Itemization (Basic)

Another crucial fundamental that TFT players must know is itemization, which includes primarily component and anvil management.

In TFT, there are three categories of items: Offensive, Defensive, and Utility (Utility is more complicated so I will address that after). Completed items are a lot stronger than individual components.

Defense

Defensive components include Giant’s Belt, Chain Vest and Negatron Cloak. Combining defensive components makes strong completed tank items (E.g. Chain Vest + Negatron Cloak makes Gargoyle Stoneplate).* 

Offense

There are also offensive components, which includes B.F. Sword, Recurve Bow, Needlessly Large Rod, Tear of the Goddess, and Sparring Gloves. 

Attack Damage: Just like in regular League of Legends, B.F. Sword and Recurve Bow are primarily used for AD items. AD items include: Deathblade, Infinity Edge, Runaan’s Hurricane, etc. Here’s a picture of common AD items:

Ability Power: Tear of the Goddess and Needlessly Large Rod are mainly used for AP items. AP items include: Blue Buff, Rabadon’s Deathcap, Jeweled Gauntlet, etc.  Here’s a picture of common AP items:

Sparring gloves don’t lean AP or AD as they are used for both damage types.

Extra notes

However, components are flexible, meaning that you can mix component types to make specific items.

For example, some “offensive” components (Tear of the Goddess, Sparring Gloves, Needlessly Large Rods) can be used to make tank items. For example, a Tear and a Chain Vest makes a Protector’s Vow, which is a certified tank item. 

On the other hand, you can sometimes make DPS items from different component types! For example, you can combine Recurve bow and Negatron Cloak to make Runaan’s Hurricane, which is an AD item.

Some items are neutral, like Guinsoo’s Rageblade, which is just an Attack Speed item, but the item tends to lean towards AD comps because of how much more reliant they are on auto attacks for damage.

It is impossible to learn everything at once, so I recommend you check out the itemization recommended in my tier lists, and then learn from there.

Alongside Tank items and AD/AP items is a very important third category of items that many newer players overlook: Utility items

UTILITY ITEMS

Utility items are meant to either lower resistances or healing sources. They can either be put on DPS or Tank units. They do not offer as much DPS or Tank as other items, but they are very important. 

If your team is AD damage, Last Whisper and Evenshroud reduce Armor. Last Whisper

Is put on DPS units and Evenshroud is put on frontline units.

If your team is AP damage, Statikk Shiv and Ionic Spark reduce Magic Resist. Statikk Shiv is put on DPS units and Ionic Spark is put on frontline units.

Since many players in your lobbies will have beefy tanks late game, resistance shred is important to gain access to enemy carries faster, because in many fights, if the enemy frontline dies before yours does, the likelihood of you winning the fight is very high. RESISTANCE SHRED DOES NOT STACK

Healing reduction is important because some team compositions rely on sustain. 

If your team is AD, Red Buff is preferred because it gives a lot of Attack Speed and AD units like attack speed. 

Morellonomicon favors AP units.

Sunfire Cape is put on frontline units.

If you have a source of healcut, you boost your chances of winning the fight against these teams dramatically. Healing reduction comes in the form of Red Buff, Morellonomicon, and Sunfire Cape

Putting it all together

When discussing items, we have to talk about team comps briefly. Like most games, a lot of comps require frontline and backline units (frontline = tank, backline = DPS units). 

Because most comps rely on some sort of frontline and backline, we have to plan our items accordingly. A big mistake less experienced players make is to only focus on damage items because damage units are flashy and cool. However, if you focus only on backline items, your frontline will be overrun in seconds and your carries will be ambushed way faster than you’d like. To prevent this scenario, you have to balance your items in a way that will allow you to deal damage while protecting your carries!

Once you’re familiar with all the items and how they synergize, read the advanced Item guide here:

To learn more about making team comps, read my team comp guide here:

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