TFT Set 12 Build Comp Tier List
Find the best team comps for Teamfight Tactics Set 12: Magic n Mayhem using our meta tier list. Building your team correctly will make or break your game. By using our TFT team builds, you will stay on top of the meta and up your game! Our Team Comps Tier list is updated for Patch 14.16 so you can stay on top of the ever-changing TFT meta.
Set 12 has a total of 8 Hero Augments for Poppy, Blitzcrank, Lillia, Elise, Nunu, Galio, Rumble and Wukong. Some of them will simply act as quick power spike that you can use to rush Levels while others require an entire setup build around them.
Current Hero Tier List:
S Tier - Blitzcrank, Rumble
A Tier - Poppy, Nunu, Wukong, Elise, Galio, Lillia
Portal is a pretty good comp to secure yourself a top 4 placement by utilizing the power spike in mid game. It's heavily recommend to only play this comp if you can guarantee an early Portal Emblem with the help of the Starting Portal / Augments / Spatula. With the Emblem you can push for Level 6 in Stage 3-2 and stabilize with 6 Portals without having to find Ryze or Taric.
Push for Level 8 in early Stage 4 and look for Taric and Ryze so you can run 8 Portal. Once you're stabilized with upgrades you can push towards Level 9. Add Norra if you find her and replace a weaker Portal unit like Jayce. With Level 9 you can add Vex/Nami to support Norra and add Diana to cap out your board.
If the game allows you can try to reach 10 Portal as a win condition, since you only need two Emblems. This is very doable in the Trainer Golem Portal, since you only need Level 9 to achieve this.
This comp can be quite strong if certain conditions are met. Some Augments like Prismatic Ticket, Upgraded Adventure or Spellblades can make a massive difference. The general goal is to maximize your economy and do a small stabilizing roll down to 30 gold in Stage 3-1 to ensure you have 2 Star units for Stage 3. Afterwards the main goal is to stay above 50 gold with Level 5 and roll for 3 Stars while also looking for economy charms that help you find your 3 Star units.
You should have your 3 Stars by Stage 4-2 and start pushing towards Level 8/9 after. You cap out your board with 4 Scholar and replace Bard for Milio if you find him. Can also transfer items from Zoe to Ahri/Ryze in late game if you're lacking damage.
Make Ahri your high Arcana so your entire teams gains bonus AP from your 3 Star units.
Frost/Pyro is a powerful mid game comp to secure yourself a Top 4 placement. It works a lot better if you have access to a Frost Emblem for early 5 / 7 Frost. It also opens up a potential win condition with 9 Frost in late game with a second Emblem.
The overall gameplan is to run 5 Frost in Stage 3 and prepare for a Level 8 rush in early Stage 4. Roll for Varus/Nasus and play a mix of Frost and Pyro units. From here you can either stay Level 8 and roll for Hwei/Swain/Shen 3 Star and look for combat charms every round or push for Level 9 to cap out with Diana and 7 Frost.
This comp can also become considerably stronger with specific Artifacts. Varus like Sniper's Focus and Fishbones, since they influence his ability range and he can now target the entire board. Olaf is great with Prowler's Claw to access the enemy backline and create Frost Soldiers near the enemy carries.
Pyro Shapeshifter is a great comp, especially if you have a strong Pyro Opener and can start gathering Cinders from the beginning. This comp does a lot better with a Pyro Emblem to reach 5 Pyro and the execute is quite efficient on units like Smolder. While you can play this comp without an Emblem, it's heavily recommended.
In the early game you can run 2 Blaster or 2 Hunter with 4 Shapeshifter in Stage 3 and prepare for Level 8 rush in early Stage 4. In Stage 4 you want to look for Varus/Nasus and if possible run 5 Pyro to stabilize your board.
Afterwards you can push towards Level 9 and add Smolder/Nomsy/Briar to help cap out your board. If you don't have a Pyro Emblem you can cut down to 2 Pyro instead.
Vertical Eldritch is a powerful comp with several different approaches, but it's recommend to only play this comp if you have either:
- Eldritch Emblem with the help from Portal / Augment / Spatula
- School Mascot Augment
With the help of an early Emblem you can guarantee 7 Eldritch in early Stage 7 and also fit in 3 Mages for Nami with Level 8. It's not required to play Mages, you can also run a version based around Tahm Kench and Karma. The ideal scenario would be to have both the Emblem and the School Mascot Augment. While it is possible to play this comp without these conditions, it's not recommend as you will be considerably weaker.
The early game is surprisingly flexible as you can open with AD items on Nilah or AP items on Syndra. It's also possible to reroll either Syndra*3 or Nilah*3 if you have a good setup for and weren't able to find the Emblem by Stage 3.
The main goal is to rush for Level 8 in early Stage, item transfer from Syndra to Nami and later from Nilah to Briar. Once you're stabilized you can push towards Level 9, replace Galio for Norra (connect Yuumi to Vex) and add Karma for Chrono/Incantor.
