin | 8 mana on-attack | 16 mana on-attack | 24 mana on-attack |
Statikk Shiv | 70 magic damage | 140 magic damage | 210 magic damage |
Tactician’s Crown | + 1 team size | + 2 team size | + 3 team size |
Titan’s Resolve | 2 bonus AD and AP per stack. 25 bonus resistances at max stacks. | 4 bonus AD and AP per stack. 50 bonus resistances at max stacks. | 6 bonus AD and AP per stack. 75 bonus resistances at max stacks. |
Warmog’s Armor | 1000 health | 2000 health | 3000 health |
Zeke’s Herald | 30% attack speed | 60% attack speed | 90% attack speed |
Zz’Rot Portal | Spawns 1 construct on-death | Spawns 2 constructs on-death | Spawns 3 constructs on-death |
Final Thoughts
And there we have it. We have mastered the complex system of the Teamfight Tactics item set. It wasn’t easy, but we made it. With the knowledge we have gathered today, we won’t have any trouble with any new set Riot releases for TFT. Play some games, have fun and try out different combinations of items in your games.
You might find yourselves lucky and hit the jackpot with some new strategy that is unknown to other players, which might help you separate from the crowd. Now log in to the Leagues client and dominate many different fighting arenas with your Little Legend, and remember to always save that Spatula for the late game!
You are now ready to become a new Master tactician.
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