Like every game out there, Teamfight Tactics has some stronger picks and some not-so-strong. The Riot is doing all in its power to balance the game as much as they can but that can never be done, as we saw in the Summoner’s Rift original game. Since its release in 2009, there was never a point in time when League of Legends was fully balanced. But it is the perfection that everyone should go after.
On February 16th came out the new set called The Neon Nights, which brought along many new comps, champions, augments, and much more.
Here are the top 7 compositions to play in February 2022.
1. Challenger Trait
Currently holds two of the most powerful units in the game: Trynda and Kai’Sa. These two are incredible powerhouses, as proper itemization on them allows you to win pretty much any matchup. While the Challengers tend to be relatively easy to play, most of the units in the final composition require a lot of Gold and luck to be acquired on time, so you’ll have to know how to properly transition the build into something powerful.
In this Teamfight Tactics Challenger Build Guide, I will show the most popular beginner-friendly TFT Challenger 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.
Challengers get bonus Attack Speed. Upon scoring a takedown, Challengers dash to a new target and double this bonus for 2.5 seconds.
- 2 – 25% Attack Speed
- 4 – 55% Attack Speed
- 6 – 90% Attack Speed
- 8 – 150% Attack Speed
Also read: Best Socialite Augments in Teamfight Tactics
Are the way to go if you want to burst your enemies with your spells. They are always an easy choice to go for if you start getting some early AP items out of the carousel or the minions. Since you have 2 one gold arcanists, you can get them in the earliest phases of the game. Those arcanists are Brand and Ziggs.
This comp is pretty argument depended if you want to go all-in with 8 arcanists, and you should probably hope to get some augments that correspond with them, such as the ones specially meant for them.
But the thing that makes it somewhat easier is the fact that you have a couple of possibilities to get your 8th arcanist emblem, and those are Augments, Tome of Traits, and the combination of The Needlessly large rod and The Golden Spatula.
So that makes them a somewhat popular composition to pick up. You are pretty dependent on items, too, since they do have the damage, but lack sustains, so you will need at least 2 Hextech Gunblades, but again even if you don’t, it is not the end of the world since you have 2 incredibly strong front-liners that share an Arcanist trait and those are Swain and Vex which are both pretty broken now.
The Arcanists have lived through some changes with the release of patch 6.5, so now instead of some older Arcanists, we have Brand and Ahri, which are, in my opinion, pretty good swap.
Arcanists offer a very generic, easy to play, straightforward but strong mage playstyle. The basic idea around this Arcanist build is to keep acquiring Arcanist units and building up the Arcanist trait synergy as much as you can.
Since this playstyle doesn’t require any specific strategies, all you’ll need to do is focus on a healthy economy while keeping up with levels and upgrading all the units that you can. In this Teamfight Tactics Arcanist Build Guide, we’ll showcase the most popular beginner-friendly TFT Arcanist 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.
Arcanists increase the Ability Power of your team.
- 2 – Your team gains 20 Ability Power
- 4 – Your team gains 20 Ability Power, Arcanists gain an additional 40
- 6 – Your team gains 50 Ability Power, Arcanists gain an additional 50
- 8 – Your team gains 145 Ability Power
3. 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 time. 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 that can hold of 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 – 3 Mana per second
- 3 – and heal for 30% of all damage they deal
- 5 – all of the bonuses are doubled
4. The Syndicate Composition
Is one of the strongest compositions, called The Neon Nights. The Syndicate comp isn’t a new thing that the new patch brought us since it was already with us with patch 6, called The Gizmos and Gadgets.
In the early stages of patch 6, they were unbeatable, and people were spamming The Rabbadon’s Death Cap, Hextech Gunblade, and The Blue Buff on Darius, who would work as a never-ending carousel of death, slashing all that crosses his path and healing 100% of his HP with every ult, which, since you got The Blue Buff, was every two seconds. If you had Darius level three, he could basically go one vs. nine and beat everyone.
Luckily Riot has seen their mistake and balanced them in a pretty nice way. They are now one of the best-balanced compositions in the game, especially since the release of many new traits and classes with the arrival of The Neon Nights.
