Teamfight Manager

Teamfight Manager

87 ratings
The Numbers, Mason. What Do They Mean? (Patch 1.4.8)
By Seeking Solace
A look through the game behind the scenes and drawing verdicts from them. This guide includes:
The damage formula, the effects of player stats, comparing the player recruitment options, and a trait tier list.
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The Damage Formula
Formula
Damage = (ATK * 100 + 99 + DEF) / (100 + DEF) * Trait Multiplier / 100 ATK = (Champion ATK + (Player ATK * 0.1)) * Active Buffs * Champion Modifier DEF = Champion DEF * Active Buffs
Notes
  • Player ATK is additive. Every point of player ATK provides 0.1 champion ATK.
  • Buffs are multiplicative.
  • The only champion in the game that has a modifier is the swordsman. That modifier is equal to 2.
  • Champion DEF can’t go lower than -50 DEF with debuffs.
  • Every point of DEF nets +1% effective health. The base Knight with 200 HP and 60 DEF has 320 effective health. The base Ghost with 160 HP and 0 DEF has 160 effective health. Meaning that the base Knight can endure twice as many hits as the base Ghost.
  • The trait multiplier refers to the Iron Body and Brittle Body traits. They are equal to 1.05 and 0.95 respectively.
The Player Stats
Condition
  • Affects champion attack speed as follows:
    • Best condition: +12% ~ +20%
    • Good condition: +4% ~ +12%
    • Average condition: -4% ~ +4%
    • Bad condition: -12% ~ -4%
    • Worst conditon: -20% ~ -12%
  • Affects champion movement speed as follows:
    • Best condition: +1 movement speed
    • Worst condition: -1 movement speed
    • No change otherwise.
  • Verdict:
    Condition plays a vital role in winning fights. There's up to a 40% attack speed difference and 2 movement speed difference between the worst condition and the best. Always have reserve players to switch in the players with the best shape!
ATK
  • What it does:
    Boosts champion ATK by an additive amount. +0.1 per point.
    If 2vs2, the player stat boost is tripled (x3). That bonus is halved for the swordsman (x1.5). This may have to do with the fact that the Swordsman is the only champion in the game that inflicts double his ATK value as damage.
  • Verdict:
    Since the boost is additive, the player ATK stat makes the biggest difference for fast hitting champions with low base ATK. Also, weirdly enough, the ATK boost that the swordsman gains from player ATK does not get halved in 3vs3 and 4vs4 despite his damage modifier (probably an oversight). This, paired with his naturally high attack speed, means that the swordsman can perform well regardless of nerfs if the player has championship level stats.
DEF
  • What it does:
    Boosts champion max HP by an additive amount. +0.5 per point.
    If 2vs2, the player stat boost is tripled (x3).
  • Verdict:
    Since the boost is additive, the player DEF stat makes the biggest difference for champions that have low HP. It’s also great on champions with a very high DEF stat since there’s more value per HP point there.
The Player Recruitment Options
Comparison
  • Local Talent
    • Recruitment Time: 2 Weeks
    • Recruitment Cost: 10 G
    • Deposit Cost: 100 ~150 G
    • Renewal Fee: 100 ~ 150 G
    • Player Age: 19 - 20
    • Player Potential: 0-stars
    • Player ATK / DEF Stats: 11 ~ 12
    • Player Champion Stats: Two champions at 5 ~ 6
    • Growth: Slow growth. Slower growth at 21.
  • Scout Dispatch
    • Recruitment Time: 3 Weeks
    • Recruitment Cost: 100 G
    • Deposit Cost: 200 ~ 350 G
    • Renewal Fee: 250 ~ 350 G
    • Player Age: 19 - 20
    • Player Potential: 1-star
    • Player ATK / DEF Stats: 24 ~ 26
    • Player Champion Stats: One champion at 10 ~ 13
    • Growth: Optimal growth at 19. Slow growth at 20.
  • Rising Star
    • Recruitment Time: 4 Weeks
    • Recruitment Cost: 500 G
    • Deposit Cost: 450 ~ 500 G
    • Renewal Fee: 450 ~ 550 G
    • Player Age: 18
    • Player Potential: 2-stars
    • Player ATK / DEF Stats: 21 ~ 22
    • Player Champion Stats: One champion at 9 ~ 10
    • Growth: Optimal growth up to 20 (inclusive). Meaning they get 3 years of optimal growth.
