TFT Set 15 Compendium: Carries, Synergies & Builds
Table of Contents
- Overview
- Set 15 data overview
- Tiers and carries
- Core items and builds
- Mechanics and rolling strategies
- Tips and learnings
- Emblems
- Ornn artifacts
- Utility and crystal gambit
- Missed connections
- Notes and miscellanea
- Set 14 references and what to watch
- Appendix: other tabs
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Overview
This set 15 compendium presents a structured view of the current TFT Set 15 meta with emphasis on carries, synergies, core items, artifacts, and augments. The guide compiles tiered carries and their associated power ups, progression paths, and strategic considerations. It also highlights rolling patterns and economy management approaches used by top level players.
In addition to the main comp data, the sheet includes a twitch stream reference section showing the creator channels and profiles used for Set 15 analysis. The entries are provided for context and learning rather than scripted playthroughs. The goal of this overview is to orient readers to the depth of content in Set 15 and to frame the rest of the document around practical builds and decision making for stage progressions.
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Set 15 data overview
The Set 15 data table is a comprehensive reference that lists carries by tier, the primary synergy, difficulty, level progression windows, builder codes, core items, artifact options, radiant and emblem considerations, augments, and play style notes. While the full table spans a large set of rows, this overview captures the essence of the structure and typical values that appear across rows. The data is designed to support a player in planning a game from Stage 1 through late game with clear guidance on when to roll, what to buy, and how to position.
Key structural elements include the following columns:
- Tier label such as TIER 1, TIER 2 HERO, TIER 3 etc
- Carries or first champion that defines the main carry for that row
- Synergies or team composition family
- Difficulty level for execution of the comp (easy to hard)
- Level 4 to 10 building window and the specific builder code reference
- Power ups that support the carry or comp
- Rolling strategy hints such as stabilizing, slowroll, or hyperroll
- Core items that form the core of the carry build
- Artifact or Ornn items and notes about how those interact with comp fantasy
- Radiant and emblem options that can be run with the comp
- Augments that pair well with the comp or carry
- Playable from win or lose streak notes and economy signals
- Portals or regions that the comp typically uses or references
- Gameplay VOD pointers for learning from real games
The Set 15 table is designed as a reference for both rapid lookup and in-depth planning. The rows include known carries across various tiers and numerous variants that can be tested in game, with guidance on itemization and power-ups that maximize the strength of each comp. While this overview cannot reproduce every line of the original sheet, the following sections will break down the major themes and typical patterns that emerge in Set 15.
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Tiers and carries
The carries in Set 15 are organized by tier. This section highlights representative carries in each tier and the core ideas behind their use. Specific line references from the original sheet include variations on well known champions and synergy families, as well as frequently used power-ups and special augments that define the boards in late game windows.
- TIER 1 carries include variants around Star Guardian and other high synergy pairs. A common pattern is a strong early to mid game with reliable frontline protection and a powerful backline carry. The level window often centers on level 8 to 9 with a slow roll into level 8 stage 4-2 and the use of a primary carry with secondary supporting units.
- TIER 1 also includes double or triple carry options with two main core carries and supportive synergies. The general approach is to stabilize into a strong mid game board and transition into late game power via items on carries and supporting units.
- TIER 2 carries cover a broader mix including hero carries, late game specialists, and 9 stage level windows. These lines emphasize multi unit synergy combos and the importance of holding bench space for upgrades and roll opportunities.
- TIER 3 carries provide flexible options that can be strong with the right augments. These lines often require careful management of economy and timing to maximize the value of low level of cost carries.
Representative examples drawn from the Set 15 data include a Star Guardian based Jinx carry with a rival Poppy and Poppy synergy block, a Katarina based Battle Academia variant, a Malzahar based Heavyweight theme, and a Mundo carry with the chair augmentation for extra frontline duration. The framework emphasizes carding and synergy planning while leaving room for adaptation to the live lobby state.
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Core items and builds
Core items are the primary weapons in a given comp that maximize the intended power spike. The Set 15 data emphasizes core items for each carry and how those items interact with the associated synergies, augments, and artifacts. Common core items seen across many builds include Giantslayer, Infinity Edge, Shojin, Blue Buff, Rabadons, Nashor, and Divine blink style components depending on the carry. The exact combination of items may vary by board, patch variation, and the presence of Radiant items or artifacts. It is important to adapt core item choices if the enemy boards present specific defenses that require alternative DPS or survivability.
The build section also covers late game power ups that can flip matches, including RM scaled items and power up packs that appear through the secured augments. The emphasis is on ensuring carries have BIS level items when possible with fillers serving as itemholders or utility providers as needed.
