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TFT Glossary — Teamfight Tactics terms explained

New to Teamfight Tactics, or just need a quick definition? This glossary explains the TFT terms, slang and mechanics you’ll run into — the basics like the board, bench, gold and unit stats, plus the strategy talk like comps, econ, rolling and trait breakpoints.

The basicsEconomyCombat & boardComps & strategyCommunity slangGame mechanics

The basics

The core pieces of a game of Teamfight Tactics — the board, your units, gold, and the stats every champion has.

Ability Power (AP)
A stat that increases the damage (and effects) of a unit’s magic abilities.
Armor
A defensive stat that reduces incoming physical (attack) damage.
Attack Damage (AD)
A unit’s basic-attack damage; also scales many physical abilities.
Attack Speed (AS)
How many basic attacks a unit makes per second. Attacking also generates mana.
Bench
The row below the board where you hold units you haven’t played yet (up to nine).
Board
The hex battlefield where you place units to fight. Also used loosely for the strength of your fielded team (“a strong board”).
Champion (unit)
A playable piece you buy from the shop. Each has a cost, one or more traits, base stats, and an ability.
Champion cost
A unit’s gold price and rarity, from 1-cost to 5-cost. Higher-cost units are rarer and stronger.
Crit (critical strike)
A chance (Crit Chance) for an attack to deal bonus damage (Crit Multiplier / Crit Damage).
Gold
The in-game currency. Spent on buying units, rolling the shop, and buying XP.
Health (HP)
A unit’s hit points. Your own player HP also starts at 100 — reach 0 and you’re eliminated.
Level (player level)
Your level within a single game. Leveling up raises your team size (units you can field) and improves shop odds for higher-cost units.
Magic Resist (MR)
A defensive stat that reduces incoming magic (ability) damage.
Mana
A unit’s resource for casting its ability. It fills by attacking and taking damage; a unit casts when full (Initial Mana is its starting amount).
Range
How many hexes away a unit can attack — melee units (range 1) versus ranged carries.
Shop
The row of five units offered for purchase, refreshed each round or when you roll.
Stage / round
A game is split into stages (2-1, 2-2, …), each made of rounds — player-vs-player fights plus PvE rounds against minions/monsters.
Star level (★)
A unit’s upgrade tier. Three copies of a unit combine into a 2-star, and three 2-stars into a 3-star — each far stronger than the last.
XP (experience)
Buy XP with gold to raise your player level. You also gain a little XP automatically each round.

Economy

How players generate and spend gold — the “econ” game that decides who can afford the strongest board.

Econ
Short for “economy” — managing your gold efficiently to power up at the right time.
Econ breakpoints
Gold thresholds at 10, 20, 30, 40 and 50 that each add +1 interest. “Hitting 50” earns the maximum bonus every round.
Greed
Taking a risk now — holding gold or HP, or fielding a weaker board — to bank resources for a stronger board later.
Interest (gold interest)
Passive income each round: +1 gold for every 10 gold you’ve banked, capped at +5 (at 50+ gold).
Loss streak
Losing several rounds in a row on purpose (or naturally) to collect bonus streak gold while saving up.
Streak gold
Bonus gold awarded for consecutive wins or losses. Breaking a streak forfeits the bonus, so players commit to winning or losing.
Win streak
Winning several rounds in a row, which awards escalating bonus gold (and pressures opponents’ HP).

Combat & board

Positioning your units and equipping them — turning the right pieces into a board that actually wins fights.

Backline
The rear rows of the board, where you place fragile damage dealers (carries) to keep them safe.
Best-in-slot (BIS)
The optimal item or items for a given unit.
Carry
The unit that deals the majority of your team’s damage — usually the one you give the best items.
Completed item
A full item made by combining two components. Much stronger than a raw component.
Component
A basic item piece (Giant’s Belt, Chain Vest, Needlessly Large Rod, …) that combines with another to form a completed item.
Frontline
The front rows of the board, where durable tanks stand to absorb enemy damage.
Itemization
Deciding which items to build and which units to put them on.
Positioning
Where you place your units on the board. Often as decisive as the units themselves — protecting carries, dodging area damage, and matching up against opponents.
Slam (slamming items)
Equipping items early for immediate power, accepting less flexibility later instead of holding components for a “perfect” build.
Tank
A durable frontline unit built to soak damage and protect the carries.

