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The TFTSense manual

Welcome to the TFTSense manual. TFTSense is a Windows coaching overlay for Teamfight Tactics, updated for every set (currently Set 18): it watches your own game straight from the screen and draws its calls right over the board, so you get a comp to build toward, shop buys, an econ and tempo read, item builds, board positioning, and augment guidance without ever alt-tabbing. TFTSense unlocks with a tftsense.gg account (no license keys), and it coaches two game modes: standard Normal and Ranked, and the limited-time Choncc's Lore & Legends event. This guide walks through every screen and control, from the first launch to the in-game overlay panels, the main-window pages, the tools, and the AI chat coach. New here? Start at the top and read in order. Everything TFTSense does is read-only and own-screen only, so you can use it with peace of mind.

Quick start

  1. Download TFTSense-Setup.exe from the site (the Download for Windows button) and run the one-click installer. It installs in a couple of clicks and adds a shortcut; there is nothing else to set up.
  2. Launch TFTSense. The app opens on the sign-in gate before anything else loads.
  3. Sign in with your tftsense.gg account. Create a free account on tftsense.gg and pick a Monthly or Lifetime plan on the pricing page, then enter your email and password on the gate. If you turned on two-factor authentication, enter your six-digit authenticator code (or a recovery code) on the next step. Once your plan is active the app unlocks and a gold Lifetime badge or a live plan countdown appears in the top-right header. There is no license key to paste anymore.
  4. Set Teamfight Tactics to run in 1080p (1920x1080), in Borderless or Windowed mode, so the overlay can sit on top of the game.
  5. Pick your game mode from the selector to the left of the Coach tab: Normal / Ranked for the standard queue, or Choncc's Lore & Legends for the event. You can switch any time and the choice is remembered.
  6. Open Settings (the gear, top-right) and calibrate your board: press Calibrate, drag the four magenta corner handles (Front-left, Front-right, Back-right, Back-left) onto the matching corner hexes of your board, then press Done or Esc. This one-time step lets TFTSense read your units and place the formation bubbles correctly.
  7. Optional: in Settings, connect your Riot account (Game name, Tag, region, and a free dev API key) to unlock My Profile, Review, Player Lookup and #1 Decks, and paste an Anthropic API key under AI Coach if you want the Chat coach.
  8. Launch a TFT game. The overlay appears automatically the moment a game is detected and its panels ride through Planning and Combat. Watch the Coach page or the in-game panels for your comp, shop calls, and tempo read.
  9. Tune the overlay to taste: turn individual panels on or off on the Overlays page, drag panels with Alt+Shift+M (move mode), minimize the comp panel with Alt+Shift+C, and toggle the board formation guide with its hotkey (default Alt+Shift+F).

Getting started: install and first run

TFTSense is a Windows-only coaching overlay for Teamfight Tactics, updated for every set. It is a desktop app (Tauri 2 + Rust under the hood, with a Preact interface) that watches only your own screen and draws live advice on top of your game. It never reads or touches the game's memory or process, so the order you launch things in and one small first-time setup step (calibrating your board) both matter. This section walks you through your very first launch: getting into the app, activating your license key, learning the main window's layout, and doing the one thing you must do before in-game guidance lines up correctly, which is calibrating your board.

What TFTSense is (and how it stays safe)

TFTSense is a separate program that runs alongside Teamfight Tactics. It takes pictures of your screen many times a second, recognizes your gold, level, shop, board, and game phase from those pictures, and then paints coaching panels over the top of the game using a see-through window. Because it only ever looks at your own screen and never reaches into the game itself, it does not modify the game, does not click or type for you, and does not show you anything about opponents that you could not see yourself. That is the deliberate design: everything it knows, it learned by looking at your screen the same way you do. Practically, this means you keep the app open in the background while you play, and it does its work automatically once a game starts.

  • TFTSense reads your screen, so run TFT in Borderless or Windowed mode rather than exclusive fullscreen, otherwise the overlay cannot draw on top of the game.
  • Nothing you do in TFTSense affects the actual game. It cannot move units or buy champions for you. It only advises.

Launching the app the first time

When you open TFTSense, it starts and does four things in the background: it checks whether you are signed in, it starts looking for a live TFT game (and falls back to a built-in demo if none is found), it wires up your in-game hotkeys, and it syncs settings between its windows. You do not need to do anything for these. What you see depends on whether you are already signed in: if not, you land on the sign-in gate (covered next); if you are, you land straight on the Coach page. You run the downloaded Windows app and it opens; there is no separate step inside the app itself.

  1. Open Teamfight Tactics in Borderless or Windowed mode (you can also do this later; the app will wait).
  2. Launch the TFTSense app.
  3. If you are not signed in yet, you will see the sign-in gate. Enter your account (next item).
  4. Once signed in, the main window opens on the Coach page and the app begins watching for a game.
  • Launch order is forgiving. You can start TFTSense before or after the game; the overlay appears once a game is detected.
  • No account yet? The gate links you to tftsense.gg to create one and pick a plan.

The sign-in gate: your account

Before the main app opens, TFTSense shows a sign-in gate that asks for your tftsense.gg account. This screen replaces the whole app until you are signed in, so you cannot get past it without an active plan. It has its own slim top bar (Minimize and Close only, since the window has no normal title bar), the TFTSense logo, and a small login card with email and password fields and a Sign in button. Enter your account details and press Sign in; if you have two-factor turned on, you enter your authenticator code on the next step. On success the app validates your plan online and drops you into the main window. If something is wrong it tells you why in plain language and leaves you on the gate.

