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UniversityRules of thumb

Every rule of thumb, on one page.

One line from each lesson: the part to carry into your next game. Each one links to the lesson that explains why.

Fundamentals

11 rules

  1. Health is your life in the game: every lost fight costs some of it, and the last player with health left wins.

    How a game of TFT works
  2. Early health is cheap and late health is expensive: spend the first, protect the second.

    Stages, rounds and why health matters
  3. Save to the interest cap while your health allows it; past the cap, or once health runs low, gold should become board strength.

    Gold, interest and streaks
  4. Early on, buy pairs and play the strongest board you have; keep what pairs or fits your items, and sell the rest.

    Your opener
  5. Level to where your carry's cost is common, and only as fast as your board can hold your health on the way.

    When to level
  6. Roll at a moment you chose, for upgrades you can name, and never get knocked out with gold in the bank.

    Rolling down without going broke
  7. Pick your carry, then every damage item goes to it until it is full.

    Building one carry
  8. Match the item to what the unit scales with and where it stands; when unsure, follow its popular builds.

    The right items on the right unit
  9. Field enough frontline for your level, and give at least one of them real defensive items.

    A frontline that holds
  10. Let your items and early upgrades pick the comp, scout before you commit, and finish it once you do.

    Picking a comp and reading the lobby
  11. Pick the augment your game needs: power now when health is short, payouts early while you have the rounds, and a trait only when your board already leans that way.

    Choosing an augment

Economy and rolling

4 rules

  1. Pick a side and stay on it: a streak either way pays, and the rounds in between only cost health.

    Streaks are a choice
  2. Gold above the interest cap is free to spend; below it, spare gold buys the next step; the whole bank is free once you have fewer rounds left than it needs to pay you back.

    What your bank is worth
  3. Let the carry's cost pick the plan: reroll comps buy the third star at a low level, then level up to finish the board; fast 8 and fast 9 comps buy the level first and need two stars.

    Reroll, fast 8 or fast 9
  4. Roll at the level where your carry's cost is most common, and buy the next level first only when it raises those odds by more than its experience costs you in shops.

    Level first or roll now

Positioning

4 rules

  1. A ranged carry goes in a back corner behind your tanks; a melee carry goes beside the front line. Then check what each one reaches from there.

    Where your carry stands
  2. Scout before the fight: put your best tank where their carry hits first, and keep your carry out of what their leaps reach.

    Reading the board across from you
  3. Spread out against area damage, stand together when shields and focus fire win the fight, and never leave your carry in the biggest group.

    Spread out or stand together
  4. Give every new slot a job before a hex: tanks to the thin side of the front line, damage dealers to the back, apart from your carry.

    Where the new units go

Item theory

4 rules

  1. Slam the item that makes your board stronger now and still fits several comps; hold a component only when you know which item it finishes.

    Slam or hold
  2. Build around the core item, and fill the other slots with whatever fits when the components come.

    Best in slot, or good enough
  3. Feed the part of your carry's damage it has least of, with items carries like it actually hold.

    Why an item works on one carry and not another
  4. Put the carry's items on a unit that deals the same damage, and move them once the carry can use them better.

    Items on a holder

Scouting and flex

4 rules

  1. Scout before you commit, again before every roll, and before every late fight: copies first, then strength, then matchups.

    What to scout, and when
  2. Count the copies left, not the players: contest only from a better spot, and pivot early along what you already hold.

    Contest or pivot
  3. Hold the pieces that fit many comps until the game picks one for you, then let the rest go.

    Staying flexible
  4. Commit when an upgrade, your items and the lobby agree; until then, finish only the items that keep several comps open.

    Committing without locking yourself out

Reading the patch

4 rules

  1. Before you call it a buff for you, read which star levels moved and whether it is a number your unit plays for.

    What a buff or nerf actually changes
  2. Read the notes from the most played thing down: a change matters as far as the boards it touches.

    Which changes move the meta
  3. In the first days of a patch, read the notes and your lobby, and treat the stats as a hint that firms up as the games come in.

    The first days of a patch
  4. Before your first game on a patch, read your comps from the carry out, then keep one, drop one and try one.

    Turning a patch into a plan