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TFT Glossary

Plain-English definitions for the Teamfight Tactics terms and slang you'll see across brains.gg and in-game. New to a term in our guides? It's probably here.

Augment
A game-altering bonus chosen at set stages that shapes your whole run, tiered Silver, Gold and Prismatic.
Avg Placement (Average Placement)
The mean finishing position (1st–8th) over many games. Lower is better; below 4.5 beats the lobby on average.
BIS (Best in Slot)
The optimal items for a given carry — the build with the best average placement, shown on each unit page.
Board
The set of units, items and traits a player has on the hexes during combat.
Bench
The row below the board where units are held but don't fight.
Carry
The unit your board is built around to deal the majority of its damage, and the priority for items.
Comp (Composition)
A recognizable team of units and traits played toward a shared win condition.
Contested
When multiple players in a lobby want the same units or comp, making the pieces harder to find.
Econ (Economy)
Your gold management — interest, streaks and spending — that funds leveling and rolling.
Fast 8
A tempo strategy of banking gold and leveling quickly to 8 to field high-cost units early.
Flex
Keeping your comp undecided early so you can pivot into whatever the game gives you.
Frontline
The durable units placed on the front rows to absorb damage and protect the backline.
Backline
The rows where fragile carries and casters sit, farthest from the enemy frontline.
Interest
Bonus gold earned each round — 1 per 10 banked, capped at 5 gold at 50 banked.
Itemize
To assign items to a unit, usually your carry, to maximize its impact.
Level
Your player level, which raises your maximum board size and the odds of higher-cost units.
Loss Streak
Consecutive losses that pay bonus gold, often used to save econ while taking free damage.
Pick Rate
How often a comp, unit or item appears — a proxy for how contested it is.
Pivot
Switching your intended comp mid-game to follow the units and items you actually hit.
Reroll
Spending gold at a fixed level to three-star low-cost carries by cycling the shop.
Roll (Rolldown)
Spending gold to refresh the shop in search of specific units or upgrades.
Scout
Clicking through opponents' boards before combat to adjust your units and positioning.
Slow-roll
Rolling only the gold above 50 to keep interest while hunting upgrades over several rounds.
Spike (Power Spike)
The point where your comp becomes strong — often a key level, upgrade or item completion.
Star Level
A unit's upgrade tier; combining three of the same unit levels it up, greatly increasing its stats.
Tempo
Being stronger than the lobby at a given moment, usually by leveling or upgrading ahead of others.
Tier List
A ranking of comps, units or items into buckets (S–D) based on average placement.
Top 4
Finishing 1st–4th, which gains LP in ranked. Top-4 rate is the share of games you place top four.
Trait (Synergy)
A shared tag on units that grants a bonus once enough of them are on the board.
Win Streak
Consecutive wins that pay bonus gold, typically pushed by spending to stay strong.