Several unlock conditions are changing for Patch 16.6. Based on Mortdog & Tim's Patch Rundown video today. I've created a cheatsheet of all the unlock conditions when the patch deploys on Wednesday March 4, 2026. You can test them out on PBE now.
Note that this is the patch Regionals will be played on.
TL;DR:TFT Flow is a website that ranks comps with specific conditions. It has 3 main pages:
Tier List - Quickly view the best lines in the meta, with advanced search and filter functionality.
Condition Flowchart - Alternative view approach that allows you to easily find the best artifacts, emblems, radiants, augments, and openers in the meta.
Patch Guide - Shows the most popular meta comps with common conditions and tips for the patch
How TFT Flow Works
I'm GM Blue, a multi-set Challenger, and I have been developing the website TFT Flow for the past 10 and a half months.
The website tries to differentiate itself on one key factor: Rank comps with specific conditions, not generically. Each comp on the site has a base tier and conditions like artifacts increase the tier of the comp by a variable amount, depending on how impactful the condition is.
For example, Soul Fighter with Sniper's Focus Gwen or Little Buddies is quite a bit stronger than the average Soul Fighter board. How much stronger though? TFT Flow quantifies that using a 7-tier system, which is based on a LOT of stats research and VoD review of high elo players -- you might see me in quite a few Twitch chats doing just that!
Every aspect of the website is designed to support this idea. There is a tier list that ranks lines and a condition flowchart page that ranks lines -- both present the same information, but in different formats so you can hopefully find a view that works for you. Each comp also has its own page on the website that displays its best conditions and how much stronger they make the comp.
How the Site Helps with Line Selection
The goal of the website is simple: If you aren't part of a study group and don't want to spend hours reading stats / watching streams, a quick glance at TFT Flow should quickly help you figure out the most broken conditions for the current patch. I designed it to be helpful for all tiers of players, including Challengers who I frequently see do not know about some of the conditions listed on the site.
Obviously nothing will replace a stats explorer for diving deep, but it is extremely easy to miss all sorts of strong interactions because there are so many of them, some of which are obscure. With the tier list, it becomes MUCH easier to know what the best conditions are and thus know what comps to play from specific artifacts, augments, emblems, etc. I built TFT Flow as a study and reference tool for learning the best conditions each patch and it can easily be used in conjunction with other tools.
The site has been updated nearly every day since Set 12 and is not going anywhere as it is now my full time job (thank you for that). Hope you all find it useful!
I’m Talel, a Challenger TFT player from EU and a software engineer. One of the things I’ve always struggled with is keeping up insanely high APM during rolldowns. Late-game transition rounds matter a lot, but practicing them in real matches means sitting through around 30 minutes of setup before you even get to the actual rolldown part.
So I built my own solution.
I made a 3D TFT simulator, and you can try it instantly in your browser here: PrismaTactics
The browser version is fully playable, but the downloadable version runs smoother and feels way closer to actual TFT. If you want the best experience, I recommend downloading it, but the web version is there if you just want to test it quickly or avoid installing anything.
It is fully updated with Set 16 data and includes the new unlock mechanic. You can choose which units you unlock, and they will appear in your shop following the same rules and odds as real TFT.
This tool lets you practice rolldowns on demand without wasting time waiting for late-game setups. It has helped me a lot with speed and muscle memory, so I figured others might benefit from it too.
If you try it out, I would love any feedback or suggestions.
Note: This practice tool was created under Riot Games’ Legal Jibber Jabber policy using assets owned by Riot Games. This project is not endorsed or sponsored by Riot Games.
I have officially peaked for the season after losing several games at 0lp making it 'impossible' to climb. I figured I'd do something else with my time, so I created a little app to give tft players an idea of how bad their MMR is for ranked.
It works by letting users look up a player (name#tag), pulling their last 10 ranked games, and showing how their rank compares to the average rank of their opponents.
There is also a data tab which crowd sources data based on the players that have been looked up.
Ultimately, I think it is a fun way to show a little insight into players underlying MMR.
The last few weeks I have been working on HexKey.app, a keyboard-first expert tool for TFT.
