10 Advanced and Secret TFT Set 16 Techs

10 Advanced and Secret TFT Set 16 Techs

Overview

TFT Set 16's Unlockables mechanic has created some extremely diverse gameplay thanks to there being 100 champions and more augments than ever. Here are some of the unique (and often strong) lines and combos you can do when given specific augments or champions.

  1. Stars Are Born (1st 1-cost and 2-cost you buy are automatically 2-stars)

    1. This augment is extremely good if you are unlocking a 2-cost on 2-1 (you have to immediately slam items on 1-3 neutral round). You can start the game with a 2-star Graves, Poppy, Tryndamere, or Yorick. Outside of Poppy, the other 3 are extremely strong early game.

  2. Epoch (or any other augment that provides free rerolls)

    1. You can roll for a free Bard as soon as you have some gold to buy units. This will allow you to upgrade units on your board and play Bard for econ. Most people know to play Yordle as an econ transition, but Bard is arguably better as he provides even more rerolls on losses and gold on wins from the get-go. The easiest thing to do is play around Bruisers and Aphelios early. If you lose early, you roll down at 8 for a Yunara + Bruiser board, and if you win early, you can aim to push 9.

  3. Heroic Grab Bag (or any other augment that provides free Lesser Champion Duplicators)

    1. This is by far the most consistent way to play towards Diana. It's an extremely strong opener on 2-1 as you can take the augment and sell all of your units to make as much econ as possible and to guarantee carousel priority to look for a Bow or Leona on the carousel. If you don't natural Leona, you need to level to 7 on 3-5 and roll until you hit 1.

    2. That said, it's also extremely strong to use both dupes on a Draven on 2-1. Because he generates gold after x amount of kills, as long as you have 1 upgraded front line unit to pair with him, you can often full winstreak and play towards Draven reroll or a Yunara board.

  4. Wand Overflow, Deadlier Caps (or any other augment that can give you a lot of Rods)

    1. When you have a Yordle opening, this is a really consistent way to play towards Veigar carry. This can be a lot easier to play towards than a Fast-9 transition, especially in spots where you have 6 Yordles but are low on money. You want this augment early (2-1 or 3-2 at the latest) to angle this way, and then you just play vertical Yordles. This style pairs really well with Bandle Bounty to unlock a 10 Yordle win condition.

  5. Walk the True path (10 Ionia)

    1. This augment may bait players into rerolling for Yasuo, but you typically do not use the Lesser Dupes on Yasuo for the win out. This augment is best when you're in a spot where you already have a spatula (or Ionia Emblem) to allow you to reach 10 without Yone. You should use the dupes for tempo (hitting Ahri or frontline units like Kennen). If you're not in a spot where you can reasonably push for 10 Ionia, then this augment is not very good.

  6. Bilgewater Toggle

    1. This can be a little APM intensive, but your shop refreshes based on how many Bilgewater units are on your board. This means you can have 7 Bilgewater units on your board, spend your serpents to gain new 7 Bilgewater options, and then remove the excess Bilgewater units you do not want to play.

  7. Infinity Protection

    1. This augment provides you with an Infinity Force on 3-7 and any units who are in the same row as it gain a 15% health shield. This combos really well with either Diana or Slayers. It's otherwise early econ, though you should be careful with this augment as you can sometimes be extremely low HP by the time you receive the Infinity Force. It's better taken from strong openers that allow you to save HP.

  8. Hustler, Going Long (can no longer gain interest, but instead gain XP or gold at start of round)

    1. With these two augments, you almost always want to lean towards Yordles. Yordles love the aggressive tempo that lets you reach level 6 more quickly (and subsequently 7 and 8), and after you hit level 8, you start gaining gold to make up for not having interest gains. The goal is to reach level 9 and use your free rolls to transition your board. Avoid pre-leveling on level 8 -- your goal is to let the natural XP from the augment bring you to 9 (you will have to buy some XP) by Stage 5-1.

  9. Ixtal Toggle

    1. If you have the option of selecting the one where you gain shards after hitting 30 HP, then you can simply remove Ixtal and play your game out normally, and when you're close enoguh to dip below 30 HP, you put Ixtal back in, lose the round, and then take your free cash out to gain a major injection of resources.

  10. Xerath

    1. Thanks to his charms, Xerath is one of the strongest champions in the game when it comes to capping your board and playing for a first. Charms have the potential to give you complete items, gold, and extremely powerful combat enhancements. It is, however, difficult to unlock him if he's not your first unlock. It's usually easiest if you have a very strong board (typically Diana-2) that allows you to win-lose-win, as you can force a loss by using item remover on your carry unit.