Teamfight Tactics (TFT) – Neutral Monsters
Neutral Monsters
Neutral rounds are some of the least discussed, but most important parts of the game. Not only can a player lose health if they fail, but items are only gained by succeeding. The initial minion rounds are pretty straightforward – if one has Champions on the board, they should win. However, things get a bit trickier after that, and depending on the team, players may struggle through these rounds.
At level 9 comes Krugs. Nothing flashy, but they can easily take down unprepared teams. It takes a while for early units to kill them, and when two die, the last one is returned to full health. Position near the single Krug rather than the side with two to avoid splitting damage. Take out one at a time, and they’re easy targets.
The next neutral round is Wolves, which most should already be somewhat prepared for. These monsters are running a full Assassin comp, and will all jump on the back line if able to. Players need to stack their team like they would against any other assassins.
The Raptors can be especially tricky if a team lacks defenses, as they bring decent damage and get increasingly harder to kill. Most standard comps may find them easier than the wolves, but they shouldn’t be taken lightly.
After that comes the Dragon, who dishes out some pretty big splash damage. If one doesn’t have a comp that can kill it quick or disable it (Zephyr is huge here), players need to spread their team out so the splash damage doesn’t take them all out at once.
Rift Herald is similar to on Summoner’s Rift, charging forward and doing single target damage while being extremely hard to kill. Then comes the Elder Dragon, who is more powerful than the previous drake, although similar. It will push through defenses and shrug off debuffs, but to be fair, one wouldn’t have made it this far without already having a strong team. Focusing on beating this monster as it could hand anyone a clutch win in the final rounds with a solid item and damage avoided.