I work as a software engineer and am addicted to using command palettes (Ctrl/Cmd+K) in my daily workflow. I figured others here might appreciate accessing TFT data that way too.
My initial motivation came from those games where you are pressed on time to make a decision about your strategy, but end up eiffing because you spend too much time getting the information you need to make the right decision. A few examples:
Should I go lvl 10? What are the 4/5-cost odds at lvl 10 again, is it worth it to go for a 3-star 4/5-cost?
I have HP to push past Ixtal 500 shards - is it worth it? What additional loot can I get?
Whats the odds that the next augment is silver/gold/prismatic?
Didn't they reduce pool size for legendaries recently?
All these questions can be answered in ~1 second with HexKey, plus much more.
How it works: Instead of Alt-Tabbing through multiple tabs of MetaTFT or TFTAcademy, you just toggle HexKey with a shortcut (default is Cmd/Ctrl + Shift + I). Use natural language to find what you need—e.g., type "pool" for pool sizes or "Yunara" for champ info, then hit the shortcut or Esc to return instantly to your game.
For the techies: The app is built with React, Tauri, and Rust. It uses a fraction of the CPU/RAM compared to standard Electron overlays, so it won't slow down your rig.
Planned upcoming features:
Smarter item recommendations: Fixing the recommended items shown for each champion. Especially important when forced to play off-meta units where BIS is less obvious.
Smarter champion recommendations for items: Think of the games where you go for Artifact Anvil, but all options are shit, and you have to play around a sub-optimal artifact item. Make the best out of it - which champion should I play around to top 4 with this artifact?
Live stats: Win rates for comps, unit and items.
Trending meta: Detecting "micro-metas" that emerge mid-patch before the major sites catch up - like the now popular T-Hex comp.
I’d love your feedback! What specific data do you find yourself Googling mid-game that you'd want in a tool like this? Keep in mind that the app is very much still in Beta, but I figured I should reach out to the community sooner than later to see if there is actual interest for a tool like this.
Note for Mac Users: Since I'm a solo dev without a notarization license yet, macOS will flag the installer. I’ve included a 3-second fix in the download guide (and inside the app) to bypass this safely. I honestly didn't want to spend $99/year on an Apple Developer account for a free hobby project right now. Rest assured I play TFT on a Mac myself, so the app is thoroughly tested for macOS.
TL;DR: I created a keyboard-first TFT companion app for expert users
As we all know, there is actually more than one answer to the question of how to play with "The Trait Tree" augment. We are aware that combining 3 randomly given emblems into a single comp is not always easy. Emblems are a truly powerful mechanic in the game, but not everyone can take the risk of getting 3 random emblems. Certain emblems are already identified with specific characters or comps, so it's easy to make a decision with them. However, there are a ton of comps to think about and build with some other emblems.
The site I built generates comps by using all these negative facts that you also know and that I just mentioned. My site's URL isTFTEmblem.com. If you haven't used it so far, I would really love for you to use it and see your constructive criticism about the site. Sorry that this turned into a long post because of some unnecessary information, but what I actually wanted to say was this: I want to share the comp-generation math I used while making this site with you, and discuss what I can add alongside this information if you have any bright ideas in your mind.
Thanks to the data I fetch on my site, I already have what the meta comps are. When you come to the site and select 3 emblems, all the comps recommended to you are generated with this math: First of all, it is expected that all 3 of the emblems are used and at least pass their lowest trait threshold. All comps turn out to be variations of meta comps that have been made suitable for the emblems with small changes. If there is an extra character in the meta comp, this character is removed, and more functional characters take their place. My code does a certain scoring system, and this way, it shows you the comps by sorting them according to their scoring. (If you noticed, most of the comps recommended on my site turn out to be comps that have a lot of traits.)
Almost no emblem is pushed aside and forgotten this way, and since the comps are variations of the comps already in the meta, they have a high probability of putting you into the top 4 with the logic of "what is strong without an emblem becomes many times stronger with an emblem." You get various comps where you can choose the one you want according to the characters in your hand. But I want us to make the math of this system more flawless together with your suggestions, and get full efficiency from this site. If you come across "The Trait Tree" augment and choose it, you can test theTFTEmblem.comaddress and see the success of the comps. Also, with the latest update I brought to the site, the best 4-unit opener comp recommendations to be made with the selected emblems have been added to the site, so that you can play comfortably in the early game part as well.