  1. On the sign-in gate, type your account email (or username) and password.
  2. Press Sign in.
  3. If prompted, enter your two-factor code or a recovery code.
  4. On success the main window opens automatically.
  • No account yet? Use the link to create one on tftsense.gg and choose a plan.
  • There is no license-key field anymore; you unlock the app by signing in with your account.
  • The gate can be dragged by its top bar; it has Minimize and Close only.

The plan badge in the header

Once you are in, look at the top-right of the main window for a small plan readout next to your account. For a Lifetime plan it simply reads 'Lifetime' in gold. For a Monthly plan it shows a live countdown to renewal: days and hours when there is plenty of time left (for example '12d 4h'), switching to a precise HH:MM:SS countdown in the final day. Hovering it shows the exact renewal date. This is just an indicator; there is nothing to click.

  • If the badge ever reads 'Expired', the app returns to the sign-in gate so you can renew your plan and sign in again.
  • A Lifetime plan never shows a countdown, just the word 'Lifetime'.

The main window shell: a tour of the top bar

The main window is borderless, meaning it has no standard Windows title bar. Instead, a custom top bar runs across the top. On the left is the TFTSense logo with the app version number beside it. In the center are the four primary tab groups: Coach, Comps, Stats, and Tools. Clicking a group opens that group's first page, and a row of smaller pill buttons (the sub-navigation) appears just underneath so you can jump to the other pages inside that group. On the right is a cluster of live status readouts and controls, ending in custom Minimize, Maximize, and Close buttons that behave like normal window buttons. The bar itself is the window's drag region: click and hold any empty part of it to move the window, and double-click an empty part to maximize or restore.

  1. Click Coach, Comps, Stats, or Tools to switch between the four main areas; each opens its first page.
  2. Use the pill row that appears beneath the tabs to reach the other pages in the current group.
  3. Drag an empty part of the top bar to move the window; double-click empty bar space to maximize or restore.
  4. Use the Minimize, Maximize, and Close buttons at the far right just like a normal window.
  • Coach holds the live coaching pages, Comps holds the comp library and builder, Stats holds your match data and player lookup, and Tools holds the calculators and game-data browsers. Each is covered in its own section of this manual.
  • Double-clicking a tab or button does not maximize; only double-clicking empty bar area does, so you will not accidentally resize when clicking a control.

The Settings gear and Discord link

To the right of the status cluster, before the window buttons, sit two more controls. The gear button opens the Settings page (this is where calibration, the overlay toggles, opacity, move mode, hotkeys, and your account connections live; it is not one of the four group tabs, it has its own button). Next to it, the Discord icon opens the TFTSense Discord in your normal web browser rather than inside the app. Both are always available from any page.

  1. Click the gear icon (top-right) any time to open Settings.
  2. Click the Discord icon to open the community Discord in your browser.
  • Settings is where you will go for first-run board calibration, so remember the gear.
  • The Discord link opens externally, so it will not navigate away from your app.

Live status cluster: feed pill, phase, and account chip

The top-right of the header always shows what TFTSense is currently seeing. The feed pill reads 'Live' with a green dot when the app is reading a real, running TFT game, and 'Demo' when it is showing built-in mock data instead (which is what you see before you load into a game, so the panels are never empty). Next to it is the current game phase, written in plain words: Planning, Combat, Augments, Carousel, Minions, Post-game, Loading, or 'Not in game'. After the phase comes the plan badge, and then your account chip showing your avatar, your in-game name, and your rank with LP (or 'Connect account' / 'Unranked' if not set up). The feed pill and phase are read-only indicators; the account chip is clickable.

  1. Glance at the feed pill to confirm TFTSense is reading your real game (green 'Live') versus showing the demo ('Demo').
  2. Read the phase label to see which part of the round TFTSense thinks you are in.
  3. Click the account chip: if a Riot account is connected it opens your Stats; if not, it opens Settings so you can connect one.
  • Seeing 'Demo' before a game is normal. The app runs a harmless mock simulation so you can explore the overlay and pages without being in a match.
  • If the phase or feed seems wrong while you are actually in a game, your board calibration or window mode may need attention (use Borderless/Windowed, and calibrate as below).

First-run must-do: calibrate your board

This is the one setup step you should do before relying on in-game guidance: line up TFTSense's hex grid with your actual board on screen. TFTSense reads your units and items, and draws the formation guide (the champion-name bubbles that show where each unit goes), based on a 4-row by 7-column grid of hexes. Until you tell it exactly where your board sits on your screen, those board surfaces can be misaligned. You calibrate by opening Settings, pressing Calibrate, and dragging four magenta corner handles onto the matching corner hexes of your board. The four corners are labeled Front-left, Front-right, Back-right, and Back-left so you know which is which. As you drag, a grid of dots updates live and should settle onto your board cells. When the dots sit on your hexes, you are done. Your calibration is saved automatically and reused on future launches, so this is normally a one-time job (re-do it only if you change resolution or how the game window is positioned).

  1. Make sure TFT is running and your board is visible (calibrating against a real Planning phase is easiest).
  2. Open Settings with the gear, find the 'Calibrate board' card, and press Calibrate.
  3. On your game, drag each of the four magenta corner handles (Front-left, Front-right, Back-right, Back-left) onto the matching corner hex of your board.
  4. Check that the grid of dots lands on your board cells, then press Done in Settings, or press Esc, to finish.
  5. If it ever looks off, press Reset on the same card to return to the default grid, then calibrate again.
  • Esc finishes calibration exactly like the Done button. This matters on a single monitor, where the full-screen calibrator can cover the Done button.
  • Your corner positions are saved the instant you drag, so even if you exit with Esc nothing is lost.
  • Without calibration the board formation guide and unit reading can be off; the gold, shop, comp, and econ advice do not depend on it, so you can still use those before calibrating.
  • Use the Reset button to wipe a bad calibration back to the default grid and start over.

