TEMPO
**This guide is a beginners one, so it won't get that deep into complex info or more advanced mechanincs like rounds to roll or scout items. **
RESUME:
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1. TEMPO
Tempo is the amount of actions that the 8 players do every game, we need to do this mainly because, a higher tempo determinates the strong that other players will be in points of the game. (Ex: A lvl 6 player combat while u're lvl 4 should kill ur board while you wouldn't be able to kill a single unit. Taking the damage from 6 units constantly will kill you faster in the game) The tempo depends from the amount of resources that we will get, so Prismatic Party or high resources games (Like Sevika's Loot map) will determinate a higher tempo than others like the No encounter map and determinating the tempo that the game will have depends on Scouting properly, looking for the amount of resources that every player is getting (from maps, openers or augments) and the resources you get.
2. TEMPO VS GOLD
Gold is our second more important resource in the game, it allow us to buy units, xp and rolling, so both resources have a important relation. Getting gold depends from mainly two ways, the Aggressive Tempo and the Passive Tempo
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Aggressive Tempo: Needs for your board to be one of the strongest in the game, this depends on a lot of strong possibilities like hitting a good augment, 2-Star units, having good Tempo items or strong early scaling combinations. We will level up, buy units and in some cases even rolling (mostly never if we're not over 50 gold) spending the gold on this and getting a win streak will return the gold we spend while letting us save hp (And getting a cool fire in our frame lol) Good sinergies that allow you to play aggressivly are Conqueror 4, Pit fighter 4 or Enforcer 4.
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Passive Tempo: When our board is not strong enough to win games we should prefer to look for a more defensive playstyle, (We can spend 4 gold to level up to 4, but if we lose the next fight we wouldn't get the 1 gold from the winning back, so we would be spending with no return) it's in that case when we want to make Economy interest (basically having multiples of 10, from 10 to 50 maximum or 70-100 depending on specific augments that) to generate extra gold. This extra gold, with good scaling augments like Level Up! it will let us go into lvl 8-9 faster than everyone else, and rolling earlier will also make us buy our 4 cost units before the rest of the players.
3. AGGRESIVE VS PASSIVE
Some extra streaks that we can also do is a mixed streak, if we have a medium board, and we thing that we are close to get stronger (like having a pair of 3 cost) is losing the first 2 or 3 rounds to get lower HP and getting first turns of the carousel, hiting a good unit, a good component, or both could let us win the next 2 fights, saving HP and gaining some extra gold, this will not give us as much gold as we could get from a 5 Streak, but will let us save some HP.
The worse scenario that we can get is losing-winning, even more if we get L-W-L-W-L on first Stage, because we would not get gold from streak while just gaining 2 gold from wins, so if we lose our first fight and we are not sure to be able to win the next or someone is very strong we can grief our board to lose purposely.
In extreme cases we can do (not as easily as in past sets) an Open Fort This is basically, selling all ur units if u need, to get into those intervals of 10-20-30-40 and 50 gold. this in order to have a big amount of gold to use on 3-1 round (from 70 to 80 or even 90) allowing us to do a win-streak on stage 3. In this set, it will depend in having a really bad opener, like 1-star units with no sinergies in common, bad item combinations, like 3 defensive components and a gold augment. In Scuttle puddle or Crab Rave if we Open Fort with Hedge Fund we could even be able to reach 100 gold in Krugs
4. THE MORE RESOURCES, THE HIGHER TEMPO:
The tempo, as we already said, will depend on the amount of resources players can spend to get stronger, so we need to play with this in mind. In a prismatic party, or Scuttle puddle, where everybody begin with almost or even 20 gold, and a strong augment, you could feel overwhelmed by the speed that u need to do, so don't be affraid to try, with practice and experience you automate the process that u will most probably need to do, like leveling up after Scouting all the boards, or doing Interest depending on your board, or even **Locking the shop **
Locking the shop is not letting ur shop to refresh the next turn, showing you the same shop that u got past round, this can be important if we by example have an economy interval and an upgrade for our board units, after determining that we won't win the next fight probably, we can spend some gold to get an upgrade and lose the same, or get more gold from the higher interval and getting the upgrade next round.
Even if it looks like nothing, 1 gold in first round can snowball ur economy to be in 45 Gold instead of 50 in the Krugs round. this would mean a -6 (counting the 1 gold that u lost from 50 interval) of the total gold that u could have in 3-1, maybe not that much for the late game, but a lot for the early stages of the game. Imagine that as 2 3-cost upgrades.
5. DETERMINATE OUR TEMPO
Knowing that we have 2 most common and a third less common option, how we determinate wich one is the best for us to do?
Aggressive priority: We have prio to play aggressive when we have an easy way to get a strong board. A gold opening and an EXP augment allowing us to go level 5, some 2-star units or even a 3-star unit with the correct prismatic augment. 4 Conqueror start is pretty strong thanks to the progresive damage from the sinergy and the loot droping every time u win, If we think that we can beat everybody after scouting for enemies augments and boards, that's our signal to push the pedal.