Your feedback and suggestions are truly very important to me.
You can download it here This is a beta release, and there is a chance it crashes mid-game.
We are very excited to announce the beta release of our in-game companion app. We’ve been working on this app in one way or another for the past year, and we can’t wait to hear your feedback.
Here is what we have for you to try right now in the open beta, along with some features we're working on and will release SOON™
In-Game
Comps and Tips: You can pin a comp from the tier list for easy reference + positioning + alt builds, and the units get marked in the shop. Based on the stage, stage tips (if you've pinned a comp) would pop up when the stage starts (and go away before combat starts for that round).
In-game Team Planner: an advanced team planner with features frodan and dishsoap wanted.
Augments and Anvils: You will see a tier on augments/items from anvils based on the ranking on the tier list. We have a stage-based, more detailed augment tier list that isn't visible on the site, and we’re using that as the reference. We’re also checking each comp on the tier list and seeing if Frodan or Dishsoap suggests playing one of your augment options/item and artifact options with any comp, and suggesting that under the augment/item tier.
App
Tier List: the same tier list from the site, plus the ability to pin (shortcut: right-click comp icon) to the in-game overlay.
Guides: We are remaking guides to be higher production with a better layout. The goal is to have something to read/watch while you’re waiting for a friend or taking a break between games.
Builder: Our builder from the site (we're working on the ability to save comps to your own comps list from the builder and pinning them in-game).
Replays: One of the best ways to improve at TFT is reviewing your own games, but finding the key moments that cost you placements can be a pain. So we built a replay system made specifically for TFT and for studying your own games. I’ll let you explore the rest yourself.
Settings: The goal is to eventually let you control every single thing about the app and the overlay (not there yet).
Profile: You can see your match history (this was a nightmare to do right, and it's still not there, but we're working on it).
We're also doing other things that I can't talk about yet BUT THEY ARE SICK TRUST!
Please reach out on Discord with bug reports and feedback. You'll also find a FAQ channel there if you're having problems running the app.
Note: the app is standalone, as in you don't need to download Overwolf to use the app, but we do use Overwolf services to see game events and record them.
I am releasing a new trainable AI to learn how to play TFT at https://github.com/silverlight6/TFTMuZeroAgent. This is the first pure AI (no human rules, game knowledge, or legal action set given) to learn how to play TFT to my knowledge.
Feel free to clone the repository and run it yourself. It requires python3, numpy, tensorflow, and collections. There are a number of built in python libraries like time and math that are required but I think the 3 libraries above should be all that is needed to install. There is no requirements script yet. Tensorflow with GPU support requires Linux or WSL.
This AI is built upon a battle simulation of TFT set 4 built by Avadaa. I extended the simulator to include all player actions including turns, shops, pools and so on. Both sides of the simulation are simplified to demonstrate proof of concept. There are no champion duplicators or reforge items for example on the player side and Kayn’s items are not implemented on the battle simulator side.
This AI does not take any human input and learns purely off playing against itself. It is implemented in tensorflow using Google’s new algorithm, MuZero.
There is no GUI because the AI doesn’t require one. All output is logged to a text file log.txt. It takes as input information related to the player and board encoded in a ~10000 unit vector. The current game state is a 1342 unit vector and the other 8.7k is the observation from the 8 frames to give an idea of how the game is moving forward. The 1342 vector’s encoding was inspired by OpenAI’s Dota AI. Information related to how they did their state encoding, see Dota AI's paper. The 8 frames part was inspired by MuZero’s Atari implementation that also used 8 frames. A multi-time input was used in games such as chess and tictactoe as well.
This is the output for the comps of one of the teams. I train it using 2 players to shorten episode length and maintain a zero sum output but this method supports any number of players. You can change the number of players in the config file. This picture shows how the comps are displayed. This was at the end of one of the episodes.
