Quote Thread.
Thread: How I climbed 500 LP on Patch 14.3
URL:How I climbed 500 LP on Patch 14.3 : r/CompetitiveTFT
summary
This article is a detailed account of player "Jaway (formerly known as Rakki Ryu/JawayWu)"'s own experience in reaching 800LP to 1300LP (rank 25) in 50 matches in 2-3 days in the current TFT patch. The post was made during the Tactician's Cup 2 snapshot qualifier. Most of the contributions are written from a perspective that is applicable not only to the current patch, but also to future patches, rather than the details of the configuration.Play policy, planning and scouting approachis the main focus of the project.
Content Summary (excerpted and structured faithfully to the original from Jaway's post)
- The current patch is called "street demon"exovex"Vanguard MarksmanThe three configurations in "3" are almost the only top stable configurations, and Jaway acknowledges this.
- He clearly stated that he "prioritizes LP over fun" and adopted a play style that aims for the top by taking advantage of the narrow range of configurations.
- Scouting for exotech items for all players in the first 1-1.whoexovexIdentifying whether it is likely to go toThe composition of the project will be determined at the 2-1 point in time.
- If they are able to hold a cypher, they will not hesitate to play for a cash out by intentionally losing a series of games.
- Also when choosing augments in 2-1,Flexible decision making, aiming for a configuration with little exposure.The first step is to Don't prioritize early victories, but set the stage for long-term wins.
- Emphasis on economy-based augmentations,Maintain flexibility to change lines without being tied to a configurationThe following is a list of the most common problems with the "C" in the "C" column.
- He emphasized the importance of scouting, always watching for movement in the lobby, even after 2-1,Final composition is determined by taking into account the state of conflict and your own economy.The following is a list of the most common problems with the "C" in the "C" column.
- After stage 4, if there is a lot of conflict, roll 4-1 or minions. If there is too little, it is OK to be greedy and go to 4-2. 8-roll stability is also possible if the configuration is such that reaching the 9th level is impossible.
- Detailed descriptions of the winning and completion lines for each meta-configuration, required items, and ideal carry tank components.
- It is because of the small number of configurations,Scouting and line selection is vital.The following is a list of the most common problems with the "C" in the "C" column.
- The "stage 2 total loss = approx. 30 HP loss" is the same as a 2-round loss in stage 4. HP loss in the beginning is acceptable.
- Eco Augment → Rescouting → Combat Augment SelectionEmphasis is placed on the flow of
- Avoid conflict and complete the board before other players.This is the biggest factor in improving the winning rate.
(In fact, he won 16 of his 50 matches (321 TP3T).
Specific requirements for each configuration
▶ Vanguard Marksman
- Aphelios or Zaya is full item + Leona 2 is important
- Upper limit reinforced by Galen 2, Cobco, Aurora, Zach, etc.
- We may go for 3 *4 star units and 3 *3 star units.
▶ Exovex
- Vex 2 is a must. 7-8th place probability large if left at 1.
- Level 9 stable possible with Molde 2 + Vals 2
- Morgana's Divinicorp buff is very important and never misses.
▶ Street demon
- Need tank units such as Nico 2, Chogas 2, etc.
- Chogas is highly rated for 3 practical tank items.
- Brand 2 is a spike, but depending on Jigs 2 and Samira, brand 1 is fine.
Conclusion.
Take the time to choose your line and scout it well. Correct line selection in a tight meta = higher probability of a piece hitting before the enemy = 1st place.
Original text (faithfully translated without omission)
Hi everyone, I am Jaway (previously also known as Rakki Ryu and JawayWu).
I would like to share my perspective on how I increased my rank in this controversial patch out there. I played 50 games in a couple of days and went from 800 LP to about rank 25 (about 1300 LP) (see:(https://tactics.tools/player/na/Jaway/wuwei).
This article is a little late because I wrote it while sitting illo during the snapshot qualifier for Tactician's Cup 2, which took place today, and there are only about two days left for this patch. But what I want to focus on is what works for most of the latest TFT patches.
I do not believe this is the 100% best or correct way to play the patch or game. It is just my personal approach. I will also start streaming tomorrow to further increase my rank in the remaining time of this patch and will continue to do so. https://www.twitch.tv/jawaywu I will be distributing more continuously at I hope you will stop by!