Comps & strategy

How players talk about team building and the lines they take to get there. Note: a team composition is a “comp”, never just a “team”.

Cap (capped / uncapped)
A comp’s ceiling — its strongest possible version, and whether it can realistically win 1st. “Capping the board” means making it as strong as possible; an “uncapped” comp still has room to grow.
Comp (team comp)
Short for “team composition” — the set of units and traits you build toward. This is the native word; players say “comp”, not “team”.
Contested
A unit or comp that several players are going for at once, which shrinks the shared pool and makes those units harder to find.
Fast 8 / Fast 9
Rushing safely to level 8 (or 9) as quickly as possible to access higher-cost units, often running a weaker board on the way.
Flex
Staying open to multiple comps and adapting to what you’re offered, rather than forcing one plan.
Forcing
Committing to one predetermined comp every game regardless of what the game gives you.
Hyper roll
Rolling the shop aggressively at level 4–5 with little regard for economy, to hit a 3-star power spike fast.
Opener
Your early-game starting board and plan for the first couple of stages.
Pivot
Switching the comp you’re building toward when another becomes more favorable.
Reroll comp
A comp built around repeatedly rolling the shop to 3-star one or more low-cost units.
Roll down (rolldown)
Spending a big chunk of saved gold rerolling, selling and buying to quickly complete your board.
Slow roll
Rolling a little each turn while staying above 50 gold (to keep maximum interest), fishing for specific 3-star units.
Stabilize
Reaching a board strong enough to stop losing rounds (and bleeding HP) for the current stage.
Tempo
Playing for an immediately strong board to win rounds now — trading future economy for present pressure.
Trait tiers (Bronze / Silver / Gold / Prismatic)
The colored strength tiers a trait reaches as you field more units of it. Hitting a higher tier (e.g. Gold or Prismatic) gives a bigger bonus. This tool’s Bronze/Silver/Gold strategies search for the most traits active at that tier.
Vertical vs horizontal
Vertical means stacking many units of one trait to reach its highest tiers; horizontal means spreading across many different traits at their lowest breakpoints.

Community slang

How players actually talk in chat, guides and on Reddit.

Bag / pool
The shared champion pool. Each champion has a fixed number of copies in the “bag”; buying copies removes them and changes everyone’s odds of finding that unit.
Diff
Short for “difference” — a clear strength gap. Used as a suffix: “board diff” (one board was decisively stronger), “econ diff”.
Donkey roll
Rerolling all your gold every single round in desperation, instead of saving income.
FF
Forfeit / give up — conceding a clearly lost game.
Ghosting
When an odd number of players remain, one fights a copy (“ghost”) of another player’s board; the ghosted player takes no damage from it.
Griefed
Being denied — on purpose or by circumstance — by another player contesting your units, holding copies, or an unlucky matchup.
High roll / low roll
Lucky or unlucky RNG — for example hitting several copies of a wanted unit in one reroll (high roll), or whiffing (low roll).
Hit
Successfully finding the units you were rolling for. “Did you hit?”
Natural (nat)
Getting a unit or upgrade from your normal shops without rolling for it.
Scout
Looking at opponents’ boards and benches to judge their strength and see which units are still available.

Game mechanics

The recurring systems that define a TFT game. (Each set adds its own twist, so the exact names can change set to set.)

Augment
A powerful, game-altering bonus chosen from three options at a few set points in the game. Augments can reshape your whole strategy.
Breakpoint
The number of units of a trait you need on the board to activate its next tier of bonus.
Carousel
A shared draft round where players walk onto a rotating ring to grab a unit that comes with an item. Some sets replace or rename it with a set-specific variant.
Emblem
An item that grants a champion an extra trait — letting you activate a synergy you otherwise couldn’t. (This tool lets you add emblems to a search.)
Item
Equipment placed on a unit. Components combine into stronger completed items; some sets add artifacts, radiant items and other categories.
Ranked ladder
The competitive tiers — Iron, Bronze, Silver, Gold, Platinum, Emerald, Diamond, Master, Grandmaster, Challenger — climbed by finishing in the top 4.
Trait (synergy)
A tag shared by some champions (an origin or a class). Field enough units with the same trait and it activates a tiered team bonus — the heart of team building.

Put it into practice

The terms above all feed into one question this tool answers: which team comp activates the most traits? Set your level and scoring style and it compares every possible combination of champions for you. Open the Explorer →

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