Seven habits
that actually climb
None of them are about memorising the meta — that resets every patch, and it isn't what's costing you games. They're listed in the order they're worth fixing, and each one opens the chapter that covers it properly.
- Habits
- 7
- Behind them
- 12 chapters
- Price
- Free
The seven, in the order to fix them
-
Fix your economy first
Biggest effect per unit of effort
One gold of interest per ten held, capped at five. The breakpoints — 10, 20, 30, 40, 50 — are the whole game, and every purchase that drops you below one costs a gold a round for the rest of the stage. It is also the most commonly broken habit, because holding it is hard while five other things are happening.
Economy chapter · 11 min -
Get your level timing right
Compounds with economy — really one decision
Levelling and rolling compete for the same gold. The standard line is 8 around stage 4-2 to 4-5 and roll there: too early and you arrive with nothing to roll with, too late and you've bled HP you can't get back. A comp built on 3-costs has no business rushing 8.
Leveling chapter · 10 min -
Scout at checkpoints, not at random
Cheap to adopt, immediately visible
Not scouting is playing blindfolded; spam-clicking boards costs the attention you need for your own. Four fixed moments: an early overview, before you slam items, before a level-up or roll-down, and once you stabilise.
Scouting chapter · 10 min -
Pick augments for the game you're in
Stop taking the strong-sounding one
Most augment mistakes are strong in the abstract and wrong for the board in front of you. The failure has a shape — too much damage and no frontline, too much economy and no combat power. A global tier list averages over everyone's board rather than yours.
Augments chapter · 12 min -
Reposition every round
Free LP, pure attention
One arrangement is never right all game, because different boards punish different mistakes. It costs no gold, no units and no tempo — only attention, which is exactly what you run out of at 4-2.
Positioning chapter · 12 min -
Know what's left in the pool
The one that stops the disaster games
Every champion comes from a pool shared by the lobby, and the game never tells you how much of it is gone. Two players quietly holding your carry is the difference between hitting on forty gold and going fourth with nothing.
Rolling & odds chapter · 13 min -
Play for top 4, not for first
Changes what a good decision looks like
The gap between first and fourth is far smaller than the gap between fourth and eighth, so a player who never wins and never bottoms out climbs faster than one who alternates. Ask what loses you the game before what wins it.
Climbing chapter · 9 min
Want the whole model rather than the leaks? The twelve-chapter guide is the same material in reading order, and coaching is where it fits against paying someone to tell you.
Why these seven and not the meta
Knowing the strongest comp
A tier list is worth about one placement and expires on patch day. It also can't tell you whether the comp is contested, whether you can afford it, or whether the board you already have is closer to something else.
Every habit above works in every set, at every rank, on every patch, which is why they come first.
Knowing them isn't doing them
None of this is secret, and you probably knew most of it already. The reason the habits break isn't ignorance — it's that there are six of them and about forty seconds.
Which is why the order matters: fix one until it's automatic, then take the next. Trying to hold all seven at once is how you hold none.
The bookkeeping, taken off your hands
Two of the seven are counting problems rather than judgement problems: how many copies are left in the pool, and whether levelling beats rolling right now. Our desktop app shows both while the decision is live — pool counts under the shop, a marker over the XP button — plus AI suggestions that read your board and name the comps you can still reach. It doesn't decide for you; it just stops you counting.
What else it does
Frequently asked questions
What's the fastest way to climb in TFT?
Consistency, not first places. Top 4 gains LP and eighth places lose it, so a player who never wins but never bottoms climbs faster than one who alternates between first and eighth. Fixing economy discipline is the single change that moves the average most.
Should I learn the meta or the fundamentals first?
Fundamentals. Tempo, item slams, scout windows, positioning and economy decide more games than which one-cost you opened with, and they carry across every set. The meta resets every patch; the fundamentals don't.
When should I level to 8 in TFT?
Standard play levels to 8 around stage 4-2 to 4-5 and rolls there. Level too early and you have no gold to roll with; too late and you bleed HP you can't get back. The exact timing depends on your HP, your streak and whether your comp wants 4-costs at all.
How often should I scout?
At checkpoints rather than constantly: an early overview, before you slam items, before a level-up, before a roll-down, and after you stabilise. Consistency beats spam-clicking.