One of the main reasons why this patch is controversial is that, as is already well known, the conditions are so loose that it feels like there are only three major configurations that can win: Street Demon Brand, Exotech Vex Flex, and Vanguard Marksmen.
And I believe that, yes, that is largely correct. If you focus your play primarily on these three configurations, you will rise in the ranks. And while that may not always be fun, I am not here to have fun. I am here to see my LP numbers go up.
There are, of course, various conditional configurations that can be established by artifacts, emblems, and augments, but we are not going to delve deeply into those because they are less likely to be played. Nor will we provide a detailed guide on how to play each configuration.
Several websites like TFTAcademy and other creators have provided these guides to meta-composition in an easily viewable form.
Instead, I would like to focus on the "game plan" and "approach" that I practice in almost all of my games.
As soon as the game starts I open the team planner and place Jax in the team planner to see the Exotech items.
If the 5 characteristic Exotech included a Flux Capacitor or Pulse Stabilizer, I would immediately eliminate the Vex configuration as a candidate. In my opinion, the power of this configuration is greatly reduced by the presence of harmful Exotech items.
Theoretically, one might say that the maximum strength of this configuration can be achieved by just using three Exotechs, so it is "playable even if you have a bad fifth item," but in practice it is almost never possible to go fast 9 with this configuration, and it is difficult to draw multiple 5-cost units at the 8 level.
Moreover, they are not stronger than a cheaper 5Exotech configuration with Hyper Fangs or Holobow if they are not upgraded. The reason is that even with the best items for Vex, a Varus with Hyper Fangs or Holobow is effectively as strong as a 3.5 cost, or even a 4 cost if it is not upgraded, and in many battles, even with items like Red Buff/Morello/Shiv This is because it does the same amount of damage and even stuns.
Sometimes they do more damage than Vex.
Now, let's say the Exotech item is good and Vex can be considered as one of the playable lines.
The next thing I do, usually at the 1-1 stage, is to put Jax in the team planner and check all the other players for Exotech items. Yes, all of them.
At least in my matches, most players only consider Vex when there are the aforementioned good Exotech items, so you can immediately see who might be competing for Vex.
Not so important when much of the entire lobby is likely to play Vex, but easier to track for future Stage 2 scouting if only 1-3 people have good Exotech items (we'll talk more about this later).
I note who could be a contender and play the minion rounds that follow.
As far as buying units for stage 1, I always buy all Cypher units. For vanguards, I prefer Mundo/Alistar > Sylas/Vi > Poppy/Jax, with Shaco being for the rare cases where Shaco3 is the target.
My priorities in the rear guard are Street Demons (Zyra, Jinx; Ekko and Rengar are not so good), Kog/Jhin/Kindred for AD composition, and Morgana if I can target Vex (because they are easy to have Vex items). However, these units and rounds are not that important in my playstyle.
If I have 2/3 Cypher units together, no matter which unit, I almost always plan to lose all of the first 3 rounds and sometimes the entire stage 2. This usually means selling all other units. That is how powerful Cypher is.
If you can find the missing Cypher unit at the natural time to level 4, or at the Stage 2 carousel, you can gain at least 290 (mainly the equivalent value of prismatic augments) by losing 10 in a row altogether to Stage 4.
Even if you throw in Cypher from Stage 3, it is worth losing every round, as it usually yields 225-250 (roughly equivalent to gold augments).
Even if Cypher is not the target, I would probably aim for a losing streak of about 751 TP3T games.
More precisely, I do not prioritize winning (meaning I do not sacrifice economy or level up early to retain stronger boards or higher cost pairs). This is because it is very difficult to build a board that can win 5 straight Stage 2 games without cost.
To win Stage 2 outright, all three of the following conditions must be met
- Upgraded vanguard
- Upgraded rear guard
- Good ready-to-wear items.
Since I can rarely be certain that these three conditions are present, I choose to go on a losing streak.
Also, by winning a losing streak with no Cypher, you can sabotage other Cypher players, reducing their cash-outs and reducing your risk of being beaten by them with less HP.
However, the main reason I don't prioritize winning is because I don't want to finalize the composition at 2-1.