That means that they aren’t likely to get buffed or nerfed in the times to come. And that is good news since the worst thing that can possibly happen is for you to learn one comp and spam it constantly, for Riot just to nerf it, and it becomes useless and pointless.
The newly added champions make this composition very strong since they are the ones from the higher costing scale. When combined with The Bodyguards, and if you have any luck of scoring The Syndicate Emblem, chances are you are most likely to win that particular game.
The Syndicate offers a very powerful team synergy that works really well on high damage dealing units because of the innate bonus to omnivamp, as well as additional Armor & Magic Resistance that makes hyper-carries survive fights much better.
Not getting an Ahri isn’t necessarily an instant loss, which means that you don’t need luck in order to pull off a decent Syndicate Build that performs consistently.
In this Teamfight Tactics Syndicate Build Guide, I will showcase the most popular beginner-friendly TFT Syndicate build and how to play it throughout the early, mid, and late game, which are the best Hextech Augments for this comp, as well as how to gear and position your units.
Certain allies are cloaked in shadows, gaining 55 Armor, 55 Magic Resist, and 20% Omnivamp (healing for a percentage of all damage dealt).
- 3 – The Syndicate champion with the lowest percent Health.
- 5 – All Syndicate champions
- 7 – Your whole team, and the effects are increased by 60%
Are a very powerful composition with high burst but relatively low sustain if you don’t have some hard def frontline in the form of bruisers. My favorite composition is six snipers three mercs, and two enforcers.
For that comp, you will need Illaoi, Vi, Gangplank – for the frontline.
Cait, Miss Fortune, Ashe, Zeri, Jhin, and an augment for snipers to place on someone from the frontline. It’ really isn’t important which champion you are going to use for Sniper augment since not a single one of them can adequately abuse it.
Still, you need 6 snipers for an enormous power spike of 30% more damage per each hex that separates a particular sniper from its target.
The beauty of snipers is just pure, uncontested damage. But they aren’t without their flaws. Any type of assassin comp is going to bypass your frontline and simply devastate your backline of damage dealers if they don’t have some sustain items.
My favorite sustain items are: Guardian Angel, I mean, you can’t beat the guardian, but the thing is, he was removed, so we have to settle from some lower tier items. Well, not particularly lower, but not as op as GA was.
My choice of items for sustain would be Quicksilver, Edge of the Night, which replaced the GA, and Bloodthirster. Bt? What do I mean when I say Bloodthirster? Isn’t it a damage-dealing item?
Yes, it is. But once you have an immense power spike with four snipers, and not to mention late game’s six snipers if you manage to get a sniper augment, apart from damage dealing, The Bloodthirster becomes an incredible sustain idem that just restores your HP like it’s coming from a tap at your home. Guinsso’s Rageblade, combined with The Bloodthirster and Edge of the night, is simply the best (No Tina Turner pun intended) composition for any single of your snipers.
Once you stack your attack speed with Guinsso’s, The BT won’t let your HP step out of the green for a split second unless you get burst by some Arcanist or Assassin’s comp.
Also read: Best Apps for TFT
Since their release in patch 6, Chemtechs was a comp to go. It is needless to say that it has stayed the same with the release of the new patch 6.5. For me personally, one of my favorite comps since it is pretty straightforward that a child could use it and abuse it.
If you are really going to annihilate your enemies with your ultimate 8 Chemtech compositions, you will be highly augment dependent, but that can all be fixed with The Giant’s belt and The Spatula. So basically, your chances of getting those might 8 Chems are pretty damn high.
But if I am being honest, 6 Chems will do just fine. I have won many games with 7 Chems on my board, both on the old set and new.
The Chemtechs is a comp you wanna play when you just want to sit down and relax, not think about the harmony of your multiple traits and champions. Nope, not at all, you have all together combined 7 Chems, and an easy challenge to get The Chemtech emblem either from augment or from the combination of The Giants Belt and Spatula.
After dropping below 75% Health, Chemtech champions become chem-powered, gaining Attack Speed, damage reduction, and regenerating a percentage of their maximum Health each second for 8 seconds.
