Rioter Comments
: TFT Magical Christmas Land Blademaster Gunslinger Shenanigans
Well while it is interesing, getting this kind of build is situational to begin with, as is most things with TFT. Praise RNGesus amirite? Anyways, here's how some stuff works: **Blademaster** Blademasters have 35% chance on every attack to attack an additional 1/2 time(s). **How it actually works:** Every attack they have a chance to **max attack speed** for **1/2 attacks**. They will attack **the same target** with this. This **can proc on itself**, meaning they will **keep max attack speed for another 1/2 attacks**. **Gunslinger** Gunslingers have 50% chance on every attack to **attack an additional target**, either **one random target** or **all other enemies in range**. **How it actually works:** Every attack they have a chance to **max attack speed** until they hit **one other/all targets in range**. This will **switch their main target**. This **cannot proc on itself** until **the target/all targets are hit once**. This is why you see them go nuts with their attacks. As for **Lucian:** Lucian dashes and attacks an enemy twice. **How it actually works:** Lucian dashes and attacks an enemy. The first attack does **physical damage**. The second attack does **magic damage**. This counts as **one attack only**, and **does not repeat** in the event of a gunslinger/blademaster buff.
Erufailon (EUNE)
: Battle matchup randomness
>I don't actually know how matchups are created. Matchups are completely random. You may face any player in the game during any round. The only exception is when there's an uneven amount of players remaining. In that case, one player will get to fight someone's army, but they won't do damage to the player. >managing RNG by managing gold income, and one of those ways is to set up for a losing streak Your goal should never be to INTENTIONALLY lose. The losing streak gold is nice if you're falling behind, but you're meant to be trying to win. If you're trying to lose you'll make a weaker army to sustain that, and therefor lose more health. If you build up your army you might breaking your losing streak, but +1 gold from winning is decent compensation. Point is, don't rely too much on lose streaks. Winning is always better. >you just reached 50g, you would start to spend gold, then you have to fight #1 guy as #8 3 times in a row is just bad Welcome to Teamfight Tactics. You'll be rewarded with 0 items from neutral camps, have to fight the toughest guy in the game 3 times in a row, and at least 3 other guys will have {{champion:555}} with {{item:3161}} {{item:3161}}. Your only salvation is constant prayers to RNGesus. But in all honesty, that's quite unlucky.
: I think the point was you had **too many** synergies, to the point where you basically had no synergies. Your champs all had synergies, but only with one or maybe two other champs you had. 2 glacials, 2 brawlers, 2 demons, 3 assassins...You were hitting too many *different* things, so your synergies were too well distributed. You also got 2 2* r4s, which isn't always easy.
I believe people tend to overlook having multiple synergies and focus way too hard on completing a certain build. My plan at the start was to go Assassin/Brawler, but I saw two people building Assassins already, [and I know how well that goes](https://boards.na.leagueoflegends.com/en/c/teamfight-tactics/PHN1Wz7N-guess-i-will-go-assassinninja-surely-not-a-lot-of-people-will-buy-my-champions). With the champions I've been getting I couldn't build a single strong synergy, so I had to settle for several weak ones. With that, I ended up with: 3 Void (50% armor penetration) 3 Elementalist (Summon Golem) 3 Assassin (Assassins +150% Crit Damage) 2 Demon (Demon 30% Mana Burn) 2 Brawler (Brawler +300 HP) 2 Glacial (Glacial 20% stun) But hey, as long as it works. {{sticker:slayer-jinx-wink}}
Rioter Comments
: Why do people buy all the champs in the shop?
For the most part, it's due to versatility. T1 champions are cheap, easy to mass and are cost-effective (2-star T1 champions can be refunded full-price compared to other tiers) It is important to note that before the first PvP round you will never get above 10 gold, which means no income gold. This means you should buy as many T1 champions as possible. Afterwards look at what you have you decide on which class/origin you will focus on.
Noper (NA)
: Viegar, why does he not prioritize lower level champions?
It would be nice if he did. Like starting from 2-star, when full mana he should look for 1-star champions within range. If there is none, hit anything else. With 3-star, look for 2-star champions within range first, then 1-star champions, else hit whatever.
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PenPen (EUW)
: Wait how are you guys so certain that it's 39 each T1 champ? I find that very very hard to believe since I can never ever find a certain champion when hyper-rolling and other players already have a few of that champ (it's only a few if there are indeed 429 T1 total) and I ALWAYS find that champion when hyper-rolling after another player sold that champion.
That's because T1 is a special case when it comes to levels. Up to LVL 6 you have the highest chances of rolling them (100-40%), but starting from LVL 6 the odds of drawing them falls significantly (29-10%). Also despite how many of them there seems to be, there is only a mere 9.09% of drawing a particular champion from the pool. This changes as champions are taken of course, but not significant enough to make a great change, maybe up to 15% at best.
