EXOTECH: Zeri & Sejuani
HOW TO PLAY
Overview
Exotech is a flexible and powerful comp, but its success heavily depends on item choices and proper execution around level 8. When played correctly, it can outscale most boards and deliver a strong finish.
⭐ Key Priorities
- Item Check at the Start:
Always scout your Exotech items early. Some are unfortunately unplayable, and if you’re forced into them, it’s better to pivot away from this comp. - Level 8 Power Spike:
Roll at level 8 for your core units at 2-star: Sejuani, Zeri, and Mordekaiser. - Push for High Levels:
After stabilizing, aim to push towards level 9 to finish your board.
🧩 Early Game Strategy
- Aim for an Exotech opener with units like Jhin as your early-game carry.
- Focus on building a stable economy while setting up your frontline.
- Don’t rush your roll-down. Play for strong mid-game boards until you reach your level 8 spike.
🔥 Level 8 Roll Down
At level 8, your goal is to stabilize by hitting:
- Sejuani 2⭐
- Zeri 2⭐
- Mordekaiser 2⭐
Flex your frontline with strong units from your shop:
- Renekton
- Garen
- Zac
Once stabilized, immediately push for higher levels depending on your economy to outscale your lobby.
🎯 Best Item Holders
Carry | Core Items |
---|---|
Zeri | Guinsoo’s Rageblade, Gunblade, Infinity |
Mordekaiser | Sunfire Cape, Gargoyle, Wamor |
Aurora (with emblem) | Spear of Shojin, Jeweled Gauntlet, Hextech Gunblade |
Tip: If you find an Exotech emblem, Aurora is the best possible user, as she greatly benefits from the bonus. If not, Viego is a solid secondary option.
🧭 Positioning Tips
- Place Aurora or Jhin (early game) in the corner for maximum safety and DPS.
- Use Renekton or Garen as frontliners to soak damage.
- Protect Zeri in the backline, and make sure Mordekaiser is positioned to hit priority targets.
✅ Pros & Cons
Pros:
- Flexible mid and late game
- High scaling potential with good items
- Can play a variety of frontline units
Cons:
- Highly dependent on proper Exotech items
- Needs a stable early game to reach level 8 roll-down
- Risky if contested
🧩 Playstyle Summary
Start with an Exotech opener, stabilize your early game with Jhin as your carry, and build your economy. Roll down hard at level 8 to secure 2-star Sejuani, Zeri, and Mordekaiser. If you’re lucky with items and emblems, transition into a powerful late-game board by pushing levels and flexing strong frontliners. Watch out for item traps and always scout your lobby!
You can too play 7x Exotech
All Comps here: https://docs.google.com/spreadsheets/d/e/2PACX-1vSFxuxk2GgpnSSn-yKq1OqmNCp7B8p6LBf32oflcPKS9NyJ5ThIyGFjK5OTdnLiFMhOGuuWDt8wfn14/pubhtml#
A.M.P: Annie & Samira
HOW TO PLAY
Annie & Samira Carry – How to Play
🔹 Early Game Strategy
- Depending on your board strength, upgrades, and items, you have two main approaches:
- If you have a strong board, push Level 4/5 early and try to win streak.
- If your board is weak, consider losing the first 5 rounds intentionally to maintain economy—sometimes, forcing a win is not worth it.
🔹 Mid to Late Game Power Spikes
- This comp relies heavily on reaching Level 9, but that doesn’t mean we avoid rolling at Level 8 to stabilize.
- At Level 8, your goal is to 2-star two key frontline units:
- Annie & Neeko (Neeko will hold your tank items temporarily, usually from Kobuko).
- Don’t rely on hitting Kobuko or Samira at this stage—it can happen, but it’s not a consistent strategy.
- Once you’ve stabilized at Level 8, focus on pushing to higher levels.
🔹 Itemization & Final Units
- Your second carry is Samira, and she will hold AD items (these can be temporarily placed on Rengar, who also helps activate Street Demon in the mid-game).
- Utility Items:
- Morellonomicon is great on Ziggs.
- Thief’s Gloves (TG) is a strong flexible option.
