Teamfight Manager 2 guides, champions, tier list & patch notes.
A no-fabrication database for the manager sim with a MOBA inside it — 5 roles, two towers per lane, Serpen stacks, smite, ultimates at level 5, and an Auto Patch System that moves the meta under you. Each page shows the game version it was last verified against; current tracked patch is v0.4.7.
Start here
Your entry point: latest updates and core guides
Latest patch
Newest update, summarised within days of release.
Source: Official Steam ↗
Champion database
35 champions documented with full stats and abilities — 40 returning from TFM1 confirmed. Remaining slots fill in as data lands.
Tier list
Creator-sourced for v0.4.3 — LettucePlate's launch coverage plus dev-stated mechanics. Not a fabricated S-tier ranking.
Creators called these out by name as best-in-class on the EA build.
6 PICKS · CREATOR-SOURCED
Mechanically clear identity with a usable LoL parallel — no creator hype, but no red flags. Reliable in-draft.
11 PICKS · 3 MORE ON THE FULL LIST
Team comps
Four archetypes that survive the Auto Patch System — Engage, Poke, Split-push, Scaling — plus the counters matrix and the deliberate-Flex technique.
Open fights on your terms — hard CC + dive + AoE finish at the level-5 ult spike.
Read →Range damage that bleeds the enemy before any fight starts; tower-and-back between Serpens.
Read →1-3-1 or 1-4 — one champion creates a tower threat while 4 hold mid. Forces a bad enemy choice.
Read →Lose early, win late. Most patch-resilient archetype because "scales with items" rotates less than meta engage tools.
Read →The rock-paper-scissors matrix among the 4 above. Use during the BP synergy check.
Read →Deliberate hybrid: comp ambiguously looks like 2 archetypes; commit based on enemy response.
Read →BP strategy
Process-first ban/pick guide — first-bans, last-bans, flex windows, counter-picks, lane priority, and the comp-synergy check that survives the Auto Patch System.
Cut the enemy’s strongest tool, not the game’s strongest champion. Pocket picks, flex enablers, Fearless mode.
Read →Read the unfilled lanes. Counter the engage timing, not the engage champion. Model the next side selection.
Read →A flex pick is a question mark — value is in the asymmetry, not the champion. Designed flex vs accidental flex.
Read →Last pick = full information. Lane counter, teamfight counter, win-condition counter — different slots.
Read →Default pick order: jungle → support → mid → top → ADC, but the comp’s win condition reshuffles it.
Read →The three-question check: who initiates, who finishes, who survives the enemy win-con?
Read →Training & transfers
Stat → AI behaviour map, train-vs-buy math, facility upgrade order, scouting, and the prize-money / ticket / streaming / merchandise income mix that funds the roster.
Dev-published 25:75 and 78:22 win-rate datapoints — stats are the largest controllable signal outside of draft.
Read →Train when young and below Div 1; buy for a single role gap and a closing championship window.
Read →Training facility first if you have a Coach; Gaming House second; merch/studio only after a marketable star.
Read →Region-matched Scouts + solo-queue signal. Undervalued = high Mental, specialist distributions, retiring stars.
Read →Prize money is the dominant line; Ticket Sales is the stable secondary. No sponsors — the Finance UI has 4 income lines, period.
Read →Train / Stream / Rest ratio across spring, mid-season, summer, and off-season — rhythm matters more than max.
Read →All guides
Long-form system explainers. Every page version-stamped & internally linked.
Opponent scouting: read the pre-match report, build a matchup plan
Turn the pre-match analysis report into a game plan — read the opponent's tempo (early vs late team), set your Dragon contest-vs-concede policy, attack their structural weakness, and convert their preferred-champion pool into a ban list.
Teamfight Manager 2 mods: the best Workshop picks
The best Teamfight Manager 2 Workshop mods by category — real-world LoL and Dota 2 rosters, names & logos, re-skins and QoL tools — plus how to install and make your own.
Teamfight Manager 2 cheats & trainers
Teamfight Manager 2 cheats and trainers — unlimited money, edit budgets and player stats, and mod menus via WeMod, Cheat Engine and standalone trainers. Single-player only.
Is Teamfight Manager 2 worth it? (Early Access verdict)
Honest verdict on TFM2 in Early Access — match-AI complaints, first-week patch cadence, who should buy now vs wait for 1.0. Based on v0.4.7.
Coach Decision Framework: player evaluation & scouting strategy
The 10-dimensional player evaluation system used by veteran esports coaches — how to scout talent, assess fit, and build a roster around star players vs system players.
Frequently asked
The five questions we get most. Full list on the FAQ page.
A no-fabrication database for Teamfight Manager 2.
TFM2 is in Early Access on Steam, developed by Team Samoyed and launched on 2026-05-25. It's the sequel to the original Teamfight Manager — this time built around a full 5-role MOBA with reworked drafting, training, contracts, an Auto Patch System, and Steam Workshop support.
This site exists to give players accurate, current, well-organised information. Stats and tier ratings come from direct in-game verification — not scraped, not estimated, not invented. Every page tells you which patch it reflects.
House Rules
Sourced, not invented.
Every stat traces to the in-game screen or the community wiki, cited on the page.
Version-stamp everything.
Patch number visible on every data page.
One topic, one URL.
Permanent slugs. 301 redirects if anything moves.
Update within days of a patch.
Freshness over exhaustiveness.