TFT Set 6 Patch 12.1 - Best Comps Tier List
These are the strongest comps to play in the current patch, Set 6 12.1. These opinions are gathered from playing in Challenger lobbies, and collecting the opinions of multiple other Challenger players, and watching competitive play in Challenger Series.
Make sure to check out the accompanying video guide that goes further in depth on the specific comps!
Last patch, the high cost Socialite/Value comp was far too stable on 8 with the overwhelming strength of Kaisa 1 warping the meta completely. While this most recent patch has brought a lot of different comps into viability, the strongest capped out comps are still level 9 full value boards playing either Kaisa or Jayce or both as carries. However, a bunch of reroll comps are also viable, and Lux has been brought back into viability. The item meta has also shifted, with GA losing a lot of value, but chalice becoming one of the defining items of the current patch. QSS also seems like the new must-have defensive item on melee carries, while LW's importance remains unchanged.
A+: Sion Jhin, Sin-dicates Shaco + Akali, Socialite Carry, Chalice JOY
A: Talon reroll, Kat reroll, Arcanists Lux, Samira reroll, Fiora/Kaisa Carry, Vertical Challenger
A-: Protector reroll, Chemtech Urgot, Trist reroll, Heimerdinger scholar reroll
B: Mutants, Singed/Twitch 1 cost reroll, Warwick reroll
C: Syndicate reroll, Trundle/Vi reroll
Special: 6 Scrap, Vertical Academy, 7 Innovators
Tiers explained:
We rate the comps in general by the number of things that need to "go right" for a comp to achieve a certain placement. All the comps that are on the list are viable comps that can succeed under certain circumstances, but comparatively a C tier comp may require highrolling certain units/augments in order to contest top 4, while an A/S tier comp can usually play off of generic/common augments and a variety of openers for a consistent top 4 (or higher) finish.
Backline Jayce Value
Rating: S (understandably it can be hard to reach this board, but this is the "capped" version of many of the other value comps)
Augments: Anything
Item Priority: Sword > Belt > Bow/Glove
Key Itemization
Jayce: Any 3 AD items (GS/LW/IE/DB/Runaans) or GA/QSS/BT (lobby dependent)
Sion: Any tank items + FH/Morellos
Orianna/Seraphine: Chalice/AA/Shiv
When to play
Need to roll on level 8 to get 4 cost upgrades. Can be pivoted into from almost any spot as long as you have enough econ to get 2*s.
How to play
Slam high value items whenever possible and try to build the strongest board with minimal rolling. Pivot into this comp at level 8. Units like Braum can also be used in exchange for missing units. The goal is to build a strong frontline with high value units and have most of the damage be dealt by Jayce. Do not focus on only making Jayce items as each unit in the comp can end up being a "carry" (specifically, Sion, Orianna and Seraphine) especially with enough chalices. The main benefit of Jayce over Jhin is the ease of adding enforcer into the comp and not needing the sniper trait to deal good damage.
Sion Jhin
Rating: A+, S with Broken Stopwatch
Augments: Anything, Sniper Heart/Crest, Broken Stopwatch
Item Priority: Sword > Belt > Bow/Glove
Key Itemization
Jhin: Any 3 AD items (GS/LW/IE/DB/Runaans) or GA/QSS/BT (lobby dependent)
Sion: Any tank items + FH/Morellos
Orianna: Chalice/AA
When to play
Need to roll on level 8 to get 4 cost upgrades. Can be pivoted into from almost any spot as long as you have enough econ to get 2*s.
How to play
Slam high value items whenever possible and try to build the strongest board with minimal rolling. Pivot into this comp at level 8. Units like Braum, MF, Jayce can all be used in exchange for missing units. The goal is to build a strong frontline with high value units and oftentimes the end goal is to pivot into 2* Jayce carry. Do not focus on only making Jhin items as each unit in the comp can end up being a "carry" (specifically, Sion, Orianna and Seraphine). Sniper is not necessary, especially if you have a GS on your Jhin.