Signing in: your tftsense.gg account

TFTSense unlocks with a tftsense.gg account, not a license key. The first time you open it, and any time you are signed out, the whole app is replaced by a single sign-in gate. You enter your account email and password (and a two-factor code if you turned that on), and once your plan is active the app unlocks. A small badge in the top-right then shows your plan. This section covers creating an account, signing in, two-factor, and what the plan badge means.

How unlocking works now (accounts, not keys)

TFTSense will not run until you sign in with a tftsense.gg account that has an active plan. You create the account and buy a Monthly or Lifetime plan on the website, then sign in inside the app. There is no license key to paste anymore: the old key box has been replaced by a simple email-and-password login. One account can be signed in on up to three machines at once. If you activated an older version with a license key, that machine stays unlocked, but new sign-ins use your account.

  • You buy and manage your plan on tftsense.gg; the app itself has no store screen.
  • One account covers up to three machines. Sign out on one to free a seat if you hit the limit.
  • You need to be online to sign in; TFT already requires you to be online, so this is not an extra burden.

Creating an account and choosing a plan

If you do not have an account yet, the gate links you to tftsense.gg to make one. Create a free account, then choose a Monthly or Lifetime plan on the pricing page. A plan is what actually unlocks the app, so pick one before you sign in. Once your account has an active plan, come back to the app and sign in.

  1. On the sign-in gate, click the link to create an account on tftsense.gg.
  2. Create your free account on the website.
  3. Choose a Monthly or Lifetime plan on the pricing page.
  4. Return to the TFTSense app to sign in.
  • The create-account link opens your browser, so the app stays open and waiting.
  • Pricing and plan changes all live on the website, under your account.

Entering your email and password

The sign-in gate has its own slim top bar (Minimize and Close only, since the window has no normal title bar), the TFTSense logo, and a small login card. Type the email or username and password for your tftsense.gg account and press Sign in. The app checks your account and plan online and, on success, unlocks straight into the main window. If something is wrong, it tells you in plain language (a wrong password, no active plan, too many machines, or a connection problem) and leaves you on the gate to try again.

  1. Enter your account email or username.
  2. Enter your password.
  3. Press Sign in (or Enter).
  4. On success the gate disappears and the app loads. You stay signed in on this machine across restarts.
  • If you see a too-many-devices message, sign out on another machine; an account allows three at once.
  • A connection error usually means the account server could not be reached; check you are online and try again.

Two-factor (2FA), if you turned it on

If you enabled two-factor authentication on your account, the gate asks for it right after your password. Enter the six-digit code from your authenticator app, or one of your saved recovery codes if you cannot reach the app. Two-factor is optional; you turn it on or off in your account settings on the website. When it is off, your password alone signs you in.

  1. Enter your email and password and press Sign in.
  2. When prompted, open your authenticator app and type the current six-digit code.
  3. No phone handy? Enter one of your recovery codes instead.
  4. Finish signing in.
  • Two-factor is set up on tftsense.gg, not in the app.
  • Keep your recovery codes somewhere safe; they are the backup if you lose your authenticator.

The plan badge in the header

Once you are in, a small readout sits in the top-right of the header next to your account chip. For a Lifetime plan it reads 'Lifetime' in gold. For a Monthly plan it shows a live countdown to renewal: days and hours when there is plenty of time left (for example '12d 4h'), switching to an HH:MM:SS clock in the final day. Hover it for the exact date. It is display-only, and if your plan lapses the app returns to the sign-in gate.

  • A Lifetime plan never counts down; it just reads 'Lifetime'.
  • If the badge ever reads 'Expired', renew your plan on the website and sign in again.
  • Staying signed in is automatic; a brief network blip will not sign you out.

Staying signed in and signing out

After a successful sign-in, TFTSense remembers you on this machine and re-checks your account quietly in the background, so you are not asked to log in every launch. A short network outage will not sign you out; the app only returns to the gate when the server gives a definite answer that access has ended (the plan expired, you signed out, or the account is on too many devices). You can sign out yourself from the account menu, which frees that machine's seat.

  • Sign out to move your seat to a different PC if you are at the three-machine limit.
  • All of this is automatic; there is nothing to configure.

Game modes: Normal, Ranked, and Choncc's Lore & Legends

TFTSense coaches two game modes. Standard Normal and Ranked is the full current-set experience. Choncc's Lore & Legends is the limited-time event mode (the Set 16 roster under Choncc's Treasure rules), with its own comps and its own coaching. You choose the mode from a selector to the left of the Coach tab, and everything mode-aware (comps, item and trait data, art, and the wallpaper) follows your choice.

The game-mode selector

A dropdown sits just left of the Coach tab. Closed, it shows the current mode's glyph and a caret; open, it shows a card for each mode (Normal / Ranked and Choncc's Lore & Legends), and the active one gets a gold ring and a check. Click a card to switch. The switch is instant, it is remembered across restarts, and it is shared between the main window and the overlay, so both always agree on which mode you are in.

