Over the last week or so the competitive TFT community has been at war on whether it is better to slow roll or hyper roll when it comes to reroll compositions. This is because the metagame has stabilized in patch 10.10 and the D is key. Just how good are reroll comps? The final tier list for patch 10.10 has all the information needed to gain LP in the last stretch of patch 10.10.
S-Tier: Comps that will Top Four at Average Power level/Consistently Win at Optimal Power
Position Last Week: S-tier
Kayle is still the queen of patch 10.10 but it definitely has been contested as of late.
The flexibility of this unit is ridiculous. The well known Chrono variation of Kayle is still alive and well but many players in higher elo are playing her in any comp.
Kayle has been paired with nearly every single tier four unit in the game. She is great with Jinx due to Miss Fortune being a Valkyrie Blaster. She is good with Irelia due to both being Blademasters. Jhin has also seen play alongside her because she is just that good.
Rageblade is still mandatory on Kayle but after that she is super flexible. Rapidfire Cannon, Quicksilver Sash, Deathcap, Morellos, Hand of Justice, Infinity Edge, and Guardians Angel are all fantastic item options on Kayle.
Kayle doesn’t require optimal items or synergies to pop off making her an almost perfect carry option in many different comps. Chances are if Kayle is somewhere in a comp, that comp has a good shot at winning the lobby.
Position Last Week: A-Tier
One of the biggest risers over the last week is Shredder. If Kayle is the Queen then Xayah is the Princess.
The comp is still the exact same but now players are building Deathblade on Xayah. The item provides an additional 30 AD every time Xayah kills a unit and the buff to the item makes the holder start off with a stack. This means the item gives 60 AD at the beginning of the round.
The biggest takeaway here is that not only does Xayah have more consistent damage upfront now, she now has the ability to do massive damage in the late game. With every unit she kills, she gets stronger and stronger. Shredder’s late game has never been better. But don’t slouch on the tried and true Infinity Edge/Last Whisperer combo, all three of these items are insane on Xayah.
Consistency was the thing holding back players from forcing the comp last week and the idea of the comp being weak in the late game caused some players to shy away from the comp. But with new insight to rolling strategies as well as realizing that Xayah definitely has the power to carry late into games brought the comp back to stardom. Most players are now slowrolling the comp allowing for more opportunities to 3* units like Rakan as well as Jarvan and Fiora.
Position Last Week: HM
The biggest winner over the last week has definitely been Void Brawlers. But this isn’t like the Mana Printer Void Brawlers. The main carry in this comp is Kha’Zix. In this hyperoll comp the only priority is getting Kha’Zix to 3*. After that players just push levels to add in as much support as they can.
What started off as a meme where players were putting triple Zeke’s on Kha’Zix and calling the comp “Kha’Zekes” has evolved into one of the scariest comps in the game. In fact some top players are claiming this comp has zero counterplay due to how strong it is.
Instead of building Zeke’s on Kha’Zix players are building high damage items like Infinity Edge and Deathblade. Then players add on a defensive item like Guardian’s Angel and for the third item they slap on a Rapidfire Cannon to create a monster. But it doesn’t stop there.
To give the bug extra support, players are adding in the Void package to eliminate any pesky resistance players try to build up. The bug also needs to be able to attack fast so there has to be the Infiltrator bonus in the comp. Fizz has been the infiltrator of choice to team up with Kha’Zix. Fizz buys critical time for Kha’Zix with his Crowd Control ability.
Since Vel’Koz is a Void Sorcerer, players gotta throw in another Sorcerer too. And Since Cho’Gath is a Brawler, might as well throw in the rest of them for a front line.
What lies in front of players staring down this comp is a Kha’Zix 3* with Sorcerer bonus, Void bonus, Infiltrator bonus that has the ability to assassinate any backline carry before they even know what hit them.
Need a little more power in the late game? That’s what Vel’Koz is for. The ultimate clean up crew unit that can erase any small health bars remaining if need be.
This comp is very strong and if players open up with an early Kha’Zix 2* and a damage item, they should consider playing this comp for a good chance of winning the lobby and an even better chance of at least making top four.
A-Tier: Comps that consistently top four at average power/Can win at optimal power level
Position Last Week: A-Tier
Rebels are officially back but these are not your grandma’s rebels.
Aurelion Sol is pretty much an afterthought in this version of the comp but players are definitely going for the six Rebel synergy.
Ziggs with double Seraph’s Embrace is an absolute menace in this comp. So much so that Riot decided it was broken enough to hotfix. But even after the hotfix, Ziggs is very strong.
Players definitely want to make Ziggs the star of the show. A 3* Ziggs after slowrolling can carry players the entire way to a top-four. With perfect items it definitely will. Double Seraph’s plus a damage item like Deathcap or even Luden’s Echo is insane on Ziggs. And that’s without Demolitionist buff.
