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.