Saezio (EUNE)
: It's 0,5% _per slot_ though. And we got 5 slots, so its 100%-(99,5%^5)
Oooh, yes, that's correct. {{sticker:sg-zephyr}}
Saezio (EUNE)
: My bad, my brain farted there lol. xD So at level 6 there is a 2,48% chance to get a Tier 5 champ. Would have thought this was way lower. Edit: 2,48% per reroll/round
Well, uh, it is. 0.5% at LVL 6. You can see the % table [here](https://leagueoflegends.fandom.com/wiki/Teamfight_Tactics#Champion_Store).
: > [{quoted}](name=PekiCodex,realm=EUW,application-id=RaE1aOE7,discussion-id=mnj1aFJy,comment-id=0000,timestamp=2019-07-01T13:32:46.548+0000) > > You only have 1 in X chance to lose your best champion, X being your total amount of champions. > And Phantom has only 2 champions that belong to that class, one being a C4 unit. > > Also Mordekaiser (A Phantom) is, in general, a really bad champion. you're playing with a unit less either way. It doesn't even have to hit your best one to be stupidly good. and i'm sure morde is better than any unit with 100 hp.
Technically you're playing with a 100 HP unit, not one less unit. It can still attack and use skills no problem, but it'll pretty much die in 1 hit. It's a lot better if a ranged champion gets affected than a melee champion, as they're less likely to die early. **Is it a strong skill?** Yes, it certainly is. **Is it the strongest thing in the game?** No. Have you seen how nuts Blademasters are?
PenPen (EUW)
: It isn't unlikely at all what happened. In every game there is a fixed number on how many champions there are for each cost. T1: 39, T2: 26, T3:21, T4:13, T5:10 This is also the reason why you only get 4 options early and later 5. But in the game I played there were insane amounts of nidalee's, Kha'zixs and Vayne's. And everybody was hoarding them but wasn't able to get 3-stars so like 3 or 4 players ended up with 8 versions of that champ. So now there weren't many 1-costs left in the pool and strangely enough those players started leveling up afterwards (yes they actually played very bad). So now with everybody at level 6 while i was still level 5, they had a smaller chance if getting 1-cost as option while I still had a big chance. But like I said since there weren't many left they probably got a lot of 2-cost and 3-cost as option while I still had to get 5 options available it did actually forced me to get a lot of 1-cost options (which i then hoarded up) and afterwards was forced to give me a lot of 4 drop options since it simply couldn't do much else to keep 5 options available for everyone. Keep in mind that normally this would barely be useful since it will only happen in very rare cases like these. But I still hope that somewhere there is a group of 8 people willing to test it since it can very easily be tested with 8 premades. Every player must try to get as many different 1-costs as possible and at level 5, 7 players need to put gold in leveling up without selling any champions and 1-player does nothing. Then 7 players will be level 6 and 1 player will be level 4 or 5. Then those 7 players should hoard up on 2-cost and 3-cost champions. This will then result in that the player that didnt level up will get a lot of 4-cost options. So, although this isn't very useful in most games you can actually use the drop rates in your advantage. But then again I might be wrong here and this just simply has to be tested.... Hope there is a group of 8 people somewhere reading this and willing to give it a try.
Yes, there is a fixed amount of champions in the pool for each cost... individually. That means there is 39 Vaynes, 39 Garens, 39 Fioras and such. For comparison, there are: 11 Cost 1 Champions (429 total) 12 C2 Champions (312 total) 12 C3 Champions (252 total) 9 C4 Champions (117 total) 6 C5 Champions (60 total) So in normal play, there is almost no chance one of the pools being drained. Cost 5 Champions are susceptible to this, but they're rare to obtain already. Which leaves us with 2 scenarios: **1)** The % to obtain a certain cost changes the lower the pool gets, which means the entire level table is just full of shit. **2)** You just got lucky getting several cost 4 champions. I'll let you decide which is more likely to be true.
Saezio (EUNE)
: I am guessing all the numbers in your 1st paragraph are random right? Cause how can those percentages be static when they are changed every time a champion is bought/sold or a player is eliminated
That number is static. It represents odds of getting a champion of that cost, not each champion individually. Once a cost is selected, a champion of that cost is randomized. The less of a champion in that cost pool, the lower the chances of getting that particular champion. Of course, that's on LVL 6. The %s change based on level.
: > [{quoted}](name=Deep Terror Nami,realm=NA,application-id=RaE1aOE7,discussion-id=h0dMl7F8,comment-id=0000,timestamp=2019-07-01T09:25:54.035+0000) > > Second place is a winner too btw, and Third. And that means we should be stuck unable to leave while it zooms in on 1st place and says Defeat?
