The Game Haus
Home » Teamfight Tactics Set 6 Bodyguard Enchanter 4-Cost Carry Flex Guide [11.22]
Teamfight Tactics

Teamfight Tactics Set 6 Bodyguard Enchanter 4-Cost Carry Flex Guide [11.22]

Hi everyone, welcome back to another TGH comps guide. This article will be a guide on how to play Bodyguard Enchanter Flex! The Bodyguard Enchanter board is extremely flexible and can be paired with many different carries; this guide will focus on how to flex between Yone, Fiora, Lux and Jhin.

This article is written and curated by Trade (aka nathanielleung), a multi-set challenger TFT player. He had about a week of playtesting before the Set 6 release on PBE and has been playing on PBE since. 

His LoLCHESS can be found here.

His Twitch streams can be caught live here.


Introduction

Similar to Set 5.5, playing flexibly between a few four-cost carries with shared supporting units will likely be one of the best ways to play Set 6. For more information regarding playing flexibly, check out this guide by Trade. Although it was written for Set 5.5, the core concepts of playing flexibly remain. Like in Set 5.5, playing flexibly is so good in the new set because of three main reasons.

  • Many carries share similar items. For example, this guide will teach a player to flex between Lux, Yone, Fiora and Jhin. The best-in-slot itemization for Fiora and Lux will be Infinity Edge and Jewelled Gauntlet. The last item will usually decide whether a player wants to pursue Fiora or Lux as their carry. Similarly, both Yone and Jhin share similar best-in-slot itemization such as Giant Slayer, Last Whisperer, Infinity Edge, Bloodthirster and even Quicksilver. This playstyle will be similar to the Draven/Lucian/Aphelios/Vel’Koz flex playstyle in Set 5.5. 
  • Premier frontlines and supporting units in Set 6 are very flexible. In Set 6, there are two premier frontlines. Bodyguards and Bruisers. Although Bodyguards are usually much better with Academy or Syndicate carries and Bruisers are better with Mutants and Chemtechs, both these front lines can essentially be flexed into every comp. The Enchanter and Socialite units are extremely powerful, flexible, and can literally be run in every comp. This means that when a player is rolling down, it’s much easier to pick up all the potential frontline and not have to worry about picking up wrong or useless supporting units for their carry. 
  • Carries only need a few supporting units/traits. Supporting units such as Yuumi, Orianna, Janna and Galio (just to name a few) are so incredibly powerful and flexible this set, as a result, a player would want to flex these in whenever possible. In addition, most carries in this set have the option to but do not need to, utilize vertical traits to perform extremely well. This means that a carry such as Yone only needs 2 Academy and 2 Challenger to perform well. Similarly, Jhin can perform extremely well with just 2 Sniper and 2 Clockwork. Jinx only needs 2 Twinshot and 2 Sister; the list goes on. 

 

The Board

In Set 6 there are 11 frontline/supporting units that are extremely powerful and can essentially be flexed into every comp. These units either provide incredible healing, crowd-control, front-line, or a combination of these three, and their typing makes it extremely easy to slot into any comp. They are Galio, Jayce, Yuumi, Viktor, Tahm Kench, Orianna, Janna, Seraphine, Braum, Leona, Taric. Most of them are four and five costs, which is why going level 8 while staying healthy and wealthy will be essential for the success of this comp. Although it is unlikely a player will hit all of these units on their rolldown, the great thing about their flexibility and versatility is that a player can literally just play whatever upgraded units they hit. Here is an example board if a player was to play Jhin Carry:


However, if, for example, a player is unable to hit Galio, or the Socialite hex for the game was in a poor spot, a player can simply play a board like this instead:

Now, to flex to any other comp take any of these boards and remove the carry and their supporting trait (in this case Jhin and Caitlyn) and simply replace them with another carry their supporting trait. Example of a Lux carry board:

Example of a Yone/Fiora carry board:

Note that if a player is carrying Yone and does not have excess items for Fiora, it may be best to itemize Jayce instead and run Camille over Fiora instead for 2 Clockwork.

Essentially, the goal of the level 8 rolldown is to pivot a player’s entire board into some variation of the Bodyguard Enchanter board + 1 carry + 1 supporting unit. A player should buy copies of every one of these units on the rolldown, and simply play whichever units end up getting upgraded. For example, when rolling down if a player was to hit Janna 2, Orianna 2 and a Yuumi, simply run those units. If a player was to instead hit Taric 2, Seraphine 2, and a Galio, it would be stronger to run Sociolites instead. Although not necessary for success, a player should prioritize holding units that give a synergy for the carry they are running on their rolldown. For example, a Yone or Lux carry board should have a Leona or Yuumi for 2 Academy, a Jhin carry board should prioritize Orianna for 2 Clockwork, and boards running Fiora can easily run Jayce to splash in 2 Enforcer.