  • Veteran
    • Recruitment Time: 4 Weeks
    • Recruitment Cost: 700 G
    • Deposit Cost: 1700 ~ 2100 G
    • Renewal Fee: 1800 ~ 2300 G
    • Player Age: 24
    • Player Potential: 2-stars
    • Player ATK / DEF Stats: 47 ~ 50
    • Player Champion Stats: Four champions at 17 ~ 22
    • Growth: Super slow growth.
  • Super Rookie
    • Recruitment Time: 5 Weeks
    • Recruitment Cost: 1500 G
    • Deposit Cost: 1400 ~ 1700 G
    • Renewal Fee: 2000 ~ 2500 G
    • Player Age: 17
    • Player Potential: 3-stars
    • Player ATK / DEF Stats: 36 ~ 41
    • Player Champion Stats: One champion at 14 ~ 17
    • Growth: Optimal growth up to 21 (inclusive). Meaning they get 5 years of optimal growth
Verdict
  • Local Talent
    Better and faster growth than your starting recruits and dirty cheap.
  • Scout Dispatch (Recommend)
    These come at 19 years old and 20 years old. Never recruit the 20 years old. The 19 years old recruits have 1 year of optimal growth. These stay relevant for the first 3 leagues of the game. Great investment if you’re planning to rush for Super Rookies.
  • Rising Star
    With 3 years of optimal growth, on paper, these seem like a good investment for the future but the reality is different. You need to invest 3000 G into the research that unlocks the recruitment option, while the Scout Dispatch option costs 500 G. The recruitment cost is 500 G, while the Scout Dispatch option costs 100 G. The starting stats are lower. The growth is the same in the first year, and only catches up stat-wise on the second and outperforms on the third. By that time, you should have enough gold to recruit Super Rookies anyways, only you’ve set yourself back a few thousand gold. Ironically, this isn’t a good investment for the future. It’s a bad one.
  • Veteran
    This is a trap. These players are better stat-wise than Super Rookies but do not grow at all. They cost less in recruitment and more in deposit, evening it out somewhat. Their renewal fees are very high, almost as high as Super Rookie recruits. Super Rookies catch up in performance in just a year, and still have 4 years ahead for optimal growth. I can’t imagine a scenario where I would want to invest a lot of gold into research and recruitment to hire these.
  • Super Rookie (Recommend)
    These cost a fortune but significantly outperform all of the other available options. Hitting 3-digit stats is possible with these recruits. This is pretty much your only end-game option.
Equipment Stat Bonus Tier List
  • A: Great
    • Cooldown
      Cooldown can make or break the performance of so many champions that possess an active skill. It stacks additively with the Quick Cast player trait. With very minimal to no diminishing returns and excellent equipment options, this bonus deserves to be on the top of the tier list.
  • B: Good
    • Attack Speed
      Attack Speed plays a significant role in the performance of many champions. However, this suffers from diminishing returns as it stacks additively with the condition bonus, the Gale player trait, and many champion active buffs. Equipment also seem to be a lot more conservative in granting this stat.
    • Lifesteal
      Lifesteal is the only equipment bonus that doesn’t suffer from any diminishing returns from player stats and traits. Most effective for high damage dealers, especially those on the front-line. It stacks additively with champion lifesteal passives. This isn’t higher on the tier list because it is affected by healing reduction effects. Also, any lifesteal done at max HP is wasted value, which is a common scenario for ranged champions.
  • C: Mediocre
    • ATK
      ATK is additive extra damage, so it’s most effective on champions who have low ATK damage and / or high attack speeds. It also stacks additively with player base stats, so diminishing returns are major.
    • DEF
      DEF is additive extra HP, so it's most effective on champions who have high amounts of DEF and / or low amounts of HP. It also stacks additively with player base stats, so diminishing returns are major.
    • Class Mastery
      Same as above, but class specific.
    • Champion Mastery
      Same as above, but champion specific.