The demolitionist of choice is always Gangplank. Although these might not be your grandma’s Rebels, there are still things that stay the same. An optimized GP 2* with good items and upgrades is definitely still the win condition for this comp.
With GP and Ziggs making health bars low and champs slow, Jinx is there to be the janitor and clean up the mess on the field. This comp is very scary when it gets going.
The only thing holding this comp back from S-tier is consistency issues. Players have to find Jinx and GP in a meta where they are heavily contested. Also double Seraph’s embrace is pretty much needed to navigate the early and mid-game.
Like Cybers, the rest of the Rebel crew are mostly just synergy bots, if Jinx, Ziggs, and GP cannot pop off then the comp falls apart.
However, if players can find GP and Jinx early enough along with Ziggs items, the comp can secure top fours if not flat out just win.
Position Last Week: S-Tier
The last week was not kind to Jinx and her Brawler friends. Although, it’s not all bad. This comp is still pretty strong.
The classic four Blaster four Brawler variation is still very strong but the comp is not reliant at all when it comes to fitting four blasters. In fact, many players wont run four blasters at all. This is because players are electing to go for a couple of critical synergies that make a huge difference in the late game.
The first variation is the two Mystic variation. As discussed last patch, players are prioritizing running a Rebel three-piece in their blaster brawler builds which gives Jinx extra health and damage. In the two mystics variation. Players run Sona and Karma on level eight in place of two blasters. This is great against heavy magic damage lobbies. Lulu replaces Karma in the late game.
In lobbies where damage is more important, players are fitting in Ziggs and Gangplank for the all-important Demolitionist trait which gives Jinx some help in cutting foes HP and stuns them in place for target practice.
Miss Fortune is the optimal second blaster in the composition but she isn’t exactly needed. Players are often found running Ezreal in her place. That’s because but these variations help make this composition more consistent due to Miss Fortune being hard to find late. Also, optimal Miss Fortune items can be hard to come by late as well.
The issue with this comp is that the rise of the infiltrators with Void Brawlers and Mech being strong make it almost impossible to position around them. Jinx rarely survives long enough to pop off these days. Also Jinx is contested due to the Rebel revival.
But not everyone in the lobby can run infiltrators. Its still a good idea to run Jinx Brawlers as it can secure top fours easily but to win its going to take some high rolling.
Position Last Week: B-Tier
Every single time players count this comp out, it comes back with a vengeance.
Infiltrators are very strong in the current metagame which wasn’t the case last week. In a meta where Kayle and Jinx are sitting ducks in the back, Infiltrators shine.
The comp is still the same. Kai’Sa still does the heavy lifting but Shaco is no slouch either.
Mech items are still critical. Good defensive items like Bramble’s Vest, Quicksilver Sash, Titans Resolve, Warmogs, and Dragon Claw will make players lives easier.
The countless nerfs still hold this comp back from A or S-tier and it doesn’t help that Fizz and Kha’Zix are contested now.
But if a player can spike early enough they can top four and as always, level nine mech is GG.
B-Tier: Comps that can top four at average power level/Can win at optimal power level
Position Last Week: A-tier
This is officially the lowest spot Cybernetics have ever been. The comp is still good but it has a lot going against it.
The first issue is that Irelia has always been hyper carry of the comp and as such if she dies the comp dies. If Irelia gets stunned or if she can’t kill a unit instantly, she will die to the million long-range threats in the metagame. Every single comp has at least one unit in the front line that can be a decoy for Irelia. Shen is hard to kill, Frozen Heart tanks or a unit with Trap Claw is a death sentence too. Guardian’s Angel on a front liner is hard to deal with as well.
Irelia is also a contested unit. Kayle comps always throw Irelia into their team but as a mana-reaver bot, not a carry.
The only chance this comp has to win lobbies right now is if a player can get to Irelia 3* with good items. However, if they get to that point, its a good chance that player will win the lobby. Otherwise, its almost impossible for this comp to win. Top fours can still happen especially if the Irelia has double Infinity Edge and a Last Whisperer.
Position Last Week: B-Tier
In patch 10.10, Karma got a significant buff to her attack speed giving ability. The ability now grants the tethered user 75% bonus attack speed which is up from 50%. This sounds great for Jhin as he converts the attack speed into damage but this is actually insane on the true carry for the comp which is Xerath.
An optimized Xerath is simply the best carry unit in the game. A 2* Xerath with QSS and Rageblade deletes everyone from the backline. Xerath will heal any damage taken thanks to the celestial buff and with Karma by his side, he gets his ability off quicker and is given a shield too.
The issue is hitting all of that while staying alive is rough. Most compositions power spike way before a player finds a Xerath 2*.
Jhin is an okay carry alternative but he simply can’t kill things faster than the other big carry threats in the meta.
The power of this composition at max potential is one of if not the strongest in the game but getting there is a challenge.
If a player is able to navigate the early and mid-game well, players can still top four without a Xerath 2* but more often then not, they will need him to do well.
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