THE DETAILED GUIDE TO TFT (SET 12)
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How dare you have fuuuun!
Additionally, players are able to reach level 10 within an unusually short time frame of 3-5 stages. The final release should undergo thorough polishing, as it now contains an exceptionally large number of bugs, surpassing any I have ever encountered before.
The fact that they're re-releasing previous sets demonstrates how out of ideas they are. The same champions appear with the same ultimate abilities from a few sets ago, but under a new trait or an old trait returning with a new style of effect behind it.
It's simply unfortunate because they expressly pulled out of Riot Forge and other development to reinvest all of their resources on League, TFT, and their future fighting game, where Riot Forge was doing excellent work!
I am inclined to appreciate Heartsteel due to its Underground feel, which is one of my preferred teams from earlier sets. However, its ability to endure is severely lacking unless all of them are upgraded to level 2 right from the beginning, with the aid of PvE and the carousel, along with favorable items to ensure early survival and progression into the late game.
This entire set was controlled by Bilge Water, which was subsequently "nerfed" and significantly buffed again, making it incredibly controllable by taking Urf for an almost certain x9.
There is always going to be something that is really strong, but i dont like it when it is OP the entire set. It is more fun if you have to figure out new comps after every patch.
Since I'm basically making changes here and there and pushing them through as I do it.
I normally go in with the idea of "I want to survive the early game, figure out what everyone else is going for, then go for something nobody else is choosing." this allows me to get level 3 units very quickly if lady luck is on our side, and build to that.
But if the game hands you a really strong comp early game. It's best to try and go for it.