Teamfight Tactics: Galaxies Team Compositions 10.6

By Isaac Chandler

March 24, 2020

0 Comments

TFT Galaxies comps 10.6

Teamfight Tactics: Galaxies, the third set in the much-beloved autobattler genre, has finally dropped along with the mobile version of TFT. There are a lot of changes coming with this new set, including a whole new set of characters and mechanics, though the Galaxies one will be delayed until 10.7, and it can be pretty confusing if you haven’t been keeping up with all the changes on the public beta environment. so today what we’re going to do is take a look at some builds to get you started in set three to give you the upper edge on your opponents as you work to climb the ranks.

Basics for Set 3

Before we get started with the builds though we’re going to take a look at some of the new basics you need to know as you place set three. first and foremost is that the early game is significantly more important now than it was in previous sets as a lot of builds utilize very low-level characters to start them off and get you going such as Chrono and Star guardian. economy changes mean that later Stages will now be giving more base gold than in past sets, so you’ll want to make sure that you’re getting your gold generation high up early on to maximize your revenue in each Stage later in the game. You’ll also want to start getting on your build early on now because of all the low-level units to make sure that you have a solid comp as you develop it throughout the match, so no more running one small set early on in the game only to drop it later for a more powerful one.

While it’s not as important this patch because they haven’t been implemented yet, you’ll also want to take into consideration what Galaxy you’re going to have when you’re in a game these can arrange from Neekoverse or you get two Neekos which can really help you upgrade your unit you really need to get up for the power boost or can even include other things such as all starting with level fours or everyone gets a free spin each round. Keeping up with what Galaxy you’re in and how to take advantage of its benefits in your comp will be the difference between a top finish and walking out in 8th place.

Also to note this Set are the changes to the core gameplay mechanics of TFT, including player damage, streak bonus, and several other small tweaks that can severely impact your usual gameplay performance if you aren’t prepared. First off, win/loss streak gold generation bonus requirements have been significantly reduced across the board, with the breakpoint for each streak getting lowered from 2-3 / 4-6 / 7+ wins/losses in a row for a 1 / 2 / 3 gold bonus each round lowering to 2 / 3 / 4 in a row for 1 / 2 / 3 gold. The streak gold is also now paid out from PVE rounds. Additionally, the basic damage your Little Legend does for winning a round to their opponent has also been drastically increased for each Stage, from 0 / 3 / 4 / 5 / 10 / 15 / 20 damage to 0 / 2 / 3 / 4 / 5 / 6 / 7 damage. This means your matches will be shorter, but also that there’s a much heavier penalty for losing in later rounds.

Additional changes include a 50 movement speed reduction for all champions, melee champions now getting to move earlier at the start of a round than ranged champs, and the game-start carousel now includes only 1-star units, no more 2-stars. The rest of the changelogs can be found in the patch 10.6 notes here.

I find the best way to manage your economy is to hold on your rerolls and XP purchases until you come off of a streak. Basically, ride the streak as long as you can, only buying units that naturally pop up in the shop each round. When you suddenly go from winning to losing, or if you’ve lost more than 5 rounds straight, start spending that money either rolling for the parts you need or buying XP to the next level and never go below 20 gold. This should keep you well topped off economically and get you into the habit of only doing big splurges when things go wrong. To give you a real-world example of this, think of a government hoarding tax revenue when the economy in its country/state is booming and spending it when things start going bad. The reason you don’t spend every lost round is that a developing loss streak will get you a big gold boost, you just don’t want it to go to long less you fall out of the race.

Now that we’ve gotten past the basics, let’s take a look at some new TFT Galaxies comps to get you started this Set.

Compositions

Rebel Scum

Units: Yasuo, Yi, Malphite, Ziggs, Aurelion Sol, Gangplank, Shen, Blitzcrank

Items: Guardian Angel, Infinity Edge, Guinsoo’s Rageblade, 2x Zephyr, Frozen Heart, Warmogs Armor, Rebel Medal, 2x Spear of Shojin

Unit Matching Bonuses: 6x Rebel, 2x Chrono, 2x Brawler, 2x Demolitionist, 3x Blademaster

One of my favorite TFT compositions to run, this build absolutely tears up late-game fights and enemy teams with a lot of items stacked on one carry. The goal is to build up your Yasuo to max level and give him several key items to help him shred through targets as he ults. Guardian Angel, Guinsoo’s Rageblade, and either Spear of Shojin or Infinity Edge depending on if how many high priorities targets your opponent has.