Sin-dicates Shaco Akali carry
Rating: A+
Augments: One for All, Cutthroat, Knife Edge, Thrill of the Hunt
Item Priority: Bow > Glove > Sword
Key Itemization
Shaco: LW/RH + 1 of IE/GS/QSS/RFC/GA
Braum: Bramble/Warmogs (tank items)
Ekko: Morellos/FH
Akali: GA/AA/Rabs/IE/BB
When to play
Strong off of early Shaco + early 2* syndicates/bodyguards
How to play
Prioritize Shaco items to stabilize you in the midgame. Usually roll on level 6/7 to stabilize. Do not roll on level 6 if the only upgrade you are looking for is Shaco 2. Can play syndicate board or 4 sin/2 bodyguard board with leona/blitz. 5 Syndicate is not necessary without Akali. If you have items that work well with Akali, you should almost always go level 8 and roll for her and Shaco 3. The only exception is if you have 5+ Shacos and low HP. It will usually be more reliable to hit Shaco 3 on level 7. 7 syndicate is usually a bait unless you have One for All or Syndicate Soul. Talon and Ekko are replaceable for units like Seraphine and Janna.
Chalice JOY
Rating: A+
Augments: Anything
Item Priority: Belt, Tear > Rod
Key Itemization
Viktor: Two AP dmg items (JG/GS/IE) + GA/Shojins/BB
Sion: Any tank items + FH/Morellos
Orianna/Seraphine: Chalice/AA/Shiv
When to play
Need to roll on level 8 to get 4 cost upgrades. Can be pivoted into from almost any spot as long as you have enough econ to get 2*s.
How to play
Slam high value items whenever possible and try to build the strongest board with minimal rolling. Pivot into this comp at level 8 especially when you have no AD items. The goal is to build a strong frontline with high value units Each unit in the comp can end up being a "carry" (specifically, Sion, Orianna and Seraphine), especially with enough chalices. Caps out best with Viktor but can often make do with any additional AP carry in the meantime.
Socialite Carry
Rating: A+ (hard to be able to hit the board, usually can't play this every game)
Augments: Anything, Socialite heart is especially good
Item Priority: Play for econ/hp. Morellos/Shiv/GA.
Key Itemization
Kaisa: MORELLOS + GA/Archangels/Shiv/Rageblade/HoJ/
Viktor: GA/Archangels
Sion: Tank items
Galio: Tank items or Runaans/IE
Seraphine: Chalice
When to play
Need to roll for this board at 8 or 9. Need to have good econ to roll down on a higher level.
How to play
Play for maximum econ/hp while slamming future Kaisa items going up. Roll down on 8 to hit colossus 3 socialite, and Kaisa 1 is usually stable. Viktor can also substitute for Kaisa, since GA Arch is the core itemization in this build. However, generally Kaisa >> Viktor and she makes amazing use out of Morello. Galio/Sion are replaceable for Braum, Janna and Yuumi for a more reliable and easier to obtain frontline. In the current meta, arch is interchangeable with having additional chalices for your carry.
Talon Reroll
Rating: A, A+ with Smoke Bomb/Cutthroat/All for One
Augments: Smoke Bomb, Cutthroat, All for One, Reroll/econ augments
Item Priority: Glove > Bow
Key Itemization
Talon: RFC, QSS + Rabs/IE/GB
Ekko: FH, Morello
Sion: Bramble/Warmogs (tank items)
When to play
Forceable from the early game. Very strong with Talon/Sins opener.
How to play
Greed for Talon items. Roll on 3-2 to hit Imperials + 2* Talon/Swain. Can play Imperial, Sins and Bodyguards at level 6 to stabilize. Reroll for 3* Talon. Don't greed for 3* Swain if you hit Talon much earlier. Push levels and try to fit in Sion ASAP. Always focus on getting Talon onto the enemy backline. Shaco and Akali are flex spots that can be any value unit that fits into the comp.