Optimal and Min/Max Equipment Sets
  • Optimal Hybrid Set
    • Equipment
      • Astronaut Headset
      • Blue Dragon Crescent Mouse
      • Bath Tub
      • Bikini
    • Bonuses
      • -20% Cooldown
      • +8% Attack Speed
      • +8% Lifesteal
  • Cooldown Min/Max Set
    • Equipment
      • VR HMD
      • Blue Dragon Crescent Mouse
      • Sand Chair
      • Bikini
    • Bonuses
      • -26% Cooldown
      • +5% Attack Speed
      • +2 Support Mastery
  • Attack Speed Min/Max Set
    • Equipment
      • Rabbit Ears Headset
      • Long Spear Mouse
      • Bath Tub
      • Bikini
    • Bonuses
      • -12% Cooldown
      • +15% Attack Speed
      • +8 Marksman Mastery
  • Lifesteal Min/Max Set
    • Equipment
      • Astronaut Headset
      • Magic Stick Mouse
      • Pot
      • Vampire Costume
    • Bonuses
      • +22% Lifesteal
      • +4 ATK
      • +4 DEF
      • +3 Vampire Mastery
  • Warrior Min/Max Set
    • Equipment
      • Crown Headset
      • Ultimate Mouse
      • Big Teddy Bear
      • Turtle Shell
    • Bonuses
      • +2% Attack Speed
      • +10 ATK
      • +17 DEF
      • +17 Warrior Mastery
    • Notes
      Warriors are in luck when it comes to ATK and DEF boosting gear that caters to them. Warriors tend to have good DEF stats and receive most of the damage, so the extra flat HP from player DEF is nice value. The spotlight here though is the Swordsman in specific. As the Swordsman deals double his ATK stat as damage and gains the same flat stat boost from player ATK as the other champions in 3vs3 and 4vs4 leagues, the Swordsman gets double value from the ATK Equipment.
Player Trait Tier List
Important Notes:
  • Traits are ranked based on their optimal use-case scenarios as long as they're not very limited in their positive use cases.
  • Traits within the same tier are not made equal so I ranked them in the order that I believe is fair.
  • As with all tier lists, there might be some slight bias here or there. If you happen to disagree with any, feel free to share your perspective!

SS Tier: OP
  • Life of the Party
    • Effect
      Increases allies condition by one level upon participating in the match.
    • Notes and Reasoning
      This is by far the best trait in the game. Increasing all allies’ condition by one level means +8% attack speed across the board, as well as +1 movement speed when going from good condition to best or worst condition to bad. This trait does not affect the holder. This trait can stack, so having an entire team with this trait would be ideal.
S Tier: Even Greater
  • Fast Runner
    • Effect
      Increase Movement Speed by 1.
    • Notes and Reasoning
      Should not be used on melee, more so on those who are pretty fast by default. This trait shines on ranged champions, especially those who have a movement speed of 3. On those champions, this trait is multiplicatively a +33% movement speed buff. This significant buff enables kiting as well as faster positioning.
  • Thorn
    • Effect
      Upon using a basic attack, inflics a healing reduction effect for 3 seconds on the enemy.
    • Notes and Reasoning
      The healing reduction effect is -30%, which is pretty significant and can shut down powerful healing comps. AoE attacks do inflict the debuff, so it’s best on AoE damage champions.
A Tier: Great
  • Piercing Spear
    • Effect
      Receive 10 DEF penetration effect.
    • Notes and Reasoning
      Great on all damage dealing champions. Due to how DEF works in this game, this is actually more effective against low DEF champions. Against an enemy with 0 DEF like the Ghost or the Sniper, this is a +10% damage boost. Against an enemy with 60 DEF like the Knight or the Shield Bearer, this is a +6.25% damage boost. This trait affects the damage of basic attacks, skills, and ults. This trait does not suffer from any potential diminishing returns from gear bonuses and player condition.
  • Quick Cast
    • Effect
      Reduce CD by 10%.
    • Notes and Reasoning:
      Best on champions who mainly rely on their active abilities to perform.
  • Gale
    • Effect
      Increase Attack Speed by 10%.
    • Notes and Reasoning
      Best on champions who mainly rely on their basic attacks to perform. It's worth mentioning that the attack speed buff stacks additively with the condition bonus, meaning that there are diminishing returns.
  • News of Victory
    • Effect
      Recover 10 HP every time you are involved in killing an enemy.
    • Notes and Reasoning
      Best on melee champions because they're less likely to have full HP on proc. Both kills and assists will heal the champion. Debuffing or damaging an enemy before an ally scores the kill does count as an assist. Buffing or healing the ally scoring the kill also counts as an assist.