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Mechanics and rolling strategies
Rolling strategies are central to Set 15 and are designed to maximize the likelihood of stabilizing a strong board before the mid to late game. The guide describes three core approaches:
- Stabilize and slowroll approach is used to secure Tier 2 carries while preserving a healthy economy. It emphasizes hitting key upgrades by Stage 3-2 while avoiding excessive coin loss.
- Slowroll is a moderate betting strategy that uses a higher gold threshold, typically around 50 gold, to roll up upgraded units while maintaining cash flow.
- Hyperroll is a high risk high reward strategy used to upgrade a specific set of units aggressively, especially when the plan is to hit key Tier 1 carries quickly. The player saves gold until a designated level, then rools down to target a specific set of upgrades for the early to mid game, and then returns to a careful rolling pattern as needed.
The guide also includes notes on when to adjust the level, how to transition to late game, and how to handle transitions when rolling is contested or when the lobby features heavy interference. The overall recommendation is to use stabilizing and slow rolling early and only escalate to hyperroll when the odds and HP windows justify the risk.
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Tips and learnings
The tips sheet content provides practical notes on augments, rolling, and board management. Highlights include:
- Focus on choosing a small number of strong comps and avoid over spreading resources on many units. The idea is to maximize the number of top tier carries while leaving room for upgrades and roll opportunities.
- When facing contested boards, it is often better to roll down to hit a few replacements earlier rather than chasing a perfect bench. If possible, secure a 0 roll on late game windows to maximize economy gains and then push into a strong mid game later.
- Use the replication of augments thoughtfully. Evaluate whether to pursue economy augments, item boosts, or combat augments based on the current state of your bench and your ability to sustain a winstreak.
- For patch specific changes, keep aware of power up changes such as Titans AMP replacing resistances for ranged carries, as this can shift the itemization patterns and comp viability.
- Keep a running eye on how to transition from early to mid game to late game by planning a bench that can scale into the meta changes across the patch.
In addition to these general principles, there are also practical tips for specific comps such as Ashe Duelist and Jinx Star Guardian and guidance on when to push level 8 with appropriate gold reserves.
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Emblems
Emblem recipes are listed by Katzie as a reference for emblem use in Set 15. The explicit details of each emblem composition are included in the Emblems tab and provide guidance on how to leverage emblem synergies with the main carries. The emblem values are designed to be used with the corresponding comp to unlock effective synergy patterns in late game.
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Ornn artifacts
Ornn artifacts represent a set of craftable items and tiered upgrades that provide strong power ups when aligned with the main carry and synergy. The artifacts are ranked based on usefulness and how often you can angle the artifact toward the given champion. The notes also include planning on how to fill out an item build with craftable pieces and how to post notable mentions that are considered GIGA BROKEN in the live meta.
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Utility and crystal gambit
The utility section covers burn and wound sources, shred and sunder effects, stuns, and other utility items. The crystal gambit loot table provides insights into potential drops and how to leverage the loot to gain tempo on your build. The data is presented by mindful_one and is meant to guide strategic choices around unit safety and board vulnerability in late game windows.
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Missed connections
Missed connections by Katzie provide tips for early rerolling and bench management. The main ideas include:
- Only pick up a T1 unit when you can upgrade it to three star; if you find the last copy in shop, consider upgrading from the board first to save bench space
- If a unit is in the orb it should also be out of the pool due to a Riot rule change
- The value of saving bench space and the implications for rolling decisions in early to mid game
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Notes and miscellanea
Notes capture interactions between units like aurora and renekton, hall of mirrors, and starry night interactions. The notes also reference practical observations such as how to handle star dropping and placing tanks in the board to optimize late game outcomes. Various bullet points summarize observed interactions and recommended strategies for board building in Set 15.
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Set 14 references and watchlist
The Set 14 tab is included for reference as a comparison point to Set 15. It contains additional builds and links to draft guides. In addition, the Düsseldorf tab contains a curated list of food spots and venues grouped by cuisine to provide cultural context and flavor for tournament fans and players visiting the city. The Set 14 references help readers gauge how older metas evolved into Set 15 and what adjustments players typically make when patching between sets.
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Appendix: other tabs
Other sheets present in the file include legacy items and old hero augments. While these sections are not the primary focus of Set 15, they are included here as a reference for players who want to study historical patterns and transition strategies from Set 14 to Set 15. The content includes notes on old items, early game decision trees, and various old augments, all of which inform the current meta in Set 15.
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Düsseldorf food spots and German cuisine
The Dusseldorf tab compiles a diverse list of food spots organized by cuisine style, including Japanese, Korean, Vietnamese, American, Turkish, and Italian, with notable mentions for dessert spots, cafes, and bar venues. This section is included as a cultural aside and does not impact gameplay strategy.
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End of Set 15 data and references
This concludes the high level overview of Set 15 data and associated references. For a deeper dive, readers can expand each subsection and consult the original sheet data for exact rows, patch timing notes, and community references mentioned in the table of contents.