- 3 – 15% Attack Speed, 4% Health
- 5 – 50% Attack Speed, 7% Health
- 7 – 90% Attack Speed, 10% Health
- 9 – 135% Attack Speed, 18% Health
The goal of this composition is to build a strong enough frontline for the combination of Trynda and Renata to power through the enemy team’s board. Both champions need time to ramp up, but when they get swinging, they hit hard.
The Chemtech trait is perfect when it comes to building a strong frontline since it comes with built-in health regeneration. This allows the frontline tank units in the Chemtech trait to stay alive a lot longer than usual. The trait is also good for the main carry of the composition, Tryndamere, thanks to the extra attack speed.
To win games with this composition, you must have upgraded all their frontline units, an upgraded Tryndamere with top tier items, and another pseudo-carry like Kai’Sa (or if you have a bunch of AP items, Viktor).
You should consider playing this composition when they land an early Chemtech emblem or heart, a lot of Bruisers, or an early Trynda. As for other strong augments to pick up for this comp, Instant Injection, Chemtech Overload and other generic, good augments like thrill the of the hunt are useful.
Are by far the most interesting composition in the whole TFT. It is their unpredictability that makes them so popular among the players of the League of Legends universe. Riot has really nailed it with them and the whole unstable evolution theme.
The most fun part of The Mutant composition is the fact that they never have the same bonuses with every game. It constantly changes. I mean, you don’t have an infinite number of combinations, but if you were to play 5 games, a good chance is that every time The Mutant trait bonus would be different.
The Mutants also number a large amount of pretty damn good champions, in my respective opinion. Now since the release of the new patch, the comp has had some changes and adjustments, but I think it’s for the better since now you can have all 7 Mutants much earlier, and you don’t have to combine them with a lot of different traits and champions to make it work.
Set 6 had only 5 mutants, so you were basically forced to have some other champions and compositions on the field, which wasn’t always easy as it sounds since you were item-dependant a lot.
Now, that is not the case since the sum of all mutants is much larger, and their respective styles can be combined with any item you get. You aren’t tied to 1 carry since their numbers are larger, so you can do a little bit of micromanagement and separate at least 2 carries from the rest of the team.
Depending on the items you have, you can go for the tank, AD, or even AP composition. This is also affected by what you get from the items and what your opponents are playing as well.
Since there are only 6 Mutants available in the shop, you need some luck on your side to get the full potential of The Mutant combination. Luckily for you, the range of options are pretty high. You can get The Mutant emblem from your Augment, The combination of Negatron cloak with The Golden Spatula, and from the forever loved Tome of Traits.
As you see, the chances of you getting 7 Mutants is pretty good. Your job is to survive until the late game, where your most powerful Mutants come along, and they come in hot, with massive amounts of damage!
The composition itself is pretty fun and engaging to play since you have many opportunities and possibilities to turn the tides of the game in your favor.
Mutants weren’t very special by themselves, but when you combined them with Protectors, they could become a fairly viable build. Now they are great all by themselves.
Since you can’t plan around Mutants (due to not knowing their bonuses prior to the game), every match is going to be a fun surprise!
At 3, 5, and 7, Mutants gain a different Trait bonus from game to game.
- Cybernetic Enhancement grants bonus stats to Mutants with at least 1 item.
- Voracious Appetite strengthens Mutants on each ally’s death.
- Voidborne executes targets below a Health threshold and deals true damage.
- Hyper-Adrenal Glands give a chance for Mutants to deal additional attacks.
- Synaptic Web reduces the Mana cost of Mutants’ Abilities.
- Bio-Leeching grants Omnivamp (healing for a percentage of damage dealt) to your team.
- Metamorphosis grants stacking bonuses to Mutants at regular intervals.
- 3 – Bonus Active
- 5 – Bonus Active
- 7 – Bonus Active
Even with the release of many new compositions, I think these seven are still the most powerful compositions in TFT right now. I think that has to do with the thing that RIOT still hasn’t managed to balance the new compositions well enough so even though they are strong, they do have some weak points.
And the most important thing is that players are already used to these compositions so even with the release of some new champions in them, there is no problem adapting to new changes if you already know the bases.
During the middle of May, we will get the completely new Set with completely new traits, compositions, and champions! I can’t wait!