Katarina Reroll
Rating: A, A+ with Smoke Bomb/Cutthroat
Augments: Smoke Bomb, Cutthroat, Reroll/econ augments
Item Priority: Glove > Rod
Key Itemization
Katarina: IE/Ionic/HOJ (AA, Rabs, GS, GA, Gunblade)
Talon: RFC/QSS/Rabadons/GB/Ionic
Ekko: FH, Morello, AA
Leona: Bramble/Warmogs (tank items)
Zephyr on frontline/cc + shroud
When to play
Leona opener with sins or open fort (difficult to play without two/three item Katarina on stage 3).
How to play
Roll for Leona, Ekko and 2* sins (especially Katarina) on 6. Roll on 6 until you hit 3* sins. Can flex between Katarina and Talon based on what items/units you hit. Level up to 7 if you can fit 6 sins or 4 bodyguard due to augments/emblems. Focus on positioning to catch the enemy backline.
Arcanists
Rating: A
Augments: Arcanist heart / Runic Shield
Item Priority: Tear/Rod > Belt/Chain
Key Itemization
Vex: Tank items
Lux/Malz: BB/JG + IE/GS (for Malz GB/Morellos OK)
When to play
Yordle opener into stage 3 vex 2 + malz to either hold items for Lux to carry. The comp tends to not win out lategame unless you can hit Viktor 2 and Vex 3 so in general playing weak board into arcanists isn't that good.
How to play
If you have a strong opener, play for strong board into Vex 2. Otherwise, more consistent is to play Yordles and hope you hit Vex 2 in Stage 3. Carry Malz during the early game and he can do very well. Can choose to reroll on 7 for enchanters + Malz/Vex.
However, more typically you can go up to 8 and play 6 arcanist + enchanters or scholars depending on what augments you have, or you can play an 4 arcanist + 2 bodyguard version of the comp. Cap out the board with Viktor 2.
Samira Reroll
Rating: A, A+ with Assassin emblem, All for One
Augments: Assassin Emblem, All for One, Healing augment
Item Priority: Bow > Glove > BF
Key Itemization
Samira: LW, RH + 1 (IE, DB, GS, GA, QSS Assassin emblem)
Sion: Bramble
Zephyr, Shroud, Locket
When to play
Samira on stage 2 or strong challenger opener or early imperial opener
How to play
Usually a pretty highroll comp that requires an early 2* Samira. Prioritize LW and look for 3 imperials on 3-2 and 2* most of your board. If possible, roll for 2* Samira on 3-2 but don't roll for it if most of your board is already 2*. The end goal is to find a Samira 3* with a Sion 2* frontline which requires you to roll on level 7. If contested, push level 8 and try to have contesters die so that you can roll for 3* Samira later. Assassin emblem makes Samira significantly better as she struggles to deal with the late game frontline CC. Healing augments + full damage items is usually better than damage augments + 1 healing item. Also, to avoid getting Samira enforced you will need to have a 3* WW or Warmogs on a non-Sion unit.
Fiora Kaisa Carry
Rating: A
Augments: Any combat stats, generic healing augments, enchanter heart
Item Priority: Defensive items (optimize for strong board)
Key Itemization
Fiora: Titans/JG/IE, can use (BT/DB/HOJj/RFC/GS)
Kaisa: Morellos/GA
Braum/Sion: Tank items
When to play
Pivot into this board from a strong early game, Fiora can flexibly use a lot of different items.
How to play
Play a strong early game board (can be a built diff pivot as well) and go 8/9 to roll for a high value board with Fiora carry. The board is somewhat flexible, and you can put excess AP items on Seraphine, Orianna, or Kaisa, depending on what you hit. You can also play Sion/Blitz instead of Braum depending on what augments you have to fit it. If playing the Sion version, sub out Braum and Orianna for the Sion. You don't need to run socialite but in general you want to run the strong 4 cost units like Janna/Yuumi/Ori/Seraphine.