Except, oddly enough, it says Victory {{sticker:sg-lux-2}}
: an idea for tft
If you're on a win streak, you're incentivizes to keep spending gold and maximizing damage to others. This usually means spending less on leveling and more on rerolling so you upgrade your champions. If you're on a loss streak, you're incentivized to keep losing while minimizing health loss, all the while hoarding gold to make a comeback. A lot lose from this because they don't spend enough gold when it's time to make a comeback.
: Gut phantom
You only have 1 in X chance to lose your best champion, X being your total amount of champions. And Phantom has only ~~2~~ **3** champions that belong to that class, one being a C4 unit and other a C5 unit. Also Mordekaiser (A Phantom) is, in general, a really bad champion. Edit: Karthus is also a Phantom. Thanks @Pika Fox
PenPen (EUW)
: I already believe those % will skew. For example I had a game where I was getting a lot of 4-drops at level 5 and 6 (around 5 or 6) When quickly scanning the other players I discovered they had a lot of upgraded 1-cost and 2-cost champions AND that they levelled up earlier while I did not. So that meant that they had a small chance of getting 1-drops as option and more % chance of getting 2 and 3 cost as option. Where I had a big chance of getting 1-drops BUT since there weren't much left since everybody already took them I got a lot of 4-drops options instead (since I had a small chance of getting 2, 3 and 4-costs but still there had to be 5 champions available for everyone forcing me to get the 4-drops easily). So although I don't really have proof for this I doubt this was just insane luck.
It is very unlikely that something like that can happen in normal play. Even if someone had five 3-star C1 champions (which is already unlikely), that's only 45 C1 champions, which is not even close to draining the cost pool below 40. Even at LVL 6 it's possible, even though insanely improbable, to receive five C5 champions in your store. That's 0.5% chance each mind you, but the possibility is there. What you described could be considered mere luck.
: drop % are known https://i.imgur.com/ayhR5Qc.png https://i.imgur.com/rH2qRJL.png https://leagueoflegends.fandom.com/wiki/Teamfight_Tactics
I know they are known. I was just stating it as an example, since at LVL 6 it is possible to receive champions of any cost. And I have used the # of champions per cost in order to calculate the champions each player would need to start skewing the %s.
PenPen (EUW)
: Champions that get back in the pool after selling or dying.
I've decided to crunch some numbers, and here's what I've got: Each Cost has a % chance to appear based on your level. For example at Level 6 there is a 29% chance to receive a Cost 1 champion in the store, 29.5% chance for a C2 champion, 31% for C3, 10% for C4 and 0.5% for C5. This means, no matter how improbable, there must be at least 5 champions of the same cost available for every player. With 8 players, that means it needs at least 40 champions of the same cost in order to keep these %s However if there were less than 40 champions in the pool, then the %s would have to skew to reflect this. As such I have calculated how many champions from the cost pool each of the players would need to get in order to get less than 40 champions in that pool. The numbers are as follows: C1: ~49 C2: ~35 C3: ~27 C4: ~10 C5: ~3
: i don't understand the question. be more specific.
I believe he means the Elementalist buff, which summons a golem (aka Daisy). Anyways here's how it works: At the start of combat Daisy has 3000 HP and around 165 attack. As long as at least 2 Elementalists are alive she keeps these stats. If at any point there are less than 2 Elementalist alive, after a few seconds she loses half her stats (Down to 1500 HP and 82 attack)
: Most of those seem legit but... Why would any champion take {{item:3087}} over {{item:3124}}? And Hush Pyke? More like Morello Pyke.
{{item:3087}} is more of a burst option compared to {{item:3124}} . {{item:3087}} deals burst damage every 3 attacks, while {{item:3124}} grants Attack Speed over time. {{item:3087}} grants a bit of mana, while {{item:3124}} grants spell damage. Champions that would benefit from {{item:3087}} are the ones who are likely the first to die (melee champions), while {{item:3124}} is for champions who are one of the last to die (ranged champions). RNG also plays a big role. Not always will you be able to build what you want.
: If your smart the only way you lose
You do know that's also part of the strategy, yes? If you take away things from enemies that's better for you. What would NOT be smart is letting your enemies build freely. Also there are 7 other players, some are bound to be collecting the same champions as you. Not everyone will be going for, let's say Nobles, but they are collecting Rangers or Blademasters so they'll grab Vayne and Fiora.
: That's unbelievable to get a 5 cost unit to 3 stars....isn't there only 10 available just like the other games? I've gotten 2 Swains to lvl 2 with one on the bench and that's the farthest I ever got and I'm one of those guys who tries to get to 10 fast if I'm doing well.