Passive priority: We have prio to play passive when we don't have the resources to contest 1 or 2 player's boards. If we have a chemtec opener, or a non-combat augment like an economy one, we would prefer to surrender and don't waste our money instead of leveling up to lose anyways, if the enemy is weak and u feel that u prefer the economy over the winstreak, "Maybe someone can get stronger and make me lose", u can arise to do Open Fort
Variable priority: And our third option, winning and then losing, or losing and then winning (more priority) we should have this option in mind when we have a good projection but nothing concrete. We could have a good combat augment but no 2 stars units, so we can lose the first rounds to secure having a better turn in the first carousel and then hit a good 2nd item or a 2-star unit that could help us to win our next 2 fights, this can not be the best option, but in re-roll comps where u lose a lot of HP while rolling the extra HP can help u to get stable without losing too much health. (Even if u're strong enough to win, at low HP it would take just an unlucky fight to die and lose the game)
"Personal experience lol, once I got 10 rebel at 8 HP and I lost against the OTHER GUY THAT ALSO GOT 10 REBEL, the most unfair top 7 in history"
6. ITEMS WE ALWAYS WANT
Some items in the game have a lot of priority because of the versatility for those items to be used. A jeweled gauntlet can only be used for AP units, non-versatile. while a Sunfire can be used by Sentinels, Bruisers, Watchers, even Random frontline units, that's why Sunfire is our most versatile and almost an always wanted item.
Normally those are what we will call "Tempo items", tempo items are items that will save us HP by killing units but also won't close ways for our future decisions and will work all the game. here we want:
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Utility/Burn items: Sunfire, Ionic spark, Statik, Red buff or Morellonomicon.
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Flat damage items: Items that give us a lot of statistics at the first rounds, Deathblade, Rabadon.
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Mana items: Like Blue buff or Shojin's spear
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Rageblade: And Rageblade is an item that we want to use as long as it fits our plan of game, it gives us a lot of attack speed, in early rounds during long enough for the item to stack it will be the difference on winning or losing. ** Items that we DON'T want: **
We don't want to use scalling items, because they will depend as the name says, to scale to work, and mainly the scalling will come from augments, sinergies or anomalies, things that we can't have on early game, so the items that we should try to avoid if we don't have a really clear way to play them:
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Scalling damage items: Items that depend on big amounts of potential to give u even more power, like Infinity edge/Jeweled gauntlet, giant slayer that deal extra damage but by itself is not a good amount of damage, and guardbreaker, same with crit items.
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Scalling Healing items, like Redention, Dragon claw or Protector's Vow
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Titan's QSS or Edge of night, this are utility items too, but they depend from another items to work properly, QSS or Edge of night will give ur unit sustain, but with no damage that will just take a little longer time to end up losing the teamfight.
7. HIGH TEMPO AUGMENTS
Are the augments that will grant us instant power: **Build a bud will give us a 3-star 1 cost at the moment, while Worth the wait **will give us maybe the same 3-Star, but it would take a longer time to happen, there is when we can say that Build a bud has a higher tempo than Worth the wait. Other instarn power augments are At what cost, leveling u to 6 at the first stage. **Big grab back, giving u items and a little amount of gold, and strong combat augments like Built Different ** or Pyromaniac.
COMMON MISTAKES
The mistakes that we can mostly do when we play any kind of tempo are always using our resources at the wrong moments of the game, imagine it like fishing, u cant catch the fish if u throw the red too early when they're not there,** or too late** when they're already gone. So, the most common mistakes are:
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Spending gold unnecessarily: U have 40 gold, and instead of waiting for ur economy to be at 50 gold, u re-roll to 30 gold, losing 10 gold in the process, the potential economy, and maybe even hitting no good units, that can move u** from your comfortable position to a harder one to manage. **
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Saving too much gold: You can expect to go directly to level 10 not rolling even once, but then when u're already level ten, u wont have the enough money to hit something insta winner like a 3-star 5 cost, and probably u won't even get to your 2-Star 4-cost because** they all will be already sold**, you were to greedy and now you will have to play 1 or 2 more 1-star 1 cost units.
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Not adapting: Adapting in TFT can be hard if we don't have any idea on what to do, but that's literally something that we will need to know, liking it or not, because, if we want to force our favorite reroll compo, and other 2 guys are playing the same comp with u, probably none of you will hit ur 3-star units and u will lose the game, so, **adapt to the game **and u will win more than u will by just no-think force a comp.
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Not doing a Streak: Streaks are not our biggest ways to get gold, but in early game they close that little intervals from maybe 9 to 10 gold, and that extra coin, adding with another extra one thanks to ur Streak can let u hit the correct intervals to not lose tempo by having less gold than ur opponents. A no streak normal opener can have with no problem 50 gold after Krugs, while a correct Streak on the first stage can easily let u get 60-70 gold after Krugs, that's an entire level from 5 to 6.
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And our final mistake is: not planning our transitions. Now TFT have got easier to play than before, the game is trying to give us all the tools that they can for us to use it, and a really good and important one is the Team Planner, maybe u're not new but u're more like an old school type, and u think that rolling without a random penguin in ur corners is not that important, but when u're rolling twice per second on a hyperroll, that visual object in ur screen can make the difference between buying any unit or having to over roll because u skipped it and now u needed to roll 5 times more to the same result. a 3-Star and -10 gold. **Use the tools, they're there for something. **