  • Mother Teresa
    • Effect
      Increases recovery by 10%.
    • Notes and Reasoning
      Best on champions that have high recovery output.
B Tier: Good
  • Coward
    • Effect
      Only approaches the enemy when there is a teammate.
    • Notes and Reasoning
      This is usually good because it prevents suicide charges when the champion is the last one alive on their team. Can situationally be bad or never get the chance to proc.
  • Iron Body
    • Effect
      Reduces damage received by 5%.
    • Notes and Reasoning
      A decent survivability boost.
  • The Great Mage
    • Effect
      Cool time decreases by 5% when using a mage.
    • Notes and Reasoning
      More limited and less effective than Quick Cast.
  • Distancing
    • Effect
      Attack speed increases by 5% when using a marksman.
    • Notes and Reasoning
      More limited and less effective than Gale.
  • Mr. Careful
    • Effect
      When HP is full, attack speed increases 5%.
    • Notes and Reasoning
      More limited and less effective than Gale.
  • Optimistic
    • Effect
      Condition does not fall below the normal level.
    • Notes and Reasoning
      This is A tier if you have no reserves because of how significant condition bonuses and penalties are.
  • Relief Pitcher
    • Effect
      Reduces all stats by 10 when the players participate in the match from the start. Increase all stats by 10 if the players participate as substitutes.
    • Notes and Reasoning
      All sets will provide the boost if the player doesn't participate on the first. F tier if you have no reserves.
  • Hidden Potential
    • Effect
      Reduces all stats by 10. Increases all stats by 1 every 2 seconds in the match.
    • Notes and Reasoning
      A stat boost for 2/3 of the match.
C Tier: Mediocre
  • Rage
    • Effect
      With every 5% decrease in HP, attack is increased by 1.
    • Notes and Reasoning
      Decent ATK boost. Best used on melees because they're less likely to be at full health.
  • Smell of Blood
    • Effect
      In the corresponding match, increase ATK by 2 every time the player kills an enemy (Max 20).
    • Notes and Reasoning
      Only procs on kills. Takes time and luck to actually make a difference.
  • Clutch Hitter
    • Effect
      Increase all stats by 20 in the last set.
    • Notes and Reasoning
      Good stat boost, although very situational.
  • Love For Red
    • Effect
      All stats increase by 5 when playing on a red side.
    • Notes and Reasoning
      A +5 stat boost half the time. Situationally decent.
  • Love For Blue
    • Effect
      All stats increase by 5 when playing on a blue side.
    • Notes and Reasoning
      A +5 stat boost half the time. Situationally decent.
  • Vanguard
    • Effect
      Increases all stats by 10 until the first kill.
    • Notes and Reasoning
      This boost will last only 10 seconds at best.
  • King of Best of 5
    • Effect
      All stats increase by 5 in a best out of 5 game.
    • Notes and Reasoning
      This only applies in the finals and championships. Decent when it procs, an empty slot otherwise.
D Tier: Hmm...
  • Contempt for Weaklings
    • Effect
      Prioritizes attacking enemies with low HP.
    • Notes and Reasoning
      This is pretty powerful on the Fighter due to the very high HP, DEF, and movement speed as well as possessing an ability that stuns the target enemy. Enemies will be wasting time aggroing and chasing the Fighter down. Running this on assassins is generally a bad idea because they target low HP heroes by default with their abilities and this trait only increases their susceptibility to suicide charges. This trait is crippling to all other champions.
  • Heroism
    • Effect
      Reduces all stats by 10 when you’re winning, and increases them by 10 when you’re losing.
    • Notes and Reasoning
      Situationally advantagous / disadvantagous.
  • Fragile Mentality
    • Effect
      Reduces all stats by 10 when you’re losing, and increases them by 10 when you’re winning.
    • Notes and Reasoning
      Situationally advantagous / disadvantagous.
F Tier: Harmful
  • Sloth
    ... Yes, there are 2 traits in the game named "Sloth."
    • Effect
      When HP is full, attack speed decreases by 5%.
    • Notes and Reasoning
      A small situational attack speed penalty. Mitigate this by playing a melee champion.
  • Anticlimax
    • Effect
      Increases all stats by 10. Reduces all stats by 1 every 2 seconds in the match.