Shojin is good if the enemy team has a lot of big threats like Miss Fortune, Lulu, and Jinx, you’ll want to grab Shojin to allow you to get your ults off faster, while Infinity Edge is great if they only have one or two you need to burst down fast.

You’ll want to form a circle of Rebel units with Yasuo at the center for the huge damage buff and shield they get when next to each other, with Malphite towards the front to start blocking damage, Yi on the side to allow him quick access to the enemy, and Sona and Ziggs in the back to provide support. Put Shen and Blitz in the front to absorb the aggro from the enemy units early in the fight: Shen’s ult in this Set draws out the time to kill him a lot, so he’ll absorb a lot of pressure early on and give you Yasuo and co time to get their ults up and running.

Aurelion Sol can just be placed wherever next to a few Rebels: he’s just going to wander the field helping clean up units and attacking the backline you may not have as easy access to. Lastly, put Gangplank near the front, but not too close that he immediately draws aggro. If you can get him to level two, and get a few of his upgrades online, he’s absolutely devastating in fights, as his ult will not only do a massive amount of area of effect damage but also stun every enemy hit for 1.5 seconds, giving you time to quickly finish off the weekend units and rollover your enemy. Put a Spear of Shojin on him so he can get an early lead on getting that ult off, and Rebel Medal so he can get the damage buff and shield to help him last the fight and finish off enemies.

Put the Zephyrs on Sona and Malphite to help disable a front line unit and a backline carry for your team for a few moments at the start of a fight, and put Frozen Heart and Warmogs on Shen to keep him alive and tanking longer. For units to prioritize leveling, make sure to max Yasuo and Shen and get Aurelion and Gangplank to level two. Everyone else can sit between levels two and three depending on how much of them you find, but don’t feel the need to chase after a level three unless you luck into being just one unit away from it.

Do all this and you’ll find your team rapidly accelerating it’s shredding of enemy teams as a round goes on.

The Death Star

Units: Mordekaiser, Karma, Vel’Koz, Lux, Shaco, Jhin, Kha’Zix, Cho’Gath

Items: Guardian Angel, Zephyr, Frozen Heart, Warmogs Armor, Dark Star’s Heart, 2x Spear of Shojin, Morellonomicon, Dragon’s Claw, 2x Rabadon’s Deathcap, Seraph’s Embrace, Deathblade, Guinsoo’s Rageblade

Unit Matching Bonuses: 6x Dark Star, 3x Void, 2x Infiltrator, 2x Sorcerer

One of the most multi-threat TFT comps in Set 3, The Death Star utilizes the combined scaling power of the Dark Star Origin with the true damage of the Void to shred the enemy line. The best part of this comp is that you have not just one, but three carry threats your enemy has to deal with, and each of them is situated to deal with threats the others can’t. Too big a bundle of enemies blasting through your team? That Vel’Koz is will rip the entire enemy line through with its laser. Need to do quick one-shot damage? Jhin will snipe enemies left and right. Too many enemy Infiltrators? Shaco’s gonna be on their backline cutting the enemy down rapidly. There’s a lot of flexibility in this team, and as such the items you can build will be flexible, too.

To start with, the key to this comp is to grab the Dark Star’s Heart and drop it on your Vel’Koz. He’s your first line carry for the team, and with the Dark Star buff he’ll become increasingly more powerful as his allies fall, and with a couple usually gone by the time he ults, you’ll probably be nuking the enemy team with his eye laser. Add a Rabadon’s Deathcap to boost that damage to even higher levels, and add a Seraph’s Embrace so he can not only get to it faster but also get a greater chance to get a second and final one-off in the round. Guardian Angel is also good to keep him alive and allow him to survive any stray Infiltrators or Miss Fortune ults. With the bonus damage from Dark Star and the conversion to true damage from Void, as well as the additional bonus damage from Sorcerer, Vel’Koz can Dish out a massive amount of damage on the enemy team.

Your second carry in this comp is going to be Jhin, who works as a long-range sniper to pick off enemies. Jhin strength lies not only in his long-range capabilities but also his ability to convert attack speed into attack damage and amplify his fourth shot hit with four times its base strength at level two. If you can get him to level three, that amplification skyrockets to 4444%, or 44.44 times his usual basic attack strength. You’ll want to put him in the backline and allow him time to get multiple shots off on the enemy team, especially with the items that you have set for him.