Early Game

Items

The benefit of playing flexibly is that a player can save tons of health in the early game by slamming items. Slamming items saves a lot of health and helps build up a player’s economy through item value. For example, if a player slams Hand of Justice on 2-1 they are getting the item value for the whole game; a player greeding till 3-2 to make an Infinity Edge is playing a weaker board for 6 rounds, costing the player health (through killing fewer units) and gold (through losing their win streak).

Because a flex player has not decided their carry at the beginning of the game, they can comfortably slam essentially any item that can give immediate value. The best slam items are defensive items, as they provide the most value and can flex into every comp. Items such as Sunfire Cape, Bramble Vest, Dragon’s Claw, Warmog’s Armor, Ionic Spark, Stoneplate and Titan’s Resolve are fantastic in the early game to help streak but to keep a player’s options open.

Trade recommends either starting glove, chain, or belt on the first carousel as glove builds into Last Whisperer, Infinity Edge, Jewelled Gauntlet, and Hand of Justice, all amazing for the four-carry flex. Any additional gloves can be built into utility items such as Shroud and Trap Claw. Belt and Chain build into great early game slam items such as Sunfire Cape, Bramble Vest, Titan’s Resolve, Warmog’s Armor are all great flexible streaking items. Even items such as Guardian’s Angel, Zz’rot Portal, Redemption, Locket, and Frozen Heart are items that are quite good for streaking the early game. 

Board

In order to win-streak, a player must both slam their items and play their strongest board. There are many strong and flexible openers, and a player should simply play what they hit. Below are a few examples of strong early game openers. However, It is important that a player not tunnel into these; instead, they should simply play what they hit and be creative in fitting upgraded units onto their board!

Innovator + Front LineThis is probably the strongest and easiest opener. When playing Blitzcrank for Scrap, Darius can be replaced with any two-star bodyguard or protector (Poppy, Kassadin, Garen, Leona). If a player were to find a Trundle instead of a Blitzcrank, they should opt to play Trundle + any upgraded bruiser (Illaoi, Vi, Zac). Ezreal will be the holder of any offensive items. Trundle, Darius, Poppy, Blitzcrank or any upgraded front-line can hold the defensive items. 

Chemtech + Friends

In this board, Twitch can hold all offensive components and any upgraded front line can hold defensive components. If a player were to find an early Warwick and/or upgraded Challenger units such as Camille or Quinn, simply take out the Assassins for the two Challenger units. 

Bruiser + Sniper

In this board, Caitlyn or Tristana can hold all offensive items and Vi can hold all defensive items. As a general rule of thumb, a player should simply throw together a good balance of frontline and backline units. A board will be extra strong if the frontline units and backline units have an overlapping synergy, but it is not necessary. Two-star units with one synergy are almost always stronger than one-star units with multiple synergies (for example, in the above board, a Darius 2 and Poppy 2 will be much stronger than Vi and Illaoi 1, even though the latter board gives 2 Enforcer).

Mid-Game

On 3-2, if a player has an extremely weak board and is bleeding out, or has many pairs and potential units to play, it may be best to level to 6 and roll down as needed until a few outs are hit. If a player is healthy or does not have many outs (potential pairs and playable units to roll for), then it will likely be optimal to wait till level 7 or 8. On 4-1, the main decision a player will face is whether or not they can greed till level 8 and play for top 1, or if they must roll at level 7, and likely play for a top 4 position.

Due to the fact that the flexible Bodyguard Enchanter board consists of mainly four and five-cost units, it will be extremely hard to hit the desired board on level 7. As a result, a player will likely have to pursue vertical traits with cheaper units in order to survive long enough to roll again at level 8 or 9. For example, if a player were to commit to a Yone carry comp but finds themselves bleeding out before hitting level 8,  they may have to roll on 7 and play a board using cheaper units before they can pivot into the Bodyguard Enchanter board, like so: 

In the above example, Yone will likely be one-starred with two-starred cheap supporting units (either 4 Academy or 4 Challenger). This board will be stronger than a full one-star Enchanter Bodyguard board. The goal of this rolldown is to stabilize, save HP and econ back up so a player can go level 8 on 5-1 or 5-2 and then pivot into the Bodyguard Enchanter board. Rolling at level 7 is much less flexible, and will likely cause a player to commit to a carry before their level 7 rolldown. 

Mid-Late Game (4-5 or 5-1 Rolldown)

If a player did not have to roll down at level 6 or 7 to stabilize, they will likely be able to go level 8 on 4-5 with around 30-40 gold remaining to roll; otherwise, they will likely find themselves going level 8 on 5-1 instead. Once a player has successfully reached level 8 with a sufficient amount of gold to roll, a player should start to lean towards a carry based on their items and existing units. With an abundance of lifesteal and AD items, a player will likely want to play Jhin, Yone, or even Jinx. With an abundance of crit items, a player will likely lean towards Fiora, Lux or even Viktor; if the last item is a mana item such as Spear or Shojin or Blue Buff, Lux will probably be preferable. During this 5-1 rolldown, a player should aim to pick up all the 11 flexible units listed above as well as the four-cost carries of Jhin, Yone, Lux, and Fiora. Although a player should have a preference of which carry they would like to run, they should simply run whichever carry they hit.