Vertical Challenger Yone
Rating: A, A+ with En Garde/Challenger Emblem/Knife's Edge
Augments: En Garde/Challenger Heart/Emblem, Knife Edge, Thrill/Celestial, combat augs
Item Priority: Bow > Glove
Key Itemization
Yone: Runaans/LW/QSS
Kaisa:Morellos, any AP
Fiora: any additional AD
When to play
Can play either strong early board or weak board, but you need to have the econ to roll for Yone/Fiora/Yuumi. Usually flex between Yone/Urgot depending on what you hit.
How to play
Roll for Yone/Fiora on 7 or 8, any excess AP items can go onto Kaisa. Vertical challengers is the strongest for this comp, and 8 challengers is also a strong spike. Positioning is quite important to try and be same side for Jhin and opposite side for Urgot. Yuumi spikes the comp extremely hard, and positioning Fiora near Yone is strong for getting the first challenger reset proc. Zephyr is also quite strong to remove a frontliner in front of Yone.
Prot mutant reroll
Rating: A-, A with Trade Sector/Featherweights
Augments: Unstable Evolution, First Aid Kit, Protector Heart/Emblem, generic healing/econ
Item Priority: Bow/Tear/Belt > Chain
Key Itemization
Kassadin: Bramble/Dclaw/Redemption/Warmogs
Kog'maw: Statikk Shiv, QSS + Rageblade/GS/Deathcap
When to play
This is fine to play if you have a good augment for the comp and you end up hitting a lot of the key units in Stage 2. Mutant spat helps the composition be a lot more stable early while rolling on 5 before you can fit mutant in.
How to play
Play the Kassadin/Kog/Cait/Graves/Garen core on 5, occasionally Blitzcrank can be better than Cait. Play high econ during stage 2 so that you can go into Krugs with at least 30, preferably 50 gold at 3-1. Slowroll on 5 until hitting the key 1 cost units, then roll for Kog on 6.
In general, the best mutations for the comp are: Voracious Appetite > Hyper-adrenal > Cyber/Bio-leeching > Metamorphosis/Synaptic.
To cap out, usually want Sion 2 in the comp at 7, on 6 you can usually just play Mutant. Level 8 board has mutant + Sion 2.
Chemtech Bruiser Twinshot Urgot
Rating: A-
Augments: Instant Injection > Chemtech Emblem, combat augments (Celestial/Thrill/Titanic/Knife's Edge, etc.)
Item Priority: Bow > Belt > Glove
Key Itemization
Urgot: LW/Runaans + (GA/Shiv/IE/QSS/BT/Titans)
Lissandra: Morellos
Mundo/Kench: Tank items
When to play
High value board that can cap out into a 1st place board with legendaries. However, it is usually quite expensive and strongly prefers to be rolling at 8, so strong early econ is mandatory.
How to play
Can play mercs into cashout into Urgot, or play strong board with Runaans/Shiv/LW slammed to go 7 or 8. Roll down and find the board, though having a strong frontline is really important for the comp. The comp has become weaker due to the slight nerf on Chemtech and large nerf on Urgot and desperately needs the 5 costs to cap out the board. The comp is still strong with Tahm Kench, Yuumi, Kaisa and Jinx. Chemtech spat on Tahm or Jinx can be a large power spike for the comp.
Trist Reroll
Rating: A-
Augments: Featherweights, Reroll/econ augments
Item Priority: Sword/bow > Glove
Key Itemization
Trist: LW/RB/DB (HOJ, BT, QSS, Runaans, IE are okay)
Jhin: IE/LW/GS/DB, OK-ish items - (QSS/GA/BB/Runaans/BT/HoJ/JG/Shojins)
Braum/Poppy: Bramble/Warmogs (tank items)
When to play
Early Trist 2* with yordle/bodyguard opener.
How to play
Roll for Leona, Taric and 2* board on 6. Roll on 6 until you get Trist 3. You can make 3* Poppy, 3* Lulu, 3* Ziggs but prioritize making 3* Trist. Level up to 8 and fill out the rest of the board with a Jhin-esque comp. If you hit early enough, you can usually go level 9 with this comp. Don't be afraid to sell Poppy 3 if you have a good replacement (2* Jayce, Braum), she usually doesn't do much other than take hits. Sell Lulu if you don't have her 3* by the time you hit level 8.
