WIKI ENTRY27 TERMS

Reference

Glossary

Definitions for Teamfight Manager 2-specific terms — match mechanics, draft language, manager systems, and meta concepts. Each term links to the page that covers it in depth, so the glossary is a jump-off, not a duplicate.

Match mechanics

The rules of the 5v5 match engine — lanes, objectives, abilities.

Lane passive
Each of the five lanes (Top, Jungle, Mid, Bot, Support) carries a built-in passive that applies to whichever champion is assigned there. Top regenerates 1% max HP per second; Jungle gets +20% out-of-combat movement speed in the jungle plus smite; Mid gets bonus XP; Bot gets +20% gold and −30% XP; Support loses 15% gold which flows to the nearest ally on last hit. Roles explained
Smite
Built-in execute granted to the jungler. Activates on epic monsters (Serpen, Morgard) at ≤700 HP and kills them outright. This is why Serpen contests are tense — the jungler who lands smite wins the stack. Beginner's guide — Serpen, smite
Ultimate
A champion’s strongest ability. In TFM2 it unlocks at champion level 5, defining the mid-game power spike when engage comps want to commit fights. TFM1 vs TFM2
Serpen
Bottom-side epic monster. First spawn at 2:00, respawns every 2:00 after each kill. Killing it grants the whole team a permanent +3% AD/AP/armor/MR/movement-speed per stack, plus +60 XP and +50 gold (rising +10 per respawn). The signature snowball objective. Beginner's guide — objectives
Morgard
Late-game epic monster. Does not give a stat dump — killing it empowers your minions for about a minute. Treat it as a siege/push window, not a teamfight buff. Beginner's guide — objectives
Stack
A permanent buff layer the whole team gains from each Serpen kill. Stacks have no cap — they accumulate every two minutes for the rest of the game, which is why falling behind on Serpens compounds quickly. Beginner's guide — objectives
Two towers per lane
Each lane has two towers (outer and inner) before the base, versus the single-tower-per-lane layout of TFM1. This rewards split-push pressure and changes the early-game tempo. TFM1 vs TFM2
Jungle camp
Neutral monsters in the jungle that the Jungle role farms for gold and XP between rotations and ganks. Distinct from epic monsters (Serpen, Morgard). Roles explained
Tactics screen
The screen where the manager converts a draft into actual in-match instructions — focus targets, aggression levels, item priorities, and timing windows. Most new managers ignore it; doing so is the most common source of losses against equal rosters. Beginner's guide — tactics screen
Auto Patch System
A signature TFM2 system that periodically nudges champion balance and meta tools without a developer patch. The meta moves under the player, which is why this site treats process-first strategy as more durable than fixed tier rankings. TFM2 pillar guide

Draft & strategy

Terms used during ban/pick and team-composition planning.

First-ban
A ban used in the opening of the ban/pick phase. The principle: cut the enemy’s strongest tool, not the game’s strongest champion. First-bans target the opponent’s pocket picks and flex enablers. BP strategy — first-bans
Last-ban
A ban placed late in the ban phase, after most picks are visible. Use it to read unfilled lanes and counter the enemy’s engage timing rather than the engage champion. BP strategy — last-bans
Counter-pick
A pick made with full information about a specific enemy choice — lane counter, teamfight counter, or win-condition counter, depending on slot. Last pick is the slot with the most counter-pick leverage. BP strategy — counter-picks
Flex pick
A champion that can plausibly slot into more than one role, withholding information from the enemy until later in the draft. Value lives in the asymmetry, not the champion — a "designed flex" is intentional, an "accidental flex" is a tell. BP strategy — flex picks
Fearless mode
A draft format where champions cannot be repeated across games in a series. Forces teams to draft from a wider pool and rewards depth over comfort picks. BP strategy

Manager & progression

Off-match systems — staff, facilities, training, and income.

Coach
Staff role that improves player training efficiency. Hiring a Coach is the prerequisite that unlocks the value of the Training Facility upgrade. Training & transfers — facility order
Scout
Staff role that surfaces undervalued transfer-market players. Region-matched Scouts plus solo-queue signal find targets with high Mental, specialist stat distributions, or retiring-star opportunities. Training & transfers — scouting
Training Facility
Team facility that increases training gains. Recommended first upgrade once a Coach is hired, before Gaming House or any cosmetic facilities. Training & transfers — facility order
Gaming House
Team facility that improves player condition and chemistry. Recommended second upgrade after Training Facility — well before merch/studio investments. Training & transfers — facility order
Mental
Player stat that affects clutch performance and resilience under pressure. Often the leading indicator scouts use to identify undervalued players. Training & transfers — stat priorities
Streaming
A roster activity that converts player time into income (and reduces training time). One axis of the train / stream / rest ratio that defines a season’s rhythm. Training & transfers — streaming
Ticket Sales
The stable secondary income line, behind Prize money. Together with Prize Money, Streaming, and Merchandise Sales, one of the four income lines surfaced in the in-game Finance UI. There is no separate sponsor income line in the verified Finance screen. Training & transfers — prize money & tickets

Game & meta

Concepts that frame the game itself rather than a single match.

Early Access
The Steam launch state Teamfight Manager 2 entered on 2026-05-25. Content is shipping and balance is moving — this site version-stamps every data page against the live EA build. Is it worth it?
EA build
The current live Early Access version of the game. Every page on this wiki carries a version stamp showing the EA build it was verified against; data is re-checked within days of each patch. Patch notes
Patch cadence
The rhythm of developer patches during Early Access. TFM2 shipped six patches in its first launch week, which is why fixed S-tier rankings rot fast and the site favours process-first strategy. Patch notes
Division
Competitive tier a team plays in. The recommended train-vs-buy threshold is Division 1: train while you are below Div 1, buy for a single role gap once you are competing for a championship. Training & transfers — train vs buy
Workshop
Steam Workshop, live for TFM2 from Early Access launch. Players subscribe to custom champions, teams, scenarios, and re-skins; Workshop content is single-player career only and does not affect achievements. Steam Workshop

Sources

  • In-game UI — lane passives, smite, Serpen / Morgard numbers, Finance and Tactics screens, re-verified each patch.
  • Site deep-dives — each term links to the page where it is defined and cross-checked.
  • Developer statements — patch notes and dev posts from Team Samoyed.
Glossary - Teamfight Manager 2 Wiki