Teamfight Tactics releases a new set every season, and it isn't like other competitive titles where it is easier to grasp the meta change. The game's core mechanics remain the same but for a game based on luck and intelligence, you have to read up and learn.

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Set 11's Inkborne Fables introduces several unique mechanics that change the landscape in every game you play. This is why the best team compositions for set 11's Inkborne Fables continuously change per game, whether it is because of augments, new system encounters, or the items you receive. Generally, some teams or traits are always great when played correctly. Here is a comprehensive guide to all the best-performing team compositions and how to play them correctly.

Fated

The Fated trait's breakpoints are three, five, seven, and ten. For most Fated team compositions, you are aiming for five and seven. Obviously, if you reach ten, you are probably winning the game, but there are only seven Fated units, so you would need at least three Fated emblems (including reaching level ten).

Fated units all have Fated bonuses, which give a specific buff to your connected Fated units (you can only have two).

If you are at Fated three, you can only select two units who would receive the buff, but when you reach five, which should be considered the breakpoint for any Fated builds, all your Fated champions receive the bonuses of your connected pair.

Because of the bonuses, Fated has one of the strongest early-game starts, right up there with Umbral and Storyweaver.

Ahri's ability power Fated bonus shreds through all the early units like Malphite, Jax, Cho'Gath, and other units, especially when you equip a Nashor's Tooth, Spear of Shojin, and an Archangel's Staff.

Yasuo gives a great defensive bonus for your frontline, as it constantly keeps the shield up. However, this isn't as strong as other frontline units, but with the right composition, you can win the early game easily.

Make sure to find some early units that pair well with your units. Neeko is temporarily a great unit to boost your frontline, as it activates Arcanist with Ahri. Neeko also activates Heavenly if you pair Quiyana with Yasuo (Ahri, Yasuo, Quiyana, and Neeko).

When you start transitioning into stages four or five, you are relying on Syndra for additional damage and a mix of other traits to boost your frontline.

Yasuo and Thresh aren't going to cut it for your frontline, so you would need a Behemoth like Ornn (Dryad, too) to get more tanks. Ornn works well since you can also have Kindred, who is a Fated, Dryad, and Reaper.

If you are struggling to level up because of the lack of gold, you should never go for Fated seven at level seven or eight. The only Fated units that match with decent traits are Ahri and Syndra (Arcanists). You either need a Behemoth or Warden to boost your frontline, so your casters does more damage.

Mythic

Mythic is an extremely strong, fun, and versatile trait. Overall, the Mythic units are mostly strong, and they can easily be combined with other traits. However, some combinations of traits are weaker than others, but generally, you'll always have a unit to greatly pair with another.

There are a total of eight Mythic units in the game and the trait's breakpoints are three, five, seven, and ten, similar to Fated. The Mythic trait bonus is very straightforward, as you get a bonus of health, ability power, and attack damage for all your Mythic units.

After four player combats, your Mythic units become "Epic," further increasing the bonuses by 50 percent. The keyword here is "Mythic units," so you want to build around your Mythic units specifically if you are mixing other traits in your team.

The Mythic team boasts one of the strongest tanks out of any other traits and units, mainly because there are several Mythic tanks, and the Mythic bonuses make them even tougher. You can get Mythic three pretty early with Neeko, Kog'Maw, and Cho'Gath. However, the damage output is always the main problem with any Mythic team.

There are three to four strong variations with Mythic you can push for. You can build around Trickshot as your main subtrait for doing damage and build around Bard with Guinsoo's Rageblades and a Statikk Shiv.

Sivir is a good Trickshot unit, and you can pair Garen with Nautilus and Riven or Galio with Tahm Kench to activate Warden and Bruiser, respectively, to boost your frontline and activate Storyweaver.

Another variation is using Kog'Maw, but not as a Sniper. You want Kog'Maw to activate Mythic five and Invoker four. You'll add Lillia, Janna, and Annie to your team. You can replace Janna with Azir and add Ornn to activate Dryad and Behemoth (because of Cho'Gath).

Mythic is extremely strong, but going for Mythic seven severely limits your damage output. Unless you have any augments that can help you increase your damage output or hit level 10 early, you should avoid focusing on purely building Mythic units.

Storyweaver

Storyweaver builds are extremely strong because it feels like you are always playing with a unit advantage. This is because once Storyweaver is activated, you'll receive a Kayle unit that buffs your backline while doing damage.

Storyweaver units don't get any significant bonuses from the traits other than Kayle. However, building your team with each Storyweaver breakpoint (three, five, seven, and ten) will always strengthen your team through Kayle's damage output.