Heimerdinger Scholars
Rating: A-
Augments: Scholar Heart//Crown
Item Priority: Rod/Tear > Belt/Chain
Key Itemization
Heimerdinger: BB/Gunblade/Archangels
Lissandra: Morellos
Comp items: Chalice
Braum/Leo: Tank items
When to play
Must have at least +1 scholar. Yordle start is preferable, playing Poppy/Lulu/Heimer in the midgame for econ and extra Heimerdingers. Must be playing for a strong stage 3, since the comp needs to hit Yuumi.
How to play
Yordle opener into roll for Heimer on stage 7 or 8. The comp struggles without an extremely strong frontline and also spikes incredibly hard with 6 scholar, so it is extremely preferable to roll for Heimer/Liss 3 on level 8. If not enough rods for deathcap/AA, you can build multiple chalices instead with JG. Enchanter/Bodyguard is a strong midgame and lategame frontline to play off of. The cap is very high, but you need to highroll early/mid for this comp. You can transition out of this comp into Viktor as well if you have the right items.
Mutants
Rating: B
Augments: Unstable Evolution, Armor Plating (Target Dummies for Voracious Appetite), Mutant Heart/Emblem
Item Priority: Tear > Belt > Rod
Key Itemization
Cho'Gath: Bramble/Dclaw/Redemption/Warmogs
Kog'maw/Kaisa/Malz: Any AP, Statikk Shiv
When to play
The comp is best if you hit Cho'Gath early. Otherwise, Cho is too squishy without stacks on his ability. Otherwise, check mutant and decide if your items can fit it and if you hit the units.
How to play
Play the mutants and itemize to save HP so that you can go 8 and cap the board with Kaisa. Sion is very strong in the composition to pair with Cho'Gath. Shiv is extremely good, especially with hyper-adrenal mutation, and Malz is an extremely strong carry that can be rerolled in Synaptic Web mutation. Cybers in general are quite strong.
The weaker ones in the current meta are bio-leeching and metamorphosis in the current meta. Depending on what the mutation is, having a mutant emblem is extremely strong, particularly in Voracious Appetite which enable spat carries like Viktor / Jhin.
Warwick Reroll
Rating: B, A with Featherweights, Instant Injection
Augments: Featherweight, Chemtech Emblem, Instant Injection, any combat augments.
Item Priority: Bow
Key Itemization
Lissandra: Morellos
WW: QSS - MANDATORY + Shiv/Titans/Rageblade/GS
When to play
Good augments for the comp (especially featherweights), and hitting a healthy amount of Warwicks naturally
How to play
This board tends to be quite strong early, so you can play a strong chemtech board early with QSS/Shiv Warwick, which should keep you extremely healthy into stage 3. Reroll on level 6 for the board, playing 5 chemtech + 2 Challenger. Cap out by teching in strong units like Yuumi or additional challengers if you can go up.
Twitch 1 Cost Reroll
Rating: B, A- with Featherweight/Underdogs or 1-4 High Roller
Augments: Featherweights, Underdogs, Celestial
Item Priority: Bow/Glove > Sword/Belt/Chain
Key Itemization
Twitch: Runaans/LW/IE or (GS/QSS/BB)
Singed: Tank items
Ekko: Frozen Heart
When to play
Much better with Featherweights, otherwise, if you natural a lot of Twitch or Singed early, this comp is quite good. In prismatic if you get offered dice, you can usually guarantee Twitch and Singed 3* at 2-1.
How to play
Hold the units while maximizing econ. Slowroll at 5 after Krugs. Positioning is important. If you end up hitting 3* Ezreal but few Twitch, you can play Innovators around 3* Ezreal instead.
Reroll Syndicate
Rating: C
Augments: Featherweights, Syndicate Heart/Emblem
Item Priority: Tear/Rod/Chain/Belt
Key Itemization
Darius: Warmogs/Bramble/Redemption (general tank items)
TF: BB/Morellos/Arch
When to play
Much better with Featherweights, or if you natural infinite syndicates early on.
