TFT Guide: Everything You Need to Know About the Astro Sniper Comp
By Josh Tyler
Our latest TFT guide breaks down the first new comp after the mid-set update, the Astro Sniper comp.
Once the Teamfight Tactics mid-set update dropped in Patch 10.12, everyone was ready and eager to see what would be the newest strong comp to climb. It didn’t take long for players to realize that the Astro Sniper comp was going to dominate the meta, which is why it is the focus of our latest TFT guide.
What is the Astro Sniper comp?
Core Comp: Caitlyn, Ashe, Nautilus, Gnar, Teemo, Jhin, Karma (or Lulu)
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The Astro Sniper comp is built around two of the strongest units in the current TFT meta: Gnar and Jhin. These two units are bridged by another very strong unit, Teemo.
Interestingly, though, the comp isn’t built around Teemo even though he is a big carry within the comp. Instead, you’re spreading items onto the three big champions depending on what you get.
Generally, any defensive items will go onto Gnar. Any AD items (particularly built out of BF Swords) go onto Jhin. Finally, any AP or mana items will go onto Teemo.
The fact that itemization is so broad and fluid makes the Astro Sniper comp incredibly diverse. There are almost no “necessary” items for any of these champions just as there are no “bad” items for this comp.
What Are the Key Units and Items?
As noted above, this comp is incredibly item-agnostic. If you follow the guidelines above, you should have a very strong comp even if you have slightly-worse items.
That said, Infinity Edge is always an item you want to have for Jhin, but you should also look to get him items like Ruunaan’s Hurricane, Giant Slayer, or Deathblade. A defensive item like Bloodthirster or Guardian Angel would also be good on Jhin.
Speaking of GA, that is also a great item for Gnar along with just about any defensive items. I particularly like Bramble Vest and Dragon’s Claw on him, but any defensive item will do.
Finally, for Teemo, you want to prioritize a Blue Buff for him to spit out those annoying shrooms as often as possible. Other AP items like Rabadon’s Deathcap and Morellonomicon are also great.
When Should You go the Astro Sniper Comp?
Basically always. Any time I don’t have an obvious hyper roll or slow roll comp ready to go, I usually will just go Astro Snipers.
The key to this comp is that you have to push to Level 8 as quickly as possible. You do this by rolling all your excess gold and experience, but also by taking advantage of another unit we haven’t yet mentioned: Bard.
Bard gives you free XP from his ability and helps give you the Astro synergy before your comp has been finalized. Usually, you’ll have only one of Teemo and Gnar, so throw Bard in there so you get the reduced cost on his ability and you get more free XP each round.
That said, do not level Bard up. He’s not a good unit other than to help you level faster and you’re going to sell him as soon as you get to Level 8 (both naturally and through spending gold to level).
Ideally, you want to use the “Rush 8” leveling strategy where you’ll level normally through Level 6, keeping your gold count as high as possible. At 4-1, you’ll spend to hit Level 7 and then at 4-3 you’ll spend all the remaining gold to hit Level 8. Bard will help you in this endeavor because he’ll reduce the amount you’ll have to spend to hit Level 7, leaving you more gold to spend at 4-3.
How do You Counter this Comp?
Countering this comp is actually difficult because you can see multiple different looks depending on what items the enemy throws at you. However, there is a very good comp out there (that we will do a TFT guide on in the future) that can deal with the Astro Sniper comp.
The new Vanguard/Mystic comp that has emerged with Cassiopeia as the main carry has the tools to deal with the Astro Sniper comp. That comp has enough resistances and consistent damage to both repel the two snipers and also deal with that front line of Gnar and Nautilus.