For example, having Infinity Edge, Jewelled Gauntlet and Hand of Justice are better on a Jhin 2 than a Fiora 1. Similarly, having a Bloodthirster and Giant Slayer will be better on Fiora 2 than it would be on a Jhin 1. A player should simply play whichever carry and supporting units they hit, and can simply build their econ back up and pivot out once their economy allows them to. Because the supporting cast of Braum, Leona, Galio, Orianna, Janna, Yuumi, etc. is so interchangeable between these comps, it is extremely easy to pivot into one comp and into another once a carry has been two-starred.

Sometimes if a player is unable to fully upgrade the supporting Bodyguard Enchanter board, it can be good to continue playing a vertical trait and slowly pivot out until all the supporting units are upgraded. For example, a player can run the board shown below until they are able to substitute Camille, Warwick, Blitzcrank, and Quinn out for something like Fiora, Yuumi, Braum, and Taric. If a player gets an emblem or a trait augment, consider cutting one supporting unit to run a gold trait instead (4 Arcanist, 4 Academy, 4 Clockwork). If a player gets a sniper emblem, simply cut Caitlyn for a better supporting unit. 

Items

Yone: In general, any Attack Speed, AD, and defensive and sustain items will allow a player to pivot into Yone carry. His best-in-slot itemization is probably something along the lines of Titan’s Resolve, Quicksilver, and Runaan’s but literally slap anything on him and he will perform well. With an excess of offensive items, a player can duo carry Fiora and Yone.

Fiora: Fiora is extremely flexible in that she can literally use AD, AP, Attack Speed, and Tank Items and still carry a player to a top 4. Her best-in-slot is probably Infinity Edge, Jewelled Gauntlet and Hand of Justice but any items will do absolutely fine on her.

Jhin: Jhin has a stricter itemization than Yone and Fiora as he does not do well with AP and is not amazing with attack speed. His best-in-slot itemization will probably include Infinity Edge and Last Whisperer. However, any AD items such as Giant Slayer, Deathblade, Hand of Justice and Bloodthirster are all fine. Even items such as Guinsoo’s Rageblade can have Jhin carry a player to a top 4.

Lux: Lux can gain a pretty sizable amount of AP through Arcanist and Academy so she definitely prefers the Infinity Edge + Jewelled Gauntlet combo over traditional AP items but items like Deathcap, Archangel’s Staff will all be fine. Lux usually prefers to have one mana item such as Spear of Shojin or Blue Buff but having 3 offensive items and relying on resets is fine too.

 

Late Game (Stage 6+)

If a player finds themselves still alive in the late game, they often have one of two options. They can either stay at level 8 in hopes to three-star a four-cost such as Yone, Fiora, Janna, Orianna, Seraphine or Lux as well as upgrade all their 5-cost into two-stars. Or they can go to level 9 and hope to pivot their 4-cost carry into a two-star five-cost carry.

In the former case, the player would simply stay at level 8, rolling each turn in hopes to three-star their board. They should do this if they are uncontested, have many copies of the unit they are trying to three-star, and potentially have a Neeko’s help or two. In the latter case, a player would likely sell their carry and put AD items on a two-star Jayce, Kaisa, Jinx or AP items on Viktor, Kaisa, Jinx, or Tahm Kench. Jayce can either hold tank items as a melee front line carry or hold AD items as a ranged DPS unit; he needs no other supporting units.

Kaisa does best with at least one other challenger and a Guinsoo’s Rageblade, and Jinx does best with one other Twinshot and Sister if she lacks attack speed items; both these units do surprisingly well with the Infinity Edge and Jewelled Gauntlet combo. Viktor simply needs a Shojin and any form of AP items. Tahm Kench should be stacked with tank items and some healing and caps out by getting fed through his Gluttonous trait. These carries can run perfectly fine with the Bodyguard Enchanter board but consider potentially pivoting to a Bruiser frontline if given the economy as it makes it easier to slot in synergies. (Mutant for Kaisa, Chemtech+ Twinshot+Sister for Jinx and Urgot, Bruiser for Tahm Kench, Chemtech for Viktor).

 

Thanks for reading this Bodyguard Enchanter Flex Guide! The goal of this guide is to show a player how strong and flexible the Bodyguard Enchanter board is and to teach a player to stay flexible in the early game.

 


Stay Connected

You can find more articles like, “Teamfight Tactics Set 6 Bodyguard Enchanter 4-Cost Carry Flex Guide” and you can ‘Like’ The Game Haus on Facebook and ‘Follow’ us on Twitter for more sports and esports articles from other great TGH writers along with Nathaniel!

“From Our Haus to Yours”




Thanks for reading! Let us know what your thoughts are on the article!