GuidesSet 18 · patch 18.6
TFT Items Guide: Components, Slamming, Emblems and Artifacts
Items are the second economy of TFT. A board with six completed items in stage 3 wins rounds that a board with six components on the bench loses, and the decisions you make about them start at the very first carousel.
Updated 7 November 2026
Components: what each one is worth
There are eight standard components –
B.F. Sword,
Recurve Bow,
Needlessly Large Rod,
Tear Of The Goddess,
Chain Vest,
Negatron Cloak,
Giant's Belt and
Sparring Gloves – plus the special
Spatula and
Frying Pan. Any two standard components combine into one completed item, so every component you hold is really a set of possible items.
The most flexible components are the defensive ones.
Chain Vest,
Negatron Cloak and
Giant's Belt build tank items that every comp needs:
Gargoyle Stoneplate,
Warmog's Armor,
Sunfire Cape,
Bramble Vest,
Dragon's Claw or
Evenshroud.
Tear Of The Goddess is close behind, because it makes
Spear of Shojin,
Blue Buff,
Protector's Vow,
Adaptive Helm and
Spirit Visage – items useful for both carries and tanks.
Damage components are worth more once you know your carry.
B.F. Sword fits attack damage carries like
Draven,
Ezreal or
Sivir;
Needlessly Large Rod fits ability power carries like
Veigar or
Azir.
Sparring Gloves is the most awkward component on its own, but two of them make
Thief's Gloves, which several of our comps happily use on a secondary unit.
Slam or hold?
Slamming means building a completed item as soon as you can, even if it is not the perfect item for your final carry. In stage 2 and early stage 3 slamming is almost always right: an item on the board wins rounds, protects HP and keeps a win streak going, while two components on the bench do nothing. Most of the item a player loses by slamming an imperfect item is regained in streak gold and HP.
The rule of thumb is simple: slam any item that is good on at least two of the comps you could still play, and always slam tank items.
Gargoyle Stoneplate or
Warmog's Armor will find a holder in almost every final board. Hold components only when you are clearly one or two rounds away from a much better combination, or when your comp needs a specific pair that a slam would ruin.
Do not hold more than two or three components by stage 3. If your bench is full of unbuilt components at 3-2, you have paid the cost of a weak board without getting any of the benefit of flexibility. An Item Remover or a Reforger lets you fix a bad slam later, which is another reason not to be afraid of building early.
Carousel picks
On shared carousels the player with the lowest HP picks first. That makes a loss streak in stage 2 a real item strategy: you lose rounds but choose your component before everyone else at 2-4 and 3-4. Win streakers pick last and usually take what is left, so they should plan their items around flexible combinations.
As a default, pick the component that completes an item you can build right now. If you hold a
B.F. Sword and need a
Deathblade or a
Giant Slayer for your carry, another B.F. Sword or a
Recurve Bow is better than a theoretically stronger unit. Later carousels sometimes offer
Spatula or
Frying Pan: take them when an emblem would let you reach a trait breakpoint you otherwise cannot hit.
Look at what the players around you take. If three players grab Needlessly Large Rods, ability power carries will be contested in that lobby, which is useful information for your own comp choice before 3-2.
Carry items and tank items
A carry wants damage items that multiply each other: one item that scales damage, one that increases speed or mana, and one that solves a problem such as armor or healing. Attack damage carries use
Infinity Edge,
Last Whisper,
Guinsoo's Rageblade,
Kraken's Fury,
Deathblade and
Giant Slayer. Ability power carries use
Spear of Shojin,
Blue Buff,
Jeweled Gauntlet,
Rabadon's Deathcap,
Archangel's Staff and
Void Staff.
A main tank wants three items that cover different damage types.
Gargoyle Stoneplate gives 10 Armor and 10 Magic Resist for each enemy targeting the holder,
Warmog's Armor gives 18% max Health and
Spirit Visage regenerates 2% of missing Health each second – together they keep a front line standing much longer than three copies of the same stat.
Utility effects should appear once per board, not on every unit. Wound reduces enemy healing and comes from
Morellonomicon,
Sunfire Cape and
Red Buff. Sunder from
Last Whisper or
Evenshroud reduces armor and Shred from
Void Staff or
Ionic Spark reduces magic resist; neither effect stacks, so a second copy on the same board is wasted.