  1. Click the mode selector to the left of the Coach tab.
  2. Pick Normal / Ranked for the standard queue, or Choncc's Lore & Legends for the event.
  3. The comps library, item and trait browsers, and the coach all reload for that mode.
  • Your mode is saved, so TFTSense reopens in the mode you last used.
  • The main set and the event keep separate comp libraries and separate pinned comps, so switching never mixes them.

What coaching runs in the event mode (and the one thing that does not)

In Choncc's Lore & Legends the coach runs almost everything it does in standard: it auto-targets the top event line (or the Alternate comp you pin), reads your shop live by champion art to give BUY / CONSIDER / SKIP calls, and reads your gold, level, and items to drive the econ, tempo, and item advice. The one deliberate exception is automatic board reading: because the event runs the Set 16 roster, TFTSense does not read the units on your board automatically. The board-guide bubbles still draw (they only need calibration), and everything else runs live. To keep the plan exact, check off the units you own on the comp panel's roster strip when the shop reader misses one.

  • The overlay states this itself: the shop, econ, gold, and item reads run live, and only automatic board reading is off for the event roster.
  • Substitution (SUB) suggestions are a standard-mode feature and do not run for the event roster.
  • Everything else, including the shop pills and the Team Builder shop badges, works in the event mode.

Board calibration

Board calibration teaches TFTSense exactly where your TFT board sits on the screen. It does this by lining up an invisible "virtual" hex grid with the real 4-row by 7-column board hexes in your game. You do this once for each screen resolution or layout you play at, and TFTSense remembers it. Calibration is what powers two things: reading the units and items on your own board, and drawing the on-board placement bubbles (the champion-name dots that show where your comp's units should go). If the bubbles ever land in the wrong spots, recalibrating is the fix. You can start and finish calibration either from the Settings page or directly from the in-game overlay, and you can always reset back to the built-in default grid.

What calibration is and why it matters

TFTSense never reads the game's memory or files. It only looks at your screen, like a person would. To make sense of what it sees, it needs to know where each of your board's 28 hexes (4 rows deep, 7 columns wide) is located on the display. Calibration stores four reference points: the screen positions of the four corner hexes of your board. From those four corners TFTSense mathematically warps a full grid to match every hex in between, so it can map each unit it reads onto the correct hex, and place the formation bubbles correctly. Out of the box it ships with a default grid tuned for a common 1920x1080 (16:9) layout, so it often works without any setup, but a quick calibration makes the unit reading and the on-board bubbles land precisely on your cells.

  • Calibration is per resolution and per layout. If you change your game resolution, switch monitors, or move to windowed mode, recalibrate so the grid matches the new board position.
  • It is a one-time task for each layout. Once done, it is saved and reused automatically every time you launch.
  • If the on-board 'Board guide' bubbles look offset from your hexes, that is the signal to recalibrate.

Calibrate board (the Settings card)

On the Settings page there is a 'Calibrate board' card. It has two buttons: a main toggle that reads 'Calibrate' when you are not calibrating and switches to 'Done' while you are, plus a smaller 'Reset' button. Pressing Calibrate drops you into calibration mode: the app makes the overlay catch your mouse and shows the full-screen calibration grid over your game. You drag the four magenta corner handles onto your board's corner hexes, then press Done (the same button) to finish and hand control back to the game. The card description tells you the same steps inline. While calibrating, a hint line reminds you to 'Drag the four corner handles on your game, then press Done.'

  1. Start a TFT game (or sit at a screen where your board is visible) so you have a real board to line up against.
  2. Open the main TFTSense window and go to the Settings page.
  3. Find the 'Calibrate board' card and press the 'Calibrate' button. It changes to 'Done' and the magenta grid appears over your board.
  4. Drag each of the four magenta corner handles onto the matching corner hex of your board (see the corner-handle entry below for which is which).
  5. Check that the small grid dots land on your board cells, then press 'Done' (or press Esc) to finish.
  • The button label is your status indicator: 'Calibrate' means idle, 'Done' means you are currently calibrating.
  • In the dev/browser preview (not the installed desktop app), this card draws the grid over the Overlay preview instead of a live game board, so you can practice the motion. The card shows a note saying so when you are not in the desktop app.
  • You do not need a separate save step. Your work is saved continuously as you drag (see 'How your calibration is saved' below).

Reset button (back to the default grid)

Next to the Calibrate/Done button is a small 'Reset' button (it has the hover tooltip 'Reset to default grid'). Pressing it throws away your custom corners and restores the built-in default grid that ships with the app, which is tuned for a standard 1920x1080 16:9 layout. This is the safety net: if a calibration went wrong, or your bubbles ended up badly misaligned and you want a clean starting point, Reset gets you back to a known-good default in one click. The reset is saved and pushed to the reader just like a normal calibration, so it takes effect immediately.

  1. Open Settings and find the 'Calibrate board' card.
  2. Press 'Reset'. Your custom corners are cleared and the default grid is restored right away.
  3. If the default still does not line up with your board, press 'Calibrate' and redo the four corners.
  • Reset does not ask for confirmation, so only press it if you actually want to discard your current calibration.
  • After a reset you can immediately start a fresh calibration; you do not have to restart the app.

The in-game calibration grid

While calibrating, TFTSense draws a full-screen overlay on top of your game. It shows two things. First, a computed grid of small dots, one per board hex, arranged in the 4-row by 7-column board shape (the odd rows are staggered, just like real TFT hexes). These dots are where TFTSense currently thinks each hex sits. Second, four larger draggable magenta corner handles, each with a text label. As you drag any corner, the entire grid re-warps live (using a homography, which is the math that stretches a four-corner shape onto your board), so you can immediately see all the dots shift to follow. A help banner at the bottom of the overlay restates the instructions. Your goal is simple: drag the corners until the dots sit on your real board cells.