- At Level 10, the ideal final units are Zac and Garen for extra frontline strength.
All Comps here: https://docs.google.com/spreadsheets/d/e/2PACX-1vSFxuxk2GgpnSSn-yKq1OqmNCp7B8p6LBf32oflcPKS9NyJ5ThIyGFjK5OTdnLiFMhOGuuWDt8wfn14/pubhtml#
MARKSMAN: Xayah & Aphelios
HOW TO PLAY
Aphelios & Xayah How to Play
🔹 Core Itemization
In this composition, Evenshroud is significantly better than Last Whisper, but that doesn’t mean slamming Last Whisper is a bad choice!
🔹 Game Plan
- The key to this comp is fast Level 8.
- Early game depends on your board strength:
- If you have a strong board, focus on building key items and pushing Level 4/5 early to maintain win streaks.
- If your board is weak, consider losing the first 5 rounds intentionally to maintain economy—sometimes, there’s no point in forcing a win when it’s not possible.
🔹 Mid to Late Game Power Spikes
- At Level 8, the priority is to 2-star three core units:
- Leona, Aphelios, and Xayah.
- If you can’t 2-star both carries, having one of them + Leona upgraded is enough to start considering Level 9.
- Level 9 Power Spike: This is where the comp gets strong. The ideal additions here are:
- Garen & Zac – these legends are universally strong and fit into any situation.
- If you have a Marksman Emblem, you can drop Jinx on Miss Fortune
- If you have a Vanguard Emblem, you can reach 6 Vanguard, adding extra durability.
All Comps here:
ANIMA SQUAD: Xayah & Aurora
HOW TO PLAY
Anima Squad – How to Play
🔹 Early Game Strategy
- Thanks to the power of Anima Squad weapons, playing 3 or 5 Anima Squad in the early game gives you a strong board—focus on winning streaks and push Level 4/5 quickly.
- Temporary Item Holders:
- AD Items → Vayne
- AP Items → Seraphine
- A detailed weapon tier list will be available soon—stay tuned!
🔹 Mid to Late Game Power Spike
- The goal is to fast Level 8, where your two key 2-star upgrades are:
- Xayah (primary carry)
- Leona (main frontline)
- From there, Level 9/10 is the ideal path, allowing you to add strong legendary units like:
- Renekton, Zac, or Garen
🔹 Essential Requirement
⚠️ Only play this comp if you have an Anima Squad Emblem! Without it, this composition loses a significant amount of power.
All Comps here: https://docs.google.com/spreadsheets/d/e/2PACX-1vSFxuxk2GgpnSSn-yKq1OqmNCp7B8p6LBf32oflcPKS9NyJ5ThIyGFjK5OTdnLiFMhOGuuWDt8wfn14/pubhtml#
DYNAMO: Miss Fortune & Aurora
HOW TO PLAY
Core Concept
This composition revolves around the high value synergy between Dynamo and Elise, leveraging high attack speed bonuses and strong frontline presence to create a powerful snowballing strategy.
Opening Strategy
- Look for a strong frontline unit, an early Dynamo unit, or a Dynamo-related augment to anchor the comp from the start.
Early Game
- Focus on crafting AP items for Morgana and Elise as early as possible.
- Pair them with durable frontline units to quickly establish a win streak.
- Early Dynamo synergies or augments help secure board control and economic stability.
Mid Game
- At Stage 3, use some gold to reroll for Elise upgrades if needed.
- Aim for a Fast Level 8 in Stage 4 to maintain tempo.
- Prioritize stat-based and magic penetration items to maximize team damage and preserve HP.
Late Game
- At Level 8, complete your core by adding 4 Bastion or Vanguard or 3 Mafio and 3/4 Dynamo units.
- If your HP is high, push for Level 9 and add 2-star 5-cost units to further optimize the board and secure top placements.
All Comps here: https://docs.google.com/spreadsheets/d/e/2PACX-1vSFxuxk2GgpnSSn-yKq1OqmNCp7B8p6LBf32oflcPKS9NyJ5ThIyGFjK5OTdnLiFMhOGuuWDt8wfn14/pubhtml#
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