How We Rank Comps

The Question We Actually Answer

Most TFT tier lists answer one question: "what's the best comp this patch?" That's useful, but it isn't the question you're actually asking mid-game. You just crafted an emblem, or an augment handed you one, or it dropped from loot — and now you have a specific item in hand and seconds to decide what to do with it.

EmblemComp.gg starts from that question instead: "I'm holding THIS emblem — what are my best options right now?" Every ranking on this site is conditioned on the emblem you select first, then sorted by how much it actually helps. It isn't a generic comp list with an emblem filter bolted on; the emblem in hand is the starting point of the recommendation, not an afterthought.

That distinction drives everything below: which comps surface for a given emblem, how they're ordered, and why a comp that hits a new breakpoint gets a boost without being allowed to leapfrog a comp that's simply stronger.

Who Builds This, and How Fresh the Data Is

EmblemComp.gg is built and maintained by one person — a long-time TFT player — and updated every patch. There's no team and no editorial staff; there's a builder who plays the game, watches the meta move, and keeps the site current.

Composition statistics (roughly 69 tracked comps at any given time) are sourced from MetaTFT's aggregated ranked-match data — millions of games across regions and skill levels, not a hand-picked sample. That feed refreshes hourly, with a forced daily refresh at 08:00 UTC. The exact freshness of the data behind the page you're looking at is stamped at the bottom of every page (and on each emblem page) — check there for the live timestamp rather than taking "daily updates" on faith.

The Scoring Model

Every comp carries real match stats — average placement, pick rate, and game count — pulled straight from the MetaTFT feed. Game count matters: a comp with a handful of games can post a misleadingly good (or bad) average placement, so low-sample comps are flagged rather than presented with the same confidence as a comp backed by thousands of games.

When you select an emblem, each comp gets a value score:

  • +10 if the emblem pushes the comp to a new trait breakpoint, plus a small bonus for higher-tier breakpoints (a bigger jump is worth a bit more than a small one).
  • +5 extra if the emblem activates a trait the comp wasn't running at all before (a dormant trait coming online, not just leveling one up).
  • +2 per unit of progress toward the next breakpoint when the trait is already active but the emblem doesn't hit a new threshold yet.
  • ×1.15 for non-craftable emblems (drop/augment/Armory-only). They're rarer and tend to be build-defining, so they score a bit higher than an equivalent craftable option.

That score decides which comps show up and roughly how they're grouped. But the actual sort order for "best comps for this emblem" is placement-led, not score-led: comps are ranked by average placement first, with a bounded bonus of 0.3 placement-equivalent points if the emblem hits a new breakpoint on that comp, and score as the final tiebreaker. In plain terms: a weaker comp can never leapfrog a clearly stronger one just because it activates a trait. The breakpoint bonus is enough to nudge two similarly-strong comps in front of each other — it is not enough to override the underlying placement data.

What We Don't Do

  • No invented stats. Every placement, pick rate, and game count shown comes from the MetaTFT feed — nothing is estimated or filled in when data is thin.
  • No pay-for-placement. Comp ranking is entirely a function of the scoring model above; nothing on this site can be bought into a higher slot.
  • Individual comp detail pages (/comp/[id]) are deliberately excluded from search indexing. Their IDs and details churn every patch and the analysis on them is template-generated from the same data shown elsewhere — they're a browsing convenience, not standalone content.

Limitations

  • Early in a patch, some comps only have a small number of games. Small samples move around a lot game-to-game — treat a fresh comp's numbers as provisional until the game count climbs.
  • Aggregated data reflects average play across all the games MetaTFT collects. It won't capture every regional or rank-bracket nuance, and it can lag a genuinely new tech for a few days until enough games are played with it.
  • The displayed patch label can lag the live patch by a short window right after a new patch drops, before it's manually updated — the data-updated stamp on each page is the more reliable freshness signal.