  • Aim to land the grid dots on the centers of your board cells. When the dots sit nicely on your hexes, every unit-read and every formation bubble will line up.
  • The grid is drawn outside the opacity dimming, so it stays clearly visible even if you set a low overlay opacity in Settings.
  • If you drag a corner to a degenerate position (for example, collapsing corners on top of each other), the grid can briefly fail to draw. Just drag the corner back out to a sensible spot and the grid reappears.

The four corner handles (Front-left, Front-right, Back-right, Back-left)

There are exactly four draggable magenta handles, one per corner of your board, and each carries a label so you know where it belongs. The labels are Front-left, Front-right, Back-right, and Back-left. 'Front' means the row nearest you at the bottom of the screen (the row closest to your little legend/avatar), and 'Back' means the far row near the middle of the map. So Front-left goes on the bottom-left corner hex of your board, Front-right on the bottom-right corner hex, Back-right on the top-right corner hex, and Back-left on the top-left corner hex. You drag each handle individually onto its matching corner hex. The grid stretches to fit as you move them.

  1. Grab the handle labeled 'Front-left' with the left mouse button and drop it on the bottom-left corner hex of your board (the one nearest you on the left).
  2. Drag 'Front-right' onto the bottom-right corner hex.
  3. Drag 'Back-right' onto the top-right corner hex (the far-right cell of the back row).
  4. Drag 'Back-left' onto the top-left corner hex.
  5. Glance at the grid dots in between; if any are off, nudge the nearest corner until they all sit on cells.
  • Only the left mouse button drags a handle. Right-clicks and middle-clicks are ignored.
  • Place corners on the actual corner hexes, not on the empty edge of the screen. The four corners define the whole grid, so accuracy at the corners gives accuracy everywhere.
  • If a handle seems stuck or the grid does not move, make sure the overlay is actually catching your mouse. Starting calibration from the Settings or overlay buttons turns that on for you automatically.

Help banner (the on-screen instructions)

At the bottom of the calibration overlay there is a help banner that restates the steps so you never have to leave the game to remember them. It reads: drag the four magenta corners onto the matching corner hexes of your board, then press Esc (or Done in Settings) to finish, and the dots should land on your board cells. It is purely informational, there is nothing to click on it. Its job is to keep the workflow obvious for first-time users who started calibration from the overlay and do not have the Settings card in front of them.

  • The banner is your reminder of the three finish options: Esc, the Done button in Settings, or the 'Finish calibrate' button in the overlay controls.

Finishing: Done, Esc, or 'Finish calibrate'

There are three equivalent ways to leave calibration mode, and they all do the same thing: stop calibrating and release the overlay's hold on your mouse so the game gets clicks again. First, press the 'Done' button on the Settings card. Second, press the Esc key, which is the important one for single-monitor players because the full-screen grid covers their only display and they cannot reach the Done button; Esc finishes exactly like Done. Third, use the 'Finish calibrate' button in the in-game overlay's bottom-left controls (that same button reads 'Calibrate board' when you are not calibrating). Because your calibration is saved continuously while you drag, finishing does not 'commit' anything new; it simply exits the mode. The main window keeps keyboard focus during calibration (the overlay is designed never to steal focus), so Esc reliably lands.

  1. When the grid dots sit on your board cells, finish by either pressing Esc, or clicking 'Done' on the Settings card, or clicking 'Finish calibrate' in the overlay's bottom-left controls.
  2. The overlay stops catching your mouse and you return to normal play.
  • Single-monitor users: use Esc. It is built specifically for the case where the calibration grid covers the Done button.
  • Esc cannot accidentally lose your work, because everything is already saved as you drag.

Starting calibration from the in-game overlay

You do not have to alt-tab to the main window to calibrate. The overlay's always-on utility cluster in the bottom-left corner has a 'Calibrate board' button right next to the 'Unlock to move' button. Press it to start calibrating without leaving the game; it then reads 'Finish calibrate', and pressing it again (or pressing Esc) ends calibration. This is the same calibration as the Settings card, sharing the same saved corners. The hover tooltip on the button restates the flow: line the four corners up with your board, then press Esc or click again to finish.

  1. While in a game, look at the bottom-left of the overlay for the small control buttons.
  2. Click 'Calibrate board'. The magenta grid and corner handles appear.
  3. Drag the four labeled corners onto your board's corner hexes.
  4. Click 'Finish calibrate' (or press Esc) to exit.
  • This is the fastest way to recalibrate mid-session if you notice the bubbles drifting.
  • The overlay and Settings stay in sync: starting or finishing calibration in one place is reflected in the other (see the next entry).

How your calibration is saved and kept in sync

Your four corner positions are stored as fractions of the screen (so they stay correct regardless of exact pixel size), and they are saved automatically on every single drag, not just when you press Done. The saved calibration does three things behind the scenes. One: it is written to local storage on this PC, so it persists across sessions and is reused every time you open the app. Two: it is pushed to the Rust reading pipeline (the part that actually recognizes your units), both as you calibrate and again every time the app launches, so the board reader always has your latest grid. Three: it is kept in sync between the main window and the in-game overlay window, so whichever one you calibrate from, the other agrees, and finishing with Esc from the main window correctly removes the grid from the overlay. The only way to clear a saved calibration is the Reset button.

