Late game comp (lvl 9)

































With the new patch, the Disco comp will get a lot of buffs, which will make this comp a lot stronger than it currently is, and in my opinion put it among the best ones. Let's sum these buffs up.
While Nami's stun will be slightly shorter, her starting mana will go from 15/75 to 15/60, meaning that she will cast her first spell faster, but her next ones will be much more frequent when we take into account the stacking AS from Disco.
Taric's 2 boosted auto after his cast will deal 2.5x more damage, turning him into a reliable unit in early game and won't turn him into a liability in late game, at least you won't have to regret keeping him in to have 5 Disco if your Headliner isn't Disco.
Gragas will deal slightly more damage with his spell, which is always welcome.
The most important buff is for Twisted Fate. His spell will deal more damage per card, but what will really boost him is that the attack speed needed to add a bonus card will be cut by half. In 13.24, he needed 40% bonus AS to get another card, now he'll only need 20%. Hence why I think Guinsoo's Rageblade, once a decent but not mandatory item on him, will be really good, as 4 auto will be enough to grant him a bonus card.
As for Ziggs, his attack speed will go up from 0.8 to 0.85, meaning the stacking AS from Disco will benefit him. His small bombs will hurt slightly more, and for the cherry on top, Hyperpop will give allies slightly more mana, which is always welcome.
Best augments













Obviously, Double the Funk and The Ol' Razzle will be important if you can get them, as they'll strengthen your team, especially Twisted Fate. But there are a lot of good augments to play this comp. Since Disco grants stacking Attack Speed and sustain based on a max Health percentage, the Cybernetic Uplink and Bulk will turn your frontline into a massive wall. With any of those two, Buried Treasures will allow you to spread items to activate their boons on all your units. Lucky Streak and Shock Treatment will be made stronger as well, the Gambler's Blade and Statik Shivs can go on Nami for example.
Crownguard being an excellent defensive item for Blitzcrank, Thresh and Illaoi, getting the Crownguarded augment will always be a good choice. Finally, Infusion might compensate for a lack of Shojin on Twisted Fate, while Ascension, usually a rather poor augment due to quick fights, can be useful due to the sustain.
How to run your game for this comp
If you can, it's of course best to activate Disco as soon as you can, if you have a Disco Headliner such as Nami or Taric. If you're lucky enough to get a Gragas, your early should be decent, even without a Disco Headliner.
The Disco bonus helps your team scale from adding more units. As such, if you manage to get a good early stage 2, don't hesitate to push agressively to keep the streak going. This'll be even more important now that streaks will need more rounds to grant you bonus gold.
The goal is to reach level 8, when you'll be able to go for Twisted Fate or Blitzcrank as your Headliner. Any proc is okay. Sure, if you've got Dazzler TF or Sentinel Blitzcrank, you won't be able to have 6 Disco (except if you manage to get an emblem, but you never should rely on that possibility, if it happens, great, if not, you have to know how to still play it out), but you'll be able to kick Lux with Dazzler TF, or get a free 2 Sentinel with Sentinel Blitzcrank.
Once you get your Headliner, you'll want to get your other 4 cost 2*, add Thresh to get a nice CC, then go up to level 9 to get Illaoi and Ziggs more easily.
At that spot, all that remains is to make sure all your board is at least 2*.
The items
Blitzcrank and Illaoi will take items such as Steadfast Heart, Warmog and Crownguard. Those are the best they'll use, but you can equip with them Protector's Vow if that's all you have. Thresh would use it better, though. Avoid Gargoyle's Stoneplate as the Disco's placement will stop the wielder from effectively use it. Bramble and Ionic are also poor choices.
For Twisted Fate, I'd recommend Guinsoo to stack his attack speed and thus his cards, Shojin since he needs mana generation, and Rabadon's Deathcap, which will give 50 AP instead of 60, but will give a whopping 20% bonus damage, compared to 8% currently.
As for Ziggs, you can dump remaining offensive items on him such as Shojin, Blue Buff, Red Buff, Morellonomicon (now a slightly - but only slightly - better item since it'll give some attack speed), Jeweled Gauntlet, etc.
Variant : Spellweaver on side




































With this variant, Spellweaver will grant your team 15 AP, Sentinel can be added without having to rely on Blitzcrank as a Sentinel Headliner. Moreover, Ekko will add another AoE CC, and Sona will unleash Twisted Fate with her Attack Speed mode. Note, however, that the Dazzler DoT will be weaker, and that some magic resistance debuff could be useful, either with a Statik for Sona for example or a Ionic on a frontline unit.