We keep hearing our favorite streamers saying Hyper roll is the meta, press D to win, we hear about Reroll comps. But what’s the difference between them and Hyper roll? and finally what about the rest of the comps? what category do they fall into? are they different?
In this Teamfight Tactics guide, We’re going to answer these questions as well as provide insights on how to generally play each type of comp.
Knowing more plays than the opponents will increase your flexibility and help you get that first. Deciding which compositions you’re going is often informed by what type of comp it is. So this will help you enhance those decision-making powers and climb that ranked ladder.
These composition types persisted throughout all three sets. They dive in and out of the meta so always check our TFT guides to always know what’s in or out of top-level lobbies.
This comp is a massive part of the patch 10.9 meta, something that was not happening before. The main reason for the rise of Hyper roll was the consecutive buffs to 1-cost units and to a lesser extent the 60% chance to get them at level 4.
Hyper roll comps rely on not constantly maintaining econ and using all your gold in massive spurts trying to 3 star 1-cost units. Which you then snowball into fuller comps since they are really strong and grant you a winning streak.
A good example is the Shredder comp, it relies on 3 starring Xayah, Jarvan IV, Caitlyn, Fiora, and possibly Rakan and Shen. Snowballing Xayah into an unstoppable Shredder it utterly destroys anything with Bramble Vest on it since the core items are the Last Whisper, Quicksilver Sash, and Infinity Edge.
- Strong early, healthy going into mid-game.
- Easier to bear being contested than other comps.
- More straightforward gameplay.
- Easy to transition out from.
- A lot of contests make them unplayable.
- Low item flexibility.
- Specific counters can destroy them.
Hyper roll Playstyle
There is a simple strategy to playing Hyper roll comps, contrary to popular belief you do not start rolling every turn trying to find those 1-costs units you want. You play what you get as usual and obviously focusing on units the comp you decided to go before it requires until Terrabursters. Try to win or lose streaks that you have 50 gold at that point or close to it and it’s important that you do not level. After Terrabursters you should be 8/10 exp to go to 5 retaining that 60% chance for 1-cost. That’s when you roll all the way down or to about 10 golds to get your units to 3-stars.
You repeat the process for round 3 as well and roll at Infiltrators but only if you haven’t 3 starred the carry you need. If your carry is Xayah, Poppy, Twisted Faith are 3 starred the supporting cast of Jarvan, Leona, Caitlyn, etc can be rolled for while maintaining the 50 gold checkpoint.
The carry being 3 stars is the stabilizing point and determines whether you will roll infiltrators again. That point onwards you play as normal, maintaining econ and leveling after you get the 3 stars you want to add more units to your comp.
When To Play Hyper roll?
The best situation to play Hyper roll comps in the current meta is when you have the main units to start by the first carousel in the worst case. If you don’t and they’re contested it will most likely prove difficult to find them when you roll at Terrabursters. You have to scout a lot during the whole of round 2 counting how many units your contesters have and making the decision to go for the Hyper roll comp of your choice or not.
Item is the other factor in this decision if you want to go Xayah and you get 3 tiers and a Belt by the first carousel then it’s probably time to get out quickly and play something else. You will have a hard time maneuvering into a top 4 with the wrong items even if you hit your carries. So be like water my friend and adapt.
These were all the rage before patch 10.9 like Star Guardians and Mech Infiltrators. They have fallen off a bit due to repeated nerfs and changes but are still strong under the right circumstances. Space Jam for example is still strong but does poorly against Candy Land killing Poppy being a difficult endeavor.
Slowroll comps rely on getting a 50 gold relatively quickly. Leveling to 6 or 7 usually 6 and rolling to 50 every turn. Slowly 3 starring your core units like Kai’Sa, Rumble, Annie, Darius, and so on.
An example of a slow roll comp is our favorite comp to hate Mech Infiltrator which relies on having a strong 3-star Kai’Sa, 3-star Rumble, and Annie as well as anything else you can get.