Can't say it was easy. From the start I attempted to get Pirate combo so I could slingshot to LVL9 and build from there. Item RNG was not the greatest, but a real lifesaver was when I've accidentally merged Pyke into T2. One had a Recurve Bow, the other a Spatula. This effectively made him a Blademaster, which was great because I couldn't get Aatrox for a really long time. I've gotten lucky on rerolls and voila. Don't mind the fact I've ended the game on like 2 HP. Not even close. {{sticker:sg-ezreal}}
Happee (EUW)
: Items that grant class/origin
Then... don't combine into it? You can see what item will appear when you try to combine them. If you got unlucky on the carousel however... Well, damn.
: Sword of the divine
5% per second isn't really that good, but RNGesus does miracles (in favor of your enemies, of course). And crit is really good for Assassin synergy, or anyone with Infinity Edge.
Rioter Comments
: > [{quoted}](name=PekiCodex,realm=EUW,application-id=RaE1aOE7,discussion-id=40ty4WLE,comment-id=000000010000,timestamp=2019-06-28T02:23:18.523+0000) > > It is generally useful to stay in a loss streak so you gain bonus gold, until you win. When you win, bust most of the gold to start a win streak. > Of course, you'll want to minimize health loss from losing, so you'll want to slowly build up as well question does AP items increase (example) zeds special move or garens spin 2 win?
Yes. All items work on all champions. AD items increase basic attack damage, while AP items increase Spell damage from their spells. A champion being "AP" or "AD" does not matter.
: > [{quoted}](name=PekiCodex,realm=EUW,application-id=RaE1aOE7,discussion-id=40ty4WLE,comment-id=0000,timestamp=2019-06-28T00:50:36.933+0000) > > You can view the other player's boards before the fight starts. > You may not know who you're fighting, but you can get a general idea of enemy positions. > This is especially useful in late game, where you have fewer players to worry about. > > The champions you get are randomized, but not completely. > You are less likely to get champions that cost more than champions that cost less in the early game. > Starting from level 6 it starts to shift more towards higher-costing champions. > The champion pool is static, and global. The more a certain champion is picked by multiple players, the harder it will be to get it. > > This is the only point I can agree on. Everyone should be getting equal amounts of items from neutral rounds. > However if you fail to kill the neutral minions, then that's completely on you. > > There isn't really an issue with this one. It's just like the store, even better since it's not level related, so you might even get some higher costing champions. > They even balanced it well, giving players who are behind priority on what to pick before others. > > If you're winning, you're incentivized to spend more so you keep winning, hence the +1 gold on wins. > If you're losing, you're incentivized to generate income so you can come back when you eventually start winning. > And someone correct me if I'm wrong, but I believe neutral rounds don't break win/lose streaks. > > Not all aspects of TFT are RNG however. A lot of good plays comes from paying attention to enemy builds, proper board placement, knowledge of units, items, synergies etc. so is it better to lose consectively to generate comeback gold or it doesnt work like that?
It is generally useful to stay in a loss streak so you gain bonus gold, until you win. When you win, bust most of the gold to start a win streak. Of course, you'll want to minimize health loss from losing, so you'll want to slowly build up as well.
CytheGuy (NA)
: There isn't one aspect of TFT without RNG
> The board: **You have no idea** what the enemy formation is before you fight them. You can view the other player's boards before the fight starts. You may not know who you're fighting, but you can get a general idea of enemy positions. This is especially useful in late game, where you have fewer players to worry about. > The pot: You are given **random** champions to purchase and can randomize the pool again, which **may or may not** change the champions available. The champions you get are randomized, but not completely. You are less likely to get champions that cost more than champions that cost less in the early game. Starting from level 6 it starts to shift more towards higher-costing champions. The champion pool is static, and global. The more a certain champion is picked by multiple players, the harder it will be to get it. > Items: You **may or may not** get an item from beating camps/minions. This is the only point I can agree on. Everyone should be getting equal amounts of items from neutral rounds. However if you fail to kill the neutral minions, then that's completely on you. > Circle picks: The champions and items available for grabs are **randomized** There isn't really an issue with this one. It's just like the store, even better since it's not level related, so you might even get some higher costing champions. They even balanced it well, giving players who are behind priority on what to pick before others. > Money: You **might** win your next fight or you might lose, potentially losing your bonus income if you are behind or ahead. If you're winning, you're incentivized to spend more so you keep winning, hence the +1 gold on wins. If you're losing, you're incentivized to generate income so you can come back when you eventually start winning. And someone correct me if I'm wrong, but I believe neutral rounds don't break win/lose streaks. Not all aspects of TFT are RNG however. A lot of good plays comes from paying attention to enemy builds, proper board placement, knowledge of units, items, synergies etc.
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PekiCodex

Level 163 (EUW)
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