Infinity Edge is really important to give him that crit multiplying damage on his usual basic attacks, and Guinsoo’s Rageblade will give him insane scaling. The item infinitely increases attack speed with each basic attack, and given Jhin’s passive allows him to convert bonus attack speed into attack damage, he’ll just get stronger and stronger with each attack, in addition to letting you get more fourth shots off.

Lastly, you’re going to want a Deathblade so that each progressive kill and assists he gets make him become more and more powerful. These items combined will turn Jhin into a monster sniping enemies from afar and serves as a secondary carry to support the Vel’Koz.

Your last carry will be your Shaco, who works as a great backline assassin to pick off carries the rest of your team can’t get to. His ult allows him to teleport behind an enemy and do bonus percent of his base damage to them as a critical hit. The base damage scales with AD and the percentage scales with AP, so both stats are great on him. I recommend building two Spear of Shojin and a Rabadon’s Deathcap on him: the Spears will allow him to get his ult off more often and provide bonus attack damage, while the Deathcap will amplify his ults damage to an insane degree.

You’ll want tank items on your Karma, Mordekaiser, and Cho’Gath too, so add Warmogs, Dragon’s Claw, and other tanky items to keep them alive longer. Mord is the priority for tankiness given the innate strength of his ult and the shield he receives, so prioritize him first when giving out tank items. Remember, the longer they live the more damage your carries will get to do before getting attacked. You can also throw a Morello on Cho’Gath since his ult does a huge area attack, and the extra damage could help your carries finish off a target quicker.

For positioning for your team, set them up as follows: Put Cho’Gath and Mordekaiser on the front line spread out a spot or two with Karma right behind Mord so she can shield him. He already gets a shield from his ult, so with this, he’ll effectively double his health pool. Set Vel’Koz back about two rows in the middle between them and set Lux and Jhin opposite back corners, with Shaco and Kha’Zix in between them on separate sides.

This set up gives the comp the most defensive set-up spread, preventing huge area of effect abilities from destroying your whole team and preventing enemy Infiltrators from immediately picking off all your backline carries. Spreading out Shaco and Kha’Zix allows them both to effectively manage both sides of your enemies backline and makes your more immune to enemy positioning.

Prioritize leveling your carries and Mordekaiser first, followed by Cho’Gath and Lux. You need to get to a high level quick since there are so many three and four cost units in here, so make sure to balance your economy well and get to levels six, seven, and eight as quickly as possible.

Dark Star Guardians

Units: Mordekaiser, Poppy, Jarvan IV, Lux, Ahri, Zoe, Neeko, Soraka, Syndra

Items: Guardian Angel, Warmogs Armor, Dark Star’s Heart, Sword Breaker, 2x Spear of Shojin, Chalice of Favor, Morellonomicon, Locket of the Iron Solari, Redemption, Rabadon’s Deathcap, Seraph’s Embrace

Unit Matching Bonuses: 6x Star Guardian, 3x Dark Star, 2x Protector, 2x Mystic, 4x Sorcerer

A traditional heavy front line, casting backline comp, Dark Star Guardians should be the most familiar of the builds featured today. The keys to victory here are getting your Sorcerers in the back online to dish out massive damage while your tanky front holds the enemy at bay.

Your main carries here are Lux and Syndra, with Soraka also important to level to keep your front line topped off. Syndra gets increasingly more powerful with each ult, as she adds three balls each time shoe does and her damage on it scales with the number out. That’s amplified tremendously with a Rabadon’s Deathcap, and even more so with Spear of Shojin and Seraph’s Embrace, as the two items allow her to cast her ult more often. She’s the lead carry of the team and should be your top priority in itemizing and levelling.

Lux works as the secondary carry of your team and builds very similarly to Syndra. Prioritize her items if your opponents are focused on building their own Syndras and you can’t get any. Her ult isn’t the biggest damage threat on a single target, but since she fires it at the furthest enemy and hits everyone in between, it can add up quickly across a fight. The 1.5-2.5 second stun on everyone is also a huge benefit for any team and can be the quick difference between victory and defeat here.

While there are only two carries on this team, that doesn’t mean you don’t have other units to prioritize building. Your Poppy, Jarvan, and Mordekaiser are all super important to this team: as a comp full of spellcasters, you need to prevent them from getting attacked as their slow attack speed and squishy nature leaves them vulnerable to enemies who can get on top of them. As such, you’ll want to beef up this front line, so items like Warmog’s, Frozen Heart, and Sword Break that slow the enemy down are highly valuable.