- Good scaling.
- More uncontested at the moment.
- Contesting makes them very hard to play.
- Not great item flexibility, show items mentioned next to Kai’Sa icon in the example.
- Many counters in the current meta (Patch 10.9).
Slow rolling comps are quite similar to Hyper roll comps with the main difference being that you do not roll down at Terrabursters. You level to 6 at Stage 3-5 or so while maintaining the 50 gold checkpoint and Slowroll for your comp. The main difference is that you do not have your units at the beginning like Hyper roll.
As such you have to transition while slowly building your final comp. A good example is Mech Infiltrator where 4 Vanguard is a good start until you get your Fizz since they synergize well with Mech items and Kai’Sa will have a strong frontline to dive in.
When To Play Slowroll?
The answer when to play this type of comps is a function of units you get early and items you choose or get. For example, play Space Jam a lot of rods early is a good indicator that you will be able to play the comp.
While for Mech Infiltrator you need Bramble Vest and possibly Quicksilver Sash to be competitive. Similarly getting a lot of Darius early or a Fizz as you level to 5. Those are also strong indicators that you can go for those comps.
Finally, we reach the late-game, that is what these comps are all about and they do everything to get there as quickly as possible.
Power Level comps are on the rise right now through a combination of the nerf of Slowroll comps, buffs to certain units like Jinx, and the strong late-game which can be a weakness of Hyper roll comps. They were always strong just different versions of them. For example it was dark stars in 10.8 whereas it’s Brawler Blasters and Cybernetics are Rebels now.
An example of Power Level comp is Rebels where hitting level 8 is a must. The level 8 rush is not just to hit Legendary’s 4-costs easier but for the simple reason of needing an extra champion slot to complete the comp.
- Best late-game scaling, partly due to sheer power level of 3-Star 4-Costs.
- Item flexibility.
- Carry flexibility.
- Slower to get online.
- Not hitting key champions of the comp often makes them feel risky to play.
- Being contested is tough because it makes it harder to find units.
Power Level Playstyle
Power level comps are the most difficult to navigate, the leveling process is the simplest part where you usually level to 5 at 2-5 when win streaking or naturally when lose streaking. Then level to 6 at 3-2 to 7 at 3-6 or 4-1 and to 8 at 4-1 or 4-3 depending on your win or loss streaking situation.
Actually navigating that early game and managing to keep your health at a normal level though is really the important part. Here are some tips to help you do just that.
Try to exploit synergies that give you free stats as much as possible. For example 3 Cybers, 2 Chrono, 2 Brawler, 2 Vanguard.
2-Star units are win streak makers especially early on. If you have 2-star Graves, Mordekaiser, Darius, etc don’t hesitate to drop a synergy that does not give you much in exchange for the 2-Star Unit.
Commit items that do well in many comps like Portal, Morellonomicon, Last Whisper, Bramble Vest, Guardian Angel are all decent items that can give you power spikes early and you can work toward comps that use them well as a result.
They are all decent items that give you power spikes early and you can work towards comps that use them well as a result.
When To Play Power Level?
The answer when to play this type of comp is usually when your win streaking or lose streaking but have no clear direction.
Your items are the biggest indicator of which direction you should take. If you have an Infinity Edge and Last Whisper you should either be going Rebels, Jinx or Cybernetics if you haven’t committed to a Xayah comp yet.
Do not forget to scout as you will get many more indications by looking at your opponent’s benches seeing if they have a Jinx or Aurelion there and figuring out if they’re going for the same comp as you.
Wrapping It Up!
Mastering Power Level comps is the best practice you can get for learning the game. You should be able to pivot to a much more diverse comp and train those adaptability muscles to become a more consistent player and get that top 4. So go out there and climb that ladder.
As always we love your feedback and continue to bear in mind when creating our TFT guides. Hit us in the comments with your experience of using the different types of comps that you learned today and we’ll see you guys in the arena.