In order to have a winning streak, items must be equipped immediately, and since the current meta-configuration is very limited, we will commit to the configuration immediately.
Marksman Vanguard if you have AD items; Brand if you have Shozin or JG; Vex if you have Guardbreaker or Gunblade; I like to choose a configuration that has as little competition as possible and still stands up to me.
Also very important in the current meta is the carousel priority right to create BIS items.
Let me give you an example: let's say you have a very good augment (e.g. Pumping Up) for Marksman Vanguard on 2-1, plus some good items like Guinsoo and IE. You think, "This must be a Marksman Vanguard game!" You think, right? Or there is Board of Directors and Tears, Gunblade/Guardbreaker. This must be a Vex game!" And.
Difference. I always scout other players' moves before choosing 2-1 augments.
Players who want to win will equip items immediately, while others may have units on the board in the configuration they are considering or choose augments that show the configuration.
If two or more people already seem committed to the configuration I am aiming for, I will never choose an augment that binds me to that configuration.
That is why it is important to know at the initial augmentation point the players who may be able to play Vex, as I mentioned earlier. Just knowing the scouting target saves valuable time.
I would not go for a competitive configuration unless it is a super strong start (usually an AD opener) where I really believe that configuration can win.
My favorite augments in 2-1 have always been economy (economic) augments.
Most economy-based augments are very flexible and do not bind you to a specific configuration, simply providing a means of earning gold and experience.
This means that they are often weaker than players who choose combat-based augments (which usually means a commitment to a specific configuration), which is one of the reasons why I often take economy augments and thus have a losing streak.
In the previous example, let's say you have a Board of Directors and you have the right item parts for Vex.
No matter how good your start is, if you scout and find two other players who seem to be after Vex, and they also have economy augments and Cypher, it is almost impossible to complete the board before you win with that configuration, and the odds are that you will be in the bottom 4 (BOT4).
In this regard, if you combine economy augments with a losing streak, you can secure BIS items on the carousel and pull them together later in a meta-configuration suitable for your position.
Vex in particular is a unit that cannot function without the two tiers required for Blue Buff, and in the current meta, tiers are the most competitive item parts in Stage 2, as 2/3 of the configuration requires mana items in AP.
By the time of the battle with "Krug" (as we call it for convenience, even though it has a different name in the current environment) at the end of Stage 2, I have already almost decided which configuration I will lean toward.
The most important step in this process is "re-scouting.
In fact, I keep scouting throughout Stage 2 to see if I can maintain my losing streak and which configuration the other players are heading into.
By the time Stage 3 begins, most players have committed to a configuration, so you can see exactly how competitive each meta configuration is.
Then, when the 3-2 augmentation arrives, I can evaluate my exact standing in comparison to all the other players.
You choose your line (composition) by considering all the factors up to this point - the number of people going to the meta-composition, your items, your financial situation, your choice of augments, HP, etc.
Assuming that you had chosen an economy augment in Stage 2, ideally you should choose a powerful combat augment for Stages 3 and 4 that is suitable for the configuration you want to play.
Line selection requires very detailed judgment and is, in my opinion, the most skillful part of modern TFT.
This post will not cover that in detail.
This is because the patch is almost over and the details of its composition may change in the future.
However, through this post I wanted to offer a perspective on how to play the game.
Many of the popular TFT distributors I often watch seem to have decided on a 2-1 configuration on auto-pilot in many games and then pushed forward before checking how competitive that configuration is.
As for the second half of the game, it is much simpler.
If there is an economy and the configuration is competitive, you may reroll 4-1 or reroll a little before the stage 4 minion fight.
Depending on the results of these rerolls, for the augments in Stage 4, choose augments of the system that will give you additional gold if you have not completed the board, or augments of the combat system if you are confident in your board.
To be honest, I always opt for economy augments so I can afford to reroll in minion battles and 4-1, but if you are playing at tempo and don't have much competition, you can choose to hold off rerolling until 4-2.
Each configuration has conditions under which the reroll should continue at level 8 or move up to level 9 to complete the board.
Very often, if the board is not complete at level 8 and there is no chance of going to 9, it will result in a guaranteed bot4 (lower 4th place).