How to play
Hold the units while maximizing econ. Slowroll at 5 after Krugs. Play whatever units you hit as you go up after hitting 3* Darius and TF. In general, Enchanter/Scholar is pretty strong to tech in with Janna/Taric. The board can cap out on 8 with itemized Akali if possible.
Vertical Academy
Rating: C, A+ with enough academy emblems/cram session
Augments: Academy crest/soul, Cram session
Item Priority: Tear/Rod > Glove
Key Itemization
Katarina: BB/Ionic/IE (HOJ, GA, Gunblade)
Lux: BB/JG + IE/GS (for Malz GB/Morellos OK)
Yone: Runaans, RB, GA/QSS
When to play
2* academy opener with Leona and/or early academy augment/emblem.
How to play
Look to win streak off of 4 academy as soon as possible. Usually requires level 6 for a good board but with a single academy emblem you can realistically be strong from level 5 to 7. Roll for 2* as soon as possible (usually 3-2) and try to streak into 6/8 academy. Academy emblem makes this comp much stronger as units like Ekko, Fiora, Seraphine and Kai'sa are great academy emblem users. Academy BB/Shojin Samira is a great battery for generating AD/AP for the whole team.
6 Scrap
Rating: B, S with item augment, S+ with Binary
Augments: Scrapyard, Scrap Crest, Binary
Item Priority: Anything
Key Itemization
Ekko: Morello/FH/AA
Ezreal/Trundle/Jinx: Runaan's/GS/LW
When to play
Force scrap angle if you get any of the item augments. Also, great to play as a winstreak board if you have Scrap emblem.
How to play
Winstreak as much as possible throughout early stages using item advantage. Without Binary or Scrapyard, you will have to rely on Tahm Kench to generate items for you to stick with Scraps. Roll on level 8 to find relevant carries and Jinx/Janna. You almost always want to go out of 6 Scrap when you find high value units to replace units with. Trundle/Vi reroll variant exists but tends to cap lower due to relying on 2 cost carries.
7 Innovators
Rating: S (Don't play without Innovator Emblem/Crown)
Augments: Innovator Emblem/Crown
Item Priority: Anything
Key Itemization
Ez/Jhin/Backline Jayce: DB/IE/LW/GS/Runaans
Seraphine: Morellos/Archangels/Shojins
Orianna: Chalice
When to play
MUST HAVE INNO EMBLEM/SOUL TO PLAY VERTICAL INNOVATORS. Otherwise, pivot innovators board out into either Jhin or Socialite Kaisa/Viktor.
How to play
Go up as quickly as possible, using innovator + scrap to play a strong midgame board. With Innovator emblem, 7 Innovator is quite strong. The most important thing is to use a tanky frontline for bear/dragon to boost team damage and let morellos/archangels stack damage. Shiv is quite good in this comp as well. Ezreal can be AD carry until hitting a backline Jayce to swap out instead, or you can tech in Jhin as the AD carry. Caps out with hitting 2* legendaries.
Illaoi is a replacement for the innovation in the above picture.
Trundle/Vi Bruiser Reroll
Rating: C, B with Featherweights
Augments: Featherweights, Bruiser emblem, Sin spat, Weakspot
Item Priority: Bow/Cloak
Key Itemization
Trundle: QSS/Runaans/BT (Can sub QSS for sin spat)
Ekko: Frozen Heart/Morellos
Vi: BB + AP
When to play
Good augments for the comp (especially featherweights) and naturalling a lot of Trundles
How to play
Strong early board should help to save HP. The board rarely wins out against the current meta endgame boards, so you should slam items to preserve streak. Getting blue buff + AP onto Vi early should help to blow through the frontline, especially if you don't have LW on Trundle into the heavy armor boards which are currently meta. Frozen heart Ekko on enemy backline carries also makes a big difference. Sin spat trundle can be a wincon. You can go up and play more units (Tahm, Illaoi) for 6 Bruiser, or play bruiser spat Yuumi.