Hey, I’m Zathong and i will help you build TFT Underground Threat comp in Ranked, Hyper Roll and Double Up. Learn more about core champions, carries Items, early options, late options, and best items for champions.
Underground Threat Comp Build Guide
Team Comps Recommend: 3 Underground + 6 Threat (Bel’Veth, Cho’Gath, Rammus, Vel’Koz, Urgot, Zac).
All champions: Bel’Veth, Cho’Gath, Rammus, Vel’Koz, Urgot, Zac, Sona, Vi, Kayle.
Core champions
How to play?
Early game guide
Roll champions:
Using team comp: 3 Underground + 1 Threat. Underground is your best option to start with on this comp as the items later into the game will be really helpful for getting full builds on your Threats.
Mid game guide
Roll champions:
Using team comp: 3 Underground + 3 Threat. Near the Mid Game you wanna replace your Ezreal with a Sona as underground 3 is all you need. Keep the Vel’Koz items on the side until you can place him down.
Late game guide
Roll champions:
Using team comp: 3 Underground + 6 Threat. This comp is great no matter when, but it is best when you have ideal items for the Threats.
Carries Items
Recommend items for Chogath:
- Gargoyle Stoneplate: Grant 15 Armor and 15 Magic Resist for each enemy targeting the holder.
- Dragon’s Claw: Grants 30 bonus Magic Resist. Every 2 seconds, regenerate 5% maximum Health.
- Ionic Spark: 50% Shred enemies within 2 hexes. When enemies cast an Ability, they are also zapped for magic damage equal to 185% of their maximum Mana. [Direct damage item] Shred: reduce Magic Resist
Recommend items for Belveth:
- Bloodthirster: Grant 20% Omnivamp. Once per combat at 40% Health, gain a 25% maximum Health shield that lasts up to 5 seconds. Omnivamp: heal for some of damage dealt
- Guardbreaker: Grant 20% bonus Attack Damage and 20 bonus Ability Power. After damaging a shielded enemy, Abilities and attacks deal 30% more damage for 3 seconds.
- Guinsoo’s Rageblade: Attacks grant 5% bonus Attack Speed. This effect stacks.
Power of Underground Threat Comp
The Underground periodically checks in with the loot from their current heist. You may choose to cut and run and take the current loot, or continue the heist to get even better rewards. After completing a heist, a new one begins. It takes 9 total progress for a heist to complete.
- 3 – The Underground makes 1 progress after each Player Combat Round. After a loss, they make 3 progress.
- 5 – The Underground makes 2 progress after each Player Combat Round. After a loss, they make 5 progress.
- 1 – Threats are more powerful than other units. You may field any number of Threats, but they do not gain bonuses for being fielded with other Threats.
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