Mordekaiser, in particular, also is an effective damage threat himself, so you can stack him with a good combination of items to help him become a threat as well. Spear of Shojin is great here to help him get the ult and shield from it, and Warmog’s Armor will help him stay healthy longer too. Your third item on him can be anything, though I prefer Sword Break due to the tanky stats and it’s ability to slow down the enemies attack, though Frozen Heart is really good, too.

Neeko is also valuable in this team as a great crowd control mid line, as while her ult does a bit of damage, it’s main bonus is the up to five-second stun it gets off in an area around her.

For your line-up, set your three tanks in the front row about a space apart, with Neeko set right behind them to give her time to get her mana stacked up. In the back row put each of your Sorcerers, with about one square distance between each of them in the line. They’ve got a lot of range, so putting them back will make it hard for any non-Infiltrator units to get to you (those are the biggest counter to this comp), and the spacing means you’ll get a bit more time for each of them before they go down if the line is breached. Put Lux and Syndra in opposite corners to maximize their time alive and the number of squares Lux’s ult will cross over and possibly hit an enemy in.

Orbital Bombardment

Units: Shaco, Mordekaiser, Xayah, Jhin, Ashe, Ekko, Jarvan IV

Items: Frozen Heart, Warmogs Armor, Dark Star’s Heart, Sword Breaker, 2x Spear of Shojin, Chalice of Favor, 4x Guinsoo’s Rageblades, Rabadon’s Deathcap, Seraph’s Embrace, Bloodthirster (note you won’t get all of these)

Unit Matching Bonuses: 6x Dark Star, 2x Sniper, 2x Infiltrator, 2x Protector, 4x Celestial

The most item heavy comp on this list, Orbital Bombardment is an expensive but insanely powerful comp designed to turn your Xayah and Jhin into machine gun cannons that no one can touch. As you can probably guess from that statement, Xayah and Jhin are your main carries in this comp, and if you can get all the items they need they’ll become terrifying threats to the enemy line.

As we discussed earlier in this guide, Jhin is a highly lethal long-range threat, and with a Guinsoo’s under his belt, he’ll only scale better with time. This time around, though, you’ll want to grab two of the items for him and a Bloodthirster to help keep him topped off. With two Guinsoo’s to his name, he’ll end up scaling incredibly quickly too, and if the enemy team can’t get to him quick enough he’ll quickly become unkillable. Xayah, meanwhile, will serve as a great early game carry for your team, especially with her own two Guinsoo’s. Her ult gives her a big attack speed buff and will scale incredibly with both items, and in the early game where there isn’t much tankiness should allow her to clean up a lot of rounds, while later she’ll serve as a squishy destroyer.

Shaco works much the same way as he did in the Death Star comp, but it’s the Ekko that’s a key addition here. A level two Ekko who gets an ult off will tear through any squishy on the enemy team with its ability to stop time and allow him to dash to every enemy and hit them for a pretty hefty amount of bonus damage. Combined with Rabadon’s Deathcap he can easily destroy an entire team in a single ult, and it doesn’t even matter who he starts it on either. Make sure to give him a Seraph’s Embrace to allow him to get it up a bit faster, as well as allow him to get ahead on a possible second one as well, which should completely wipe their team. For your front line, just stack them with tank items, though if you find yourself not getting many of your pieces feel free to build Mordekaiser like you do on Dark Star Guardians.

For your set-up, run it just like you run Dark Star Guardians, with the beefy front tank line spread about a square apart and the carries on the backline. Xayah can be in the second row from the back due to her lower range, so feel free to move her up a bit, and Jhin should go into one space next to a corner, with Ash going in the corner itself so as to prevent a sneaky Blitzcrank grab. Put Shaco on the side where most enemies are putting their carries and Ekko can go anywhere since his ult will hit anyone wants it gets off. Prioritize your Xayah’s levels early on, but transition to focusing on the other carries as they come up. If you get to level nine, make sure to heavily focus getting Ekko pieces, as if you can miraculously get him to level three he’ll win rounds all on his own.

Do this and you should easily be able to defeat any team late-game that comes your way.

That’s it for our TFT Galaxies comps patch 10.6 guide, thanks for reading. We’ll be back with more TFT comps to build with patch 10.7, including tier lists for comps, items, and units, as well as a review of the Galaxies in the next couple of weeks, so stay tuned!

Related Post

0 Comments

Leave a Comment