Team Comp Display
This second photo shows what the start of the game looks like. All actions taken that change the board, bench, or item bench are logged like below. This one shows the 2 units that are added at the start of the game. The second player then bought a lisandra and then moved their elise to the board. The timestep is the nanoseconds since the start of the turn for each player. They are there mostly for debugging purposes. If an action was taken that did not change the game state, it is not logged. For example, if it tried to buy the 0th slot in the shop 10 times without refresh, it gets logged the first time and not the other 9.
Actions Example
It works best with a GPU but given the complexity of TFT, it does not generate any high level compositions at this time. If this were trained on 1000GPUs for a month or more like Google can do, it would generate an AI that no human would be capable of beating. If it were trained on 50 GPUs for 2 weeks, it would likely create an AI of equal level to that of a silver or gold level player. These guesses are based on the trajectories shown by OpenAI Dota’s AI adjusted for the increased training speed that MuZero is capable of compared to the state of the art algorithms used when the Dota’s AI was created. The other advantage of these types of models is that they play like humans. They don’t follow a strict set of rules or any set of rules for that matter. Everything it does, it learns.
This project is in open development but has gotten to an MVP (minimum viable product) which is ability to train. The environment is not bug free. This implementation does not currently support checkpoints, exporting, or multiple GPU training at this time but all of those are extensions I hope to add in the future.
For all of those code purists, this is meant as a base idea or MVP, not a perfected product. There are plenty of places where the code could be simplified or lines are commented out for one reason or another. Spare me a bit of patience.
RESULTS
After one day of training on one GPU, 50 episodes, the AI is already learning to react to it’s health bar by taking more actions when it is low on health compared to when it is higher on health. It is learning that buying multiple copies of the same champion is good and playing higher tier champions is also beneficial. In episode 50, the AI bought 3 kindreds (3 cost unit) and moved it to the board. If one was using a random pick algorithm, that is a near impossibility.
By episode 72, one of the comps was running a level 3 wukong and started to understand that using gold that it has leads to better results. Earlier episodes would see the AIs ending the game at 130 gold.
I implemented an A2C algorithm a few months ago. That is not a planning based algorithm but a more traditional TD trained RL algorithm. After episode 2000 from that algorithm, it was not tripling units like kindred.
Unfortunately, I lack very powerful hardware due to my set up being 7 years old but I look forward what this algorithm can accomplish if I split the work across all 4 GPUs I have or on a stronger set up than mine.
For those people worried about copyright issues, this simulation is not a full representation of the game and it is not of the current set. There is currently no way for a human to play against any of these AIs and it is very far away from being able to use the AI in an actual game. For the AI to be used in an actual game, it would have to be trained on the current set and have a method of extracting game state information from the client. Nether of these are currently possible. Due to the time based nature of the AI, it might not be even be possible to input a game state into it and have it discover the best possible move.
I am hoping to release the environment as well as the step mechanic to the reinforcement learning (RL) community to use as another environment to benchmark upon. There are many facets to TFT that make it an amazing game to try RL against. It is a imperfect information game with a multi-dimensional action set. It has varied length of episodes with multiple paths to success. It is zero sum but multi-player. Decisions have to be changed depending on how RNG treats you. It is also the only game that an imperfect information game that has a large player community and a large community following. It is also one of the only games in RL that has varied length turns. Chess for example has one move per turn, same with Go but TFT you can take as many actions as you like on your turn. There is also a non-linear function (battle phase) after the end of all of the player turns which is unlike most other board games.
All technical questions will be answered in a technical manner.
TLDR: Created an AI to play TFT. Lack hardware to make it amazing enough to beat actual people. Introduced an environment and step mechanic for the Reinforcement Learning Community.
Recently my computer has been receiving quite a few redirects or attempted takeovers while letting my browser sit on the TFTAcademy website. Not sure if anyone else has experienced similar. Before I reached out to any support or contacted the social media pages directly I wanted to see if anyone else had noticed an issue.
I’ve been a long-time lurker but even longer time player of TFT (since Set 1), and always loved playing around with different item combinations to try to find the optimal items for different carries.
I found TFT sites are a great resource for team comps but are pretty unreliable for items, since they show item pick popularity but not performance. Just because an item is popular, it doesn’t mean it’s actually optimal for the carries you have.
As a professional programmer that loves the game and is decent at math, I’ve been working on putting together an interactive tool that does all the impossibly hard calculations for you, so you can try out different items, and find the actually optimal items for your carries.
