Learn TFT from the ground up, with the live set's own numbers.

“I know what to do at 3-2.”
Short lessons that teach one system at a time: the idea, the system working on live data you can play with, a rule of thumb to carry into your next game, and where it showed up in your own games.
Start hereHow a game of TFT worksFundamentals
From the rules of a game for someone who has never played, to how a game is paced, where gold comes from and when to spend it, how to build a carry and a frontline, and how to pick a comp: the systems every other decision leans on.
- How a game of TFT works Never played? Eight players, one board each, and only one left at the end: the rules of a game in plain words.6 minute read
- Stages, rounds and why health matters How a game is paced, what a lost fight costs at each point, and why health is something you spend, not something you keep.4 minute read
- Gold, interest and streaks Where your gold comes from, why holding it pays, and the one moment saving stops being smart.5 minute read
- When to level Levels buy a bigger board and better shops. Which shops you need decides when to buy them.Explains the game review's behind on level and leveled before the board could hold.5 minute read
- Rolling down without going broke Rolling turns gold into upgrades. Pick the moment, name the upgrades, and never go out with gold in the bank.Explains the game review's went out with gold left, too few 2-star units, reroll carries that never hit 3-star, carry short on stars and a weak final board for the round.5 minute read
- Building one carry Damage items multiply each other. Stack them on the unit your comp is built around before you start a second carry.Explains the game review's no clear carry, items spread one per unit, the comp's carry held no damage items, carry a tier below the level and only one carry late in the game.5 minute read
- The right items on the right unit Every champion scales with something. Match the item to it and to where the unit stands, and let popular builds settle the rest.Explains the game review's items that did not fit the carry's damage, tank items on a backline carry and items outside the carry's popular builds.4 minute read
- A frontline that holds Your carry only deals damage while it is alive. Enough bodies in front, and real defensive items on them, buy it the time.Explains the game review's a thin frontline and no defensive items on the frontline.4 minute read
- Picking a comp and reading the lobby Let your items and early upgrades point to the comp, scout who else is on it, and finish it once you commit.Explains the game review's a carry others built too, a comp others played too, the comp's core carry never showed up, a core trait left short and behind the top of the lobby.5 minute read
More tracks in the works
The list grows with each set. Tell us what you want taught next.
Economy and rolling
StarterInterest, win and loss streaks, level timing, and when to push levels versus when to roll down for stabilizers.
Positioning
IntermediateFrontline placement, backline corners, anti-assassin pockets, and how to read the lobby before each fight.
Scouting and flex
AdvancedReading opponents, contesting versus pivoting, and committing to a comp without locking yourself out.
Reading the patch
AdvancedTurn patch notes into playable comps. What buffs actually matter, what nerfs to ignore, and where the meta is heading.