Flexible items and Set 18 examples
Some items are worth building in almost every game because they fit many holders. In Set 18 the most reliable are
Gargoyle Stoneplate,
Warmog's Armor and
Spirit Visage on tanks, and
Spear of Shojin, which grants 5 bonus mana per attack and works on carries such as
Ezreal,
Ahri or
Alune.
Thief's Gloves deserves its own note. It equips 2 random items every round and takes 3 item slots, so it is best on a unit that will not get other items anyway. In our
Elderwood
Draven comp spare
Sparring Gloves become Thief's Gloves on
Kennen and
Gnar, while
Maokai holds
Warmog's Armor,
Gargoyle Stoneplate and
Bramble Vest.
Check the item priority of the comp you are aiming for and slam from the top of that list.
Veigar and
Ornn reroll starts with
Blue Buff,
Jeweled Gauntlet and
Hextech Gunblade on Veigar;
Hunter
Sivir and
Nidalee wants
Infinity Edge and
Sterak's Gage early and grabs every
B.F. Sword it can.
Emblems
An emblem gives its holder a trait. Most are built from a
Spatula or a
Frying Pan plus a standard component, for example Spatula and
Tear Of The Goddess make the
Lunar Emblem, while Frying Pan and
B.F. Sword make the
Hunter Emblem. A few emblems, such as
Defender,
Juggernaut,
Coven and
Flora Fatalis, cannot be crafted and only come from augments or shops like the Curio Cart wisp.
Put an emblem on a unit that does not already have the trait and that you would play anyway. The value comes from hitting a breakpoint one unit earlier or adding a breakpoint you could not reach. In our
Eclipse
Kayle comp, a
Lunar Emblem on
Varus activates 3
Lunar without having to find
Alune. Emblems are also patch-sensitive: after 18.6 cut the 9
Elderwood bonus, the
Elderwood Emblem became much less valuable in comps that aimed for 9.
Artifacts and radiant items
Artifacts are special items that cannot be built from components; you usually get them from an Artifact anvil, which offers a choice. Augments such as
Latent Forge or
Living Forge give anvils over time, and in our
Veigar and
Ornn comp Ornn himself produces Artifacts that you can move onto a 3-star tank. Pick the artifact that matches your carry, not the one that looks strongest in a vacuum:
Dawncore helps casters cast more often,
Hellfire Hatchet suits attack carries that take damage, and
Lightshield Crest or
Eternal Pact protect a team.
Radiant items are upgraded versions of completed items with much stronger effects – for example, Radiant
Warmog's Armor gives 36% max Health instead of 18%. They come mainly from prismatic augments such as
Radiant Relics. When you get one, build your board around its holder: a radiant item on a 4-cost or 5-cost carry often decides the late game on its own.
Common item mistakes
- Holding four or more components into stage 3 waiting for a perfect carry.
- Building three damage items for a carry while the front line has no items at all.
- Stacking two Wound or two Sunder items on one board.
- Putting an emblem on a unit that already has the trait.
- Picking a unit on carousel when a component would complete an item right away.
- Leaving
Thief's Gloves on a carry that needs specific items. - Ignoring what the lobby takes on carousel when choosing an AD or AP direction.
If you are unsure, follow one principle: completed items on the board beat perfect items on paper. Fix the details later with removers, reforgers and better components.
Comps that use this
Elderwood Draven Fast 9

★★Fast 9 Draven comp with Maokai, Ivern and an Elderwood front line. Only for games where you win streak early and sit on a lot of gold.
Hunter Sivir & Nidalee
★★
★★Fast 8 attack-damage comp with Sivir and Nidalee as carries, Malphite tanking alone up front and free Shred and Sunder from Kog'Maw.
Veigar & Ornn Reroll
★★★
★★★A level 5 reroll for 3-star Veigar and Ornn: Veigar snowballs Ability Power from kills while Ornn forges Artifacts. Play it from early pairs.
Eclipse Kayle Reroll
★★★A level 6 slow-roll comp: 3-star Kayle and Solar units, then Lunar champions to switch on Eclipse. Easy to pilot when 1- and 2-costs are open.