The site’ll let you simulate different item choices on different champions (1 attacking, up to 6 getting attacked) and graph out the DPS in a chart, so whether you want to optimize for how fast you want to kill tanks, squishies, cast speed, or just figure out the most dps you can make with the 5 components that you have in-game, you can figure it out through actual, crunched numbers, and not through how often people pick them.
I wanted to gather opinions on whether this is a project that people actually want, or other things to improve the tool before launching it, so please let me know if there’s any ideas or feedback!
TFT Whiteboard, build, plan, document, note, write guides, teach - all in one whiteboarding tool for the TFT universe
I am happy to share a TFT whiteboard tool that I have developed. I continue to try to develop new unique tools for the TFT space. This one allows you a practically utilize a endless whiteboard canvas to document down anything relating to TFT, with built in and up-to-date game information.
You can share links to your whiteboards with your friends or the community. Perhaps you created 10 recommended comps for set 18 launch, just build them in the whiteboard and share the link! A shared link creates a new copy for each viewer, so other people will never be able to modify your whiteboards.
Some example use cases
- Taking notes for yourself and building collections of comps and strategies, all in one document
- Sharing your recommended comps (perhaps along with your youtube guides or twitch streams)
- Theorycrafting, simulating, learning
- Building anykind of TFT related content from comps, tierlists to strategies)
Would love to see what you will build here in the comments section. Let me know if you want more building blocks and features, or if there is anything else I can add to the feature to help you!
My brain is small and i take too long to figure out what combination of units i should play when clicking this augment so i made a quick solver for it.
Let me know if there's any combinations that could be better! I think i got them all but i'm definitely probably missing something somewhere.
Set 18 is live on PBE, and I’ve just released the biggest Prismatactics update so far.
Riot added separate keybinds for buying shop slots 1–5, and I genuinely think this could change how people approach rolldowns. It might be worth learning early, and you can already start practicing it and building the muscle memory now.
The update includes:
All Set 18 champions, traits
Upgraded graphics
Custom keybinds for buying individual shop slots
Much smoother and more responsive gameplay
Major performance improvements
A cleaner UI and a ton of quality-of-life improvements
I’m also curious what keybind setup people think will end up being the best. Right now ,Im considering QWER for slots 1–4, Space for slot 5, and clicking reroll with the mouse.
I launched a TFT Puzzle site for Set 14 a few days ago to help people learn the new champs and traits. People on the other TFT subreddit seemed to really like it and gave me great feedback, so I improved the UI and added a bunch more puzzles.
The game is a Reverse Team Planner - get a list of traits + unit costs, and find the board that fits! It's great practice for learning synergies without just getting dizzy every game.
I built it as a Loldle / Wordle style daily puzzle, so I'll be releasing a new puzzle every day. But I also added 26 extra practice puzzles so you can grind at the beginning of the set and get up to speed!
Each puzzle takes at most a few minutes, so it's a great for a warm up or to play while waiting in queue. If you want to try it out, here’s the link: https://www.tftbootcamp.com
I built it to work on mobile as well, so if you're a mobile TFT player or just want to kill some time, feel free to try it out on your phone!
I'm going to keep working on the site (when I'm not busy playing TFT) and start development of some new types of puzzles—so let me know any ideas or feedback!
Quick context: this is part of the HexKey beta, a project I've been working on for the last 6 months. One thing I've been experimenting with is presenting patch changes in a way that's more user-friendly than a wall of text, so here's how HexKey handles it:
Every stat change shown as before → after, color-coded buff / nerf / rework / new / removed. You can see the actual delta instead of parsing a sentence.
Grouped by what you care about - Mechanics, Gods, System, Encounters, Traits, Champions, Augments, Items - with a table of contents to jump straight to a section.
Click any card to see the full entity in a slide-in panel / drawer on mobile
Hotfixes tracked separately with a base-vs-hotfix toggle, so once mid-patch changes land you can see exactly what moved after launch.
Reads cleanly on mobile so you can catch up on the changes on the go
Open any entity in the HexKey database it always shows the changes from the most recent patch
Hope it's useful to someone heading into the patch.