  • There is no manual save and no save button. Closing the app after calibrating keeps your work; opening it again re-applies it automatically.
  • Because everything is saved live, you can let go of a corner, look at the result, and keep adjusting without worrying about losing progress.
  • If you reinstall, move to a brand-new resolution, or your stored settings get cleared, you will fall back to the default grid and should calibrate again.

How calibration connects to the rest of the app

Calibration is the foundation for the board-reading features. The on-board 'Board guide' bubbles (the champion-name dots that show where each unit in your target comp should be placed) are drawn on the hexes that calibration defines, which is why the 'Board guide' surface in Settings is described as needing board calibration. The unit and item reading that feeds the coach also relies on the grid to map what it sees onto the right hexes. If calibration is off, the comp logic and most of the coaching still work, but the on-board placement bubbles can look shifted. A good calibration makes the bubbles snap to your cells and keeps the reader accurate.

  • If you turned the 'Board guide' bubbles on in Settings but they look misplaced, calibrate (or recalibrate) the board rather than toggling the bubbles off.
  • The in-game key that shows or hides those bubbles is the 'Board guide hotkey' set in Settings, separate from calibration itself.

The in-game overlay

The in-game overlay is the heart of TFTSense: a transparent layer drawn on top of your live Teamfight Tactics window. It shows you what to build, what to buy, where to put your units, and how to spend your gold, all without you ever leaving the game. This section walks through every panel, chip, tab, bubble, and button on the overlay, in plain language, so you know what each one does and how to use it. A few ground rules first. The overlay is "click-through" by default, meaning your mouse passes straight through it to the game underneath; only a few specific parts (the comp panel and the bottom-left buttons) catch your cursor. Planning surfaces such as the comp panel and chips stay up through both the planning phase and combat (so a slow read can never make them flicker off mid-round) and only go quiet when you are out of a game or on a loading screen. Everything below assumes you have already installed TFTSense, entered a license key, and run board calibration once.

How the overlay layer works (the root and opacity)

The overlay is one full-screen, see-through container drawn over your game. TFTSense calls it the HUD root. By default it is click-through: clicks and hovers pass through it to TFT, so it never gets in the way of dragging units or clicking the shop. Only the parts that are meant to be interactive (the comp panel's header and body, the hover popups, and the bottom-left control buttons) actually catch your cursor; everything else (the chips, the shop calls, the on-board bubbles) stays click-through so it can sit over clickable game elements harmlessly. The whole layer has an opacity setting so you can make it as solid or as faint as you like over your game. One deliberate detail: the board calibrator and the bottom-left controls are drawn OUTSIDE the opacity-controlled layer, so turning opacity down can never dim them to the point you cannot find them again.

  1. Open the main TFTSense window and go to the Settings tab.
  2. Find the 'Show on the overlay' card and the 'Opacity' row at the bottom of it.
  3. Drag the Opacity slider. It moves in steps from 30% (very faint) to 100% (fully solid). The percentage is shown next to the slider.
  4. Alt-tab back to your game; the overlay updates immediately.
  • Opacity is clamped to a 30%–100% range on purpose. Even if a stored value got corrupted, the overlay can never become fully invisible with no way to recover it.
  • Opacity only affects the see-through HUD layer. The calibration grid and the bottom-left Unlock/Calibrate buttons stay at full strength no matter where the slider is.
  • If the overlay ever looks like it disappeared, check the per-surface On/Off toggles in the same Settings card before assuming something broke.

The Econ (Gold) chip

A small draggable chip that shows your current gold plus the coach's econ call (for example 'roll', 'level', or 'hold') and the reason behind it. It reads your gold off the screen and updates live. It appears once your gold has been read and stays up through both the planning phase and combat, so a slow phase read cannot blink it off in the middle of a round. It only goes quiet when you are out of a game or loading. This chip rides the 'Gold tip' toggle in Settings, so it shows the same advice on the same toggle as the Cadence chip below.

  1. Make sure 'Gold tip' is On in Settings under 'Show on the overlay'.
  2. Glance at the chip during planning: the gold number is your current gold; the text after the dot is the econ call and its reason.
  3. To move it: turn on Move mode (see the Move overlay section), then drag the chip to where you want it. Its position is remembered.
  • The chip will not appear until TFTSense has actually read a gold value, so very early in a game it may take a moment.
  • Turning off the 'Gold tip' toggle in Settings hides both this Econ chip and the 'Next' cadence chip.
  • You can only drag it while Move mode is unlocked; when locked, clicks pass through to the game.

The Tempo chip

The single most important call on the overlay. The Tempo chip is the headline board-strength decision for the current stage: roll, level, push, or hold. It is derived from what the vision system reads on your board combined with your game scalars (gold, level, and so on). Think of it as the coach's one-line answer to 'what should I be doing right now to win this game?'. It shows during both planning and combat and only hides out of game.

  1. Read the Tempo chip first when you are deciding how to play a round.
  2. Follow its call: 'roll' means spend gold rolling for upgrades now, 'level' means buy XP to push your level, 'push' means you are strong enough to press your advantage, and 'hold' means save gold and stabilize.
  3. Drag it (in Move mode) to a spot near your gold so your most important reads sit together.
  • If the Tempo chip and the Econ chip disagree, the Tempo chip is the higher-level 'state of the game' read; the Econ chip is the narrower money call. Read them together.
  • It only appears when the engine has produced a tempo call, so it can be briefly absent at the very start of a stage.

