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.