So the economy augmentation avoids this risk by leaving gold for rerolls or providing additional gold.
A very, very simple and general guideline for stabilizing Stage 4 at Level 8 is as follows
Marksman Vanguard
One of either Aphelios or Xayah must be fully equipped with the item and 2 stars, and the item must be properly on Leona 2.
This configuration is not as likely to raise the maximum (cap) of the board at level 9 as other meta configurations, so in many cases it is necessary to save gold once and reroll again to upgrade another carry.
Board cap element after level 9:
- Additional Urgot / Zac / Kobuko / Leona 2
- Garen 2 with Vanguard mod
- Forms such as employing Zach 2 and placing a large number of blobs (slime alter egos)
In this configuration, the 5-cost unit is not as important as in other configurations, so if you are not competing with other players or if the competition dies down, making the 4-cost unit 3 stars is another winning strategy.
In fact, in three of the last six games with this configuration, I have 3-starred 4-cost. This is another result of "choosing this configuration when I see little competition".
Vex
I strongly believe that I "need" Vex 2. The worst 7th or 8th place games I have recorded were when I played Vex and could not draw Vex 2.
Of course, if you have very good combat augments or get a lot of resources from Cypher, etc., you can go to the 9th level with Vex 1, and I have seen others do it.
But I myself do not feel comfortable playing with Vex 1.
Sejuani 2 is not that important, and Mordekaiser 2 can be stiffer than Sejuani.
Once you have Vex 2 + Morde 2 + Varus 2, you are good to go to level 9.
Instead of Gragas, Cho'Gath 2 can be used as the main tank.
Board cap element after level 9:
- Aurora / Viego / Zac / Urgot additions
- Replace Jax with Renekton
- Change Jhin to a 5-cost unit
- Changed Gragas to Kobuko
However, "replacing with a 5-cost unit of 1 star" is not allowed. It is OK to include one additional 5-cost unit with 1 star, but not to replace an existing key unit.
Morgana should never be removed. Her Divinicorp AP buff is very important.
Street Demon
Need a unit with Neeko 2, Cho'Gath 2, or equivalent tank performance.
Many players don't know how strong Cho'Gath is and don't buy it, but if you have the following 3 "real tank items" (Warmog, Dragon Crow, Gargoyle, Bramble, etc.) it is far stronger than Sunfire or Spark, It is a much better unit in the Street configuration at level 8 than putting in Ziggs with no items on it.
Having two candidates for the main tank gives us flexibility and breadth in the roll-down when there is competition.
In terms of damage, Brand 2 is a very important power spike, but if Ziggs 2, or sub-carry Samira, has items or very good fighting augments, then even Brand 1 can go up to level 9 and be fine.
Board cap element after level 9:
- Garen gives Brand/Samira a Strat mod
- Kobuko / Samira 2
- Zac 2
- Urgot 2 can be added if you plan to use Cho as the main tank.
In fact, as long as you choose the right configuration, you have a chance to win the entire game if you can complete the board in any of these three configurations.
In my 50-game, 500 LP increase in this patch, I have recorded 16 wins (321 TP3T in wins).
That's why I am willing to lose a losing streak and lose HP early in the game.
This is because choosing the "most appropriate configuration for the match", taking into account your position and the situation of the competing players, is crucial to winning the maximum number of rounds in stages 4-5 and ultimately winning the match.
If you lose all of Stage 2, you will lose only about 30 HP. That is the same amount of HP loss as losing only two rounds after stage 4.
Of course, TFT has a more tempo style of play (attacking from the beginning), and there are other players at higher rates who do so.
So if you prefer that kind of tempo style, this method may not suit you.
I don't intend this text to be that easy to read, and the format is not that polished, but I hope that if anyone has made it through this far, they will have gained some insight that they can apply to their own play.
I am going to bed now, but I will be able to reply to your comments and questions tomorrow.
Thank you for reading.
Summary (TLDR):
When choosing a composition, take the time to scout thoroughly.
In a narrow meta-environment, "choosing the right configuration = pulling ahead of the competition = increased likelihood of first place" is directly related to this.
Citation:How I climbed 500 LP on Patch 14.3 : r/CompetitiveTFT

I think I was playing too much just thinking about going to a strong configuration,..,
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