    • Notes and Reasoning
      A stat penalty for 2/3 of the match.
  • Pessimistic
    • Effect
      Condition does not go above the normal level.
    • Notes and Reasoning
      This is FF tier if you have no reserves because of how significant condition bonuses and penalties are.
  • Brittle Body
    • Effect
      Increases damage received by 5%.
    • Notes and Reasoning
      A small damage penalty. Mitigate this by playing a ranged champion. This trait is possibly bugged and doesn't increase damage received at all.
FF Tier: Crippling
  • Sloth
    ... Yes, there are 2 traits in the game named "Sloth."
    • Effect
      Decreases Movement Speed by 1.
    • Notes and Reasoning
      This cripples the slow moving champions rendering them unviable. This can be mitigated by only using fast moving melee champions.
  • Cockroach
    • Effect
      Escape when HP falls below 30%. During the escape, movement speed doubles.
    • Notes and Reasoning
      Takes the player completely out of the fight as long as their HP is below 30% HP. The risk can be mitigated by using a healer champion that can heal themselves, like the Priestess and the Cook. The double movement speed is irrelevant because the healer would just heal themselves immediately.
  • Collaboration Attack
    • Effect
      Prioritizes attacking the enemy your ally attacked most recently.
    • Notes and Reasoning
      This causes switching of targets very frequently.
  • Inattentive
    • Effect
      The target of attack randomly changes every 5 seconds.
    • Notes and Reasoning
      This causes switching of targets very frequently.
  • Random Target
    • Effect
      Gives priority to its attacks to an opponent with the least damage received.
    • Notes and Reasoning
      Good luck with that...
  • Competitive
    • Effect
      Prioritizes attacking the enemy that survived for the longest time.
    • Notes and Reasoning
      Good luck with that...
10 Comments
Seeking Solace  [author] 12 Jun, 2022 @ 5:52am 
@UmadCusUBad
Yeah, crafting is completely random. The more items you use, the higher your chances of getting a higher quality equipment. This is confirmed to be true with a lot of samples but the formula for this is unknown to me. Sadly, save scumming doesn't change the reward you receive.

@Diggy
Player potential affects how long the player can grow optimally. The better the potential, the more time it takes for the player to start getting diminishing returns from training as they grow older. This is showcased within the "Growth" bullets.
Diggy 12 Jun, 2022 @ 4:43am 
What does player potential (stars) mean? Does it affect the players in anyway?
UmadCusUBad 11 Jun, 2022 @ 4:43pm 
Do you know anything about the equipment crafting? Seems to be random to me no matter what mats I use.
Seeking Solace  [author] 26 May, 2022 @ 8:59am 
@MrCritikal
Just unlock the 4 champion masteries as early as possible to give more room for passive growth and then you're free to do whatever from there. If your player mains a champion that benefits greatly from ATK, like the Swordmaster, go for it. If your player mains a tank, then defense would be cool.

I don't know the exact values that training points grant. The game's code is an absolute mess to surf through and decipher and I've lost interest in the game, tbh.
MrCritikal 23 May, 2022 @ 4:59am 
Hello, great guide ! Did you know how training points works ? It seems thatt player gain exp as participating matches. What is the most optimum strat at spending points ?
Seeking Solace  [author] 20 May, 2022 @ 5:19pm 
Sadly, I couldn't find any champion-specific numbers while data mining the game.
Porgeman 19 May, 2022 @ 8:38am 
Do you happen to know much about the character stats? Like how much defense reduction does the swordsman ability apply, the specific damage dealt by various abilities, or how much attack the shadowmancer gains per stack of shadow? Not nearly as relevant for beating the game as what you already have, but something I'd be interested in seeing.
Seeking Solace  [author] 17 May, 2022 @ 8:49pm 
@porgemansaysmeep
Glad you found my guide helpful!

@일어나라
After unlocking the 4 champions masteries I go all out on ATK but it doesn't really matter which training direction you take in the grand scheme of things.
Porgeman 17 May, 2022 @ 6:27pm 
Great guide! Clear details, in depth, and comprehensive. I have had a very hard time figuring out the actual benefit of some of the different stats in a concrete form, and your guide put everything together in a nice and convenient format.
Mad Prince 17 May, 2022 @ 1:17pm 
For training, do you focus on upgrading atk/def stats or the champion stats?