When you activate Storyweaver, Kayle gives you a choice among three scrolls. In short, you are free to choose between going for attack damage (physical) and ability power (magic).

This gives Storyweavers two different paths for building their team. You can either buff ability power-based units like Zoe and Zyra or attack damage-based units like Sivir and Irelia.

Irelia is the biggest struggle for physical damage builds because of how hard she is to find (five-cost unit), and you'll rely on other non-Storyweaver units to carry your damage output, preferably Bard or Kai'Sa.

For magic-based builds, Zoe is extremely strong with the right items, and she is easy to find in the middle of the game.

The Storyweaver trait is very flexible since you can easily get Storyweaver three while focusing on a different trait, like Inkshadow three and Storyweaver three. Some players just use Kayle to buff other units from different traits like Kai'Sa, Bard, Ahri, Ashe, and others.

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Dragonlord

Dragonlord isn't one of the main traits in set 11, but it is one of the strongest. Dragonlord's breakpoints are only two, three, four, and five, where its effect makes a Dragon smash the board after eight seconds, dealing true damage (percentage-based) to all enemies while granting attack speed for all your units for the rest of the combat.

In Dragonlord four, the dragon stuns the enemies for 1.5 seconds, which almost wins you the game against any late-game composition (unless they have a veil). Your only goal is to survive long enough to let the dragon strike the boards and capitalize on the attack speed bonus.

There are only four Dragonlords in the game – Janna, Diana, Lee Sin, and Xayah & Rakan (you can choose between Xayah or Rakan). You should build around the subtraits of these units and add other branching traits.

For example, if you Invoker because of Janna, you can add Kog'Maw to add another Invoker. From there, you can add another Lillia (Mythic Invoker) and try to go for Invoker four, and you also have the option to add more Mythics like Bard since you can activate Trickshot through Xayah and Bard.

Dragonlord is extremely easy to build because you have so many options for units, and you can easily drop or add Dragonlords to any composition because of the trait's breakpoints.

Inkshadow

While everyone might be trying Bard's Guinsoo Rageblade strategy, Kai'Sa is just as strong, or even stronger. The Inkshadow trait only has three breakpoints – three, five, and seven. The trait gives a five percent damage and damage reduction bonus to Inkshadow champions.

For each breakpoint, you'll receive a unique Inkshadow item, similar to artifacts. The Inkshadow items are shuffled every game, but most of these items are extremely powerful when equipped on the right unit.

The early and notable Inkshadow items are Tattoo of Fury and Tattoo of Force. Tattoo of Fury adds a 35 percent damage bonus to targets below half health and when the wielder gets a takedown, they gain 40 percent attack speed for six seconds.

Putting the Tattoo of Fury on Kai'Sa wearing an Infinite Edge and a Giant Slayer while activating Trickshot two will shred every single unit as long as she gets the time to ramp up the Tattoo buff. Tattoo of Force is great for pseudo-bruiser units like Volibear.

Inkshadow is extremely hard to use if you purely focus on Inkshadow. You want to mix other traits with it. The most popular combination would be adding Umbral, Ghostly, or Heavenly. In some cases, you can even add all these traits in one game.

If you are going for Inkshadow seven, you should know the Spatulas cannot create an Inkshadow Emblem. So, if you have any chance of getting an Inkshadow Emblem, it'll only be through augments, late-game carousel, and enrolling a random Emblem through Pandora's Box.

Umbral

Umbral works like set 10's KD/A trait because of the illuminated hexes. Once you activate Umbral's first breakpoint (two, four, six, and eight), certain hexes on your board will illuminate. It is always a moon-shaped pattern, so it is a bit detrimental to your team's positioning. However, if you get Umbral six, the whole board will get illuminated.

When you place a unit on one of the illuminated hexes, they'll receive a shield at the start of combat. Umbral units placed on the illuminated hexes receive a bonus through an execute ability. Once the enemy target goes down to ten percent health, they'll get executed in the first instance of damage from an Umbral unit.

The execute threshold gets higher and higher for each breakpoint. In the early game, Umbral is one of the strongest traits. Darius and Yorick activates Umbral two immediately, and it is easy to pair with other traits such as Heavenly.

You can start building up your winstreak if you can add Malphite, Qiyana, Darius, and Yorick. At level seven, you can add Kha'Zix, Yone, and Sylas, but there are also some other variations, which make Umbral extremely flexible.

Umbral eight is achievable, but it is one of the weakest traits that need multiple Emblems. However, you do build up an arsenal of items, which takes time to accumulate.

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