The 'Next' (cadence) chip

An anticipation chip that tells you what the next round in TFT's fixed schedule will bring, so you can plan your gold and rolls around it. TFT rounds are deterministic, so from your current stage and round the coach knows what is coming. The chip is color-coded by type: an upcoming Augment round, a Realm of the Gods round (a Blessing pick plus a free component), or a safe PvE / monster round where you take no player damage and can greed a roll. Hover it for a longer one-line hint. Like the Econ chip, it rides the 'Gold tip' toggle.

  1. Keep 'Gold tip' On in Settings to see it.
  2. Glance at the short text on the chip during planning, for example 'Augment at 3-2: bank gold' or 'PvE at 2-7: no HP risk, safe to greed'.
  3. Hover the chip (no Move mode needed for the hover hint) to read the fuller explanation.
  4. Use it to bank gold before an augment, or to greed an extra roll into a no-damage PvE round.
  • The three colors map to the three event types: augment, Realm of the Gods, and PvE/monster.
  • It only shows when something notable is actually coming up; on a plain PvP round it can be empty.
  • It looks one round ahead because that is the decision you can act on right now.

The comp panel: what to build

The comp panel is the big anchored panel in the top-left that names the line you are building toward and shows its full detail. Its header bar shows the comp's tier badge and name and doubles as a minimize toggle. Below the header is the body, split into the active tab's content on the left and a vertical icon tab rail on the right. The panel stays stuck to the top-left in every phase and does not vanish during combat; if it is in your way, minimize it down to just the header bar. The suggested comp shown here is shared with the main window, so a comp you pin on the Coach/Comps page is the comp that shows here in-game. The header and body are interactive (they catch your cursor for tab clicks and unit hovers); the anchored shop calls stay click-through.

  1. Read the header: the colored badge is the comp's tier and the text is its name.
  2. Click anywhere on the header bar to minimize the panel to just that bar, or click again to expand it. (You can also use the Alt+Shift+C hotkey.)
  3. Click any icon on the right-hand tab rail to switch what the body shows (see the tab descriptions below).
  4. Hover a unit or item inside the panel to get a detail popup.
  • Minimizing and switching tabs only hides and shows content; nothing is torn down and rebuilt, so the panel never flashes when you click.
  • If you do not want the comp panel at all, turn off the 'Comp board' toggle in Settings.
  • The comp can hold steady across the brief gaps the live reader leaves between reads, so it will not flicker comps; a genuine pivot still lands after a short hold.

Comp panel tab 1 - Comp formation

The first tab draws the comp's hex formation: each unit sits on its hex with its star level and up to three item icons, and the carry is highlighted. This board is level-aware: a small stepper at the top follows your current level so you see the board for the level you are at, not just the endgame board, and a Coach / Level Board toggle switches between the best board to field from what you own right now (with temporary off-comp fillers and flex units marked) and the comp's clean target board for that level. A roster check-off strip along the top (a row of champion bubbles for the whole comp) lets you tick a unit you just gained, for example from a PvE or Realm of the Gods round, and each unit hex also has its own small check button that does the same thing. Hover any unit for a popup with its full item list, traits, cost, and star level. At the bottom of this tab sits a headline next-step chip repeating the roll/level/push/hold action so the build and the call are together.

  1. Open the comp panel and click the formation tab (the first icon on the rail).
  2. Hover a unit to see its full detail popup (items, traits, stars, cost).
  3. Click the small check on a unit's hex to mark it as owned; click again to clear it. Owned units are highlighted.
  • Your manual check-offs are fed to the coach as ground truth on top of what the camera sees, so its shop, roll, and level advice plans around the units you really have.
  • Check-offs are cleared automatically at the start of a new game, so last game's marks never bleed into this one.
  • If a comp has no formation data, the tab says so rather than showing an empty board.

Comp panel tab 2 - Item build

A dedicated item-build tab that turns your loose component parts into concrete instructions. It reads the components and finished items on your bench and tells you what to 'Slam now' (build immediately, sometimes naming the unit to put it on), what you are 'One away' from (the finished item and the single component you still need to grab), and 'Spare parts' flex builds that turn leftovers into tank or utility items. At the bottom it shows what the bench reader currently sees, so you can sanity-check that it read your components correctly. It works from the components you actually hold, and it is holder-aware: each build is assigned to the right unit, and if that unit's item slots are full the coach reroutes the item to the next-best holder and says so. If the reader misses an item, you can add it yourself: each champion row has a small add-item search over the full item catalog (finished items, artifacts, radiants, and emblems), and a picked item counts toward that unit's three slots. Thief's Gloves is handled as a special case: because its text reads that it consumes three item slots, it books the whole unit, and once a unit is full the add-item control turns into a quiet 'Slots full' marker so no fourth item can be added.

  1. Hold some item components during a game.
  2. Open the comp panel and click the item-build tab.
  3. Follow the 'Slam now' rows for items to build right away; check the 'One away' rows for what single component to look for next.
  4. Hover any item to see what it does.
  • If you are holding nothing relevant, the tab tells you to hold some components and it will advise you.
  • 'Slam now' means it is safe to commit the item; 'One away' means do not build yet, just grab the missing piece.
  • The same recommendations also appear on the Traits tab; this tab just puts the build front and center.
  • Use the add-item search to record an item the reader could not see, so the build advice stays accurate.
  • A Thief's Gloves unit shows as full on purpose; that one item takes all three slots.

