TFT glossary: the terms you hear in guides and streams

The numbers come from high elo:

Set 18 Patch 18.5 77,232 high-elo games Games from 6 Oct to 20 Oct

TFT guides and streams use a lot of shorthand. This glossary explains the terms you will meet most often, in plain language. The terms are community slang, so they can vary a little between players, but these are the usual meanings.

Gold and economy

Econ (economy)
Everything about how you earn and save gold. See the economy guide.
Interest
Extra gold at the end of a round: 1 for every 10 you have saved, up to 5. Hence the “10, 20, 30, 40, 50” breakpoints.
Streak
Winning or losing several rounds in a row, which gives extra gold. A deliberate loss streak is called a “lose streak” plan.
Roll / reroll
Paying 2 gold to refresh the shop and look for units.
Slow roll
Rolling only with the gold above an interest breakpoint, so you keep earning interest while you search.
Hyperroll
Spending all your gold on rolls at a low level to upgrade a cheap carry to 3★. It is the extreme version of a reroll comp.
Hold
Save gold instead of spending it, usually before a key level or roll.

Levels and game plans

Level up / leveling
Buying experience to raise your level, which lets you field more units. See when to level up.
Fast 8 (fast 9)
Rushing to level 8 (or 9) early, then rolling there. Compared with reroll in the reroll or fast 8 guide.
Opener
The board you build in the early rounds with what the shops and carousels give you.
Tempo
Playing a strong board early to win rounds and protect your health, even if it costs gold.
Pivot
Changing your target comp midgame, usually because it is contested or your items and units point elsewhere.
Flex
A unit or slot you can fill in different ways depending on what you find. A flexible comp has several options for its last slots.
Contested
When other players are going for the same units as you. There are fewer copies for everyone. See scouting.
Scouting
Looking at the other boards to know what comps your opponents are building.

Units and board

Carry
The unit that deals most of your damage and holds your best items.
Tank / frontline
Durable units in the front rows that protect your carry.
Backline
Units placed in the back rows, usually carries and casters. See positioning.
Pool
The limited number of copies of each unit shared by all players in the lobby.
1★, 2★, 3★
The star level of a unit. Three copies make a 2★, and three 2★ units make a 3★.
Bench
Where you keep units that are not on the board yet.
Trait / synergy
A bonus that activates when you field enough units sharing the same trait.
Emblem
An item that adds a trait to the unit that holds it.
Augment
A bonus you choose at certain points in the game, which shapes your strategy.

Items

Component
A basic item. Two components combine into a completed item. See the items guide.
Slam
Building an item right away instead of waiting for the perfect one. Slamming early gives you power now.
BIS (best in slot)
The best possible item (or set of three) for a given unit.
Carousel
The shared round where players pick a unit that comes with a component, in order of lowest health first.

Results

Placement
The position, from 1 to 8, in which you finish the game.
Top 4
Finishing in the top half. It is what gains points in ranked. See what a good placement is.
Lobby
The group of eight players in your game.
Meta
The set of comps that are strongest right now, which changes with each patch. See how to read a tier list.

How TFT Coach helps

The in-game coach and the comp pages use these terms. If you meet one you don’t know in the app, this page is the place to look it up.