If you're playing without Mages you want to focus on Tahm/Karma and add either Camille or other useful Legendaries with Level 9.
Witchcraft is a great trait to aim for if you have an early Witchcraft Emblem or Spatula. With an early Emblem you can reach 6 Witchcraft in early Stage 4 without having to find Morgana, giving you a great power spike to work with. You also have an insanely powerful win condition with 8 Witchcraft that only needs a second Emblem and Morgana, which will very likely win you the Lobby if you find all the pieces.
In the early game you use Zoe as an AP item dump for Zoe, do small stabilizing roll down in Stage 3-2 if necessary and attempt to rush for Level 8 in early Stage 4. Transfer AP items to Karma and Tank items to Neeko or Nasus. Once you're stable you can push towards Level 9 to look for Morgana + Milio/Diana/Xerath. If you swap AP items to Xerath*2 in late game and add more Arcana units like Hecarim.
Kogmaw Reroll is a great comp to collect a Top 4 placement and capable of even winning lobby under certain conditions. The core is the same as with other Tier 2 Reroll comps, you push for Level 6 in Stage 3-2, do a small stabilizing roll down, recover your economy back to 50 gold and slow roll for 3 Stars.
Usually you try to hit your first 3 Stars around Stage 4-2 so you take less damage in mid game. Once you finished your 3 Stars you push towards Level 7/8 to add Jinx and Tahm, or other useful units depending on your Augments/Emblems.
The build order of this comp can change a lot depending on Augments. If you find the Rumble Hero Augment you can give him BT/Raba/JG and run him as your main carry. Nunu Hero Augment is also possible, but he tends to run 6 Bastion instead. Kogmaw does amazing with Fishbones, as his ability works extremely well with backline targeting, making the Augment "Marksman Toolbox" a fantastic option if you focused on Frontline items first.
Mages tend to be difficult to play, but powerful if you complete your setup. Especially the early game can be difficult, which is why a common approach is to use Ziggs*2 with 3 Honeymancy to get through Stage 2 and pivot into Veigar*2 from there.
After a small stabilizing roll down in Stage 3-2 you want to push for Level 7 in early Stage 4 and slow roll your interest for Veigar*3 and Vex*3. You can also look for Galio, Nunu or even Mordekaiser on the way. Your core setup will be based around 5 Mages, you should only go for 7 Mages if you have an Emblem.
Once you have your 3 Stars you can push towards Level 8/9 to add Taric, replace your weakest Mage for Norra and conncet Yuumi to Vex to help keep your frontline alive.
Very powerful Reroll comp that has a few variations. The main core is a Duo Carry Setup between Nilah and Akali, usually rolled on Level 6. You should have your 3 Stars in Stage 4 and can push towards Level 8/9 afterwards to add either more Arcana like Tahm/Xerath or more Warriors like Gwen/Fiora. If you have a Warrior Emblem you can also run 6 Warrior for your final late game board.
With Augments like Two Healthy you can roll for more Tier 2 units like Galio/Kassadin to max out the HP buff. If you end up with too many AP items you can also consider an Eldritch Reroll version based around Nilah/Syndra/Mordekaiser.
Gwen and Fiora make for a great Tier 4 Carry Duo since you have a powerful late game AD and AP carry sharing traits. You open with the usual Nilah/Akali 3 Eldritch setup and rush for Level 8 in early Stage 4. You can use a lot of Tier 4 Carries, though Fiora will usually act as your main carry supported by Gwen/Karma. Either Rakan or Nasus will act as your main tank.
Once you're stabilized you can push towards Level 9 and look for Milio/Morgana to cap out your board. This is a great comp to aim for if you have a Preserver Emblem so you can aim for 5 Preservers in late game.
Kalista is among the most powerful Tier 4 units and will likely be very contested. Especially the 6 Faerie Version that used a Faerie Emblem is extremely strong in midgame and tends to guarantee a top 4 placement.
You want to open with 4 Faerie and use Tristana as an item dump for Kalista, while Lillia acts as your main tank. Run Shen/Akali for Bastion/Pyro/Warrior until you find 6 Faerie. You want to rush for Level 8 in early Stage 4 and find Kalista/Rakan with 3 Multistriker. Once you're stabilized you can push towards Level 9 and look for Milio, Camille and Morgana to cap out your board. You can also transfer AP items from Katarina to Xerath in late game.
If you have a rough midgame, you can decide to stay Level 8 and roll for Katarina*3 together with powerful combat charms to secure a better placement. You can also aim for a second Faerie Emblem and close out the game with 9 Faerie for a massive HP buff and powerful radiant Faerie items.
Vertical Multistriker is usually played by rolling for Kassa*3 (and Akali*3) with Level 6/7. You can also rush towards Level 8 with a Multistriker Emblem to reach the 7 Multistriker power spike early. If you rush levels you can focus more on Kalista/Camille and add Tahm/Xerath with Level 9 to help cap out your board.
This comp performs way better if you the right Augments, especially "Press the Attack" is something that will help you stabilize much quicker.
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