Comp panel tab 3 - Traits and items

This tab shows the comp's trait progress (each trait with a have/need count that lights up when you hit the breakpoint) plus the carry's best-in-slot items and the component path to build them. It also repeats the same Slam now / One away / Spare parts item recommendations from the item-build tab. Hover a trait or an item to get a popup describing exactly what it does, including the per-tier breakdown for traits.

  1. Open the comp panel and click the traits tab.
  2. Read the trait pills: '4/5' style counts tell you how close you are to a breakpoint, and a hit breakpoint is highlighted.
  3. Hover a trait to read its tier-by-tier description, or hover a carry item to read what it does.
  4. Use the 'Components' line to see the build path for the carry's items.
  • The trait and item descriptions come from the in-app game-info layer, so they match the current set's data.
  • If a comp has no trait or item data, the tab says so instead of showing blanks.

Comp panel tab 4 - Augments

A curated 'Take' and 'Avoid' list of augments for the comp you are building toward. This is build guidance for your line, not a read of what the game is currently offering you. Hover any augment pill to read what it does. Importantly, TFTSense deliberately does NOT read or display the live augment offer on screen; doing that would violate Riot's terms for third-party apps, so the old on-screen augment marker was removed. What stays is this curated, comp-level guidance, which is just knowledge about your comp, not a read of the game state.

  1. When you reach an augment-select screen, open the comp panel and click the augments tab.
  2. Look at your three offered augments in the game, then compare them against the 'Take' and 'Avoid' lists here.
  3. Hover any pill to read the augment's effect.
  4. Pick the offered augment that best matches the 'Take' list.
  • You match the lists against the game's offer yourself; TFTSense never reads the offer for you, by design.
  • There is also a separate 'Augment guide' toggle in Settings for this surface; if a comp has no augment data, the tab says so.

Comp panel tab 5 - Gold plan

The level and roll timing plan for the comp. It shows the comp's leveling pattern (when to push to each level), the level at which to roll down, and a compact timeline of level timings (for example 'L7@3-2'). If the next-move step has a detailed note, it is shown at the top of this tab. This is your at-a-glance answer to 'when do I spend my gold?'.

  1. Open the comp panel and click the gold-plan tab.
  2. Read the leveling pattern and the 'roll @' level to know when to commit gold to rolling.
  3. Use the timing list to pace your XP across the stages.
  • Pair this with the live Tempo and Econ chips: the plan is the map, the chips are the live read.
  • If a comp has no gold plan, the tab says so.

Comp panel tab 6 - Early game champs

A simple reference list of the units to pick up early for this comp (the opener). It is intentionally just the list of who to grab early; it does NOT track which ones you already own, so it stays a clean 'pick these up' reference rather than a checklist you have to manage.

  1. Open the comp panel and click the early-game tab.
  2. In the early rounds, grab the listed champions when they appear in your shop.
  • No check-offs here on purpose; if you want to track ownership, use the checks on the formation tab instead.
  • If no opener is listed for the comp, the tab says so.

Comp panel Notes tab

The comp panel also carries a Notes tab: a small sticky-note board for reminders you want in front of you during a game. Each note is a colored card you can title and write on, tag with a color, and turn into a checklist by starting lines with '- ' (each such line becomes a tickable item). You add, edit, and delete notes without leaving the game. A note you pin surfaces on the overlay in-game, so a reminder you wrote for yourself (a positioning cue, an item priority for this comp) stays on your screen while you play. It is the same note store as the main app's Notes tab, so what you write in one place appears in the other.

  1. Open the comp panel and click the Notes tab in the right-hand rail.
  2. Add a note, give it a title and a colored tag, and type your reminder.
  3. Start a line with '- ' to make it a checklist item you can tick.
  4. Pin a note so it surfaces on the overlay while you play.
  • Only pinned notes surface in-game; the rest stay in the tab until you want them.
  • The notes here and in the main app's Notes tab are one and the same, so you can draft longer notes there and pin the ones you need mid-game.
  • Notes are private to your machine and are never part of a shared comp code.

Comp panel tab 7 - Board settings

The last tab on the rail is a quick toggle for the on-board champion-placement bubbles (the 'where each unit goes' guide drawn on your real board hexes). It is a single switch, 'Draw formation on board', so you can turn the bubbles on or off without leaving the game or alt-tabbing to Settings.

  1. Open the comp panel and click the board-settings tab (the last icon on the rail).
  2. Flip the 'Draw formation on board' switch on or off.
  • This is the same setting as the 'Board guide' toggle in the main Settings page and the in-game Board-guide hotkey; changing any one of them changes the others.
  • The bubbles need board calibration to land on the right hexes (see the board bubbles entry).

Shop calls (Buy / Consider / Skip / Sub)

Small labels anchored over each of your five shop slots that tell you what to do with that unit: BUY (strong buy for your comp), CONSIDER, or SKIP. A BUY on a comp unit also counts your pool, showing how many copies you own out of how many the star-up needs (for example 'you own 2 of 3'). CONSIDER is reserved for an off-comp unit you already have a pair of, where a third copy is a cheap upgrade worth grabbing. If your carry is not appearing in your shops, a contested-carry warning is surfaced, worked out only from your own shop history. There is also a special SUB call: when you cannot find a particular non-carry piece for your committed comp, TFTSense can point at an off-comp shop unit that can stand in for it, and that SUB label overrides whatever the slot would otherwise say. The shop calls sit over the clickable shop, so they are click-through (your buy clicks pass straight through). Hover a call to read the reason. This surface rides the 'Shop calls' toggle in Settings.

  1. Keep 'Shop calls' On in Settings.
  2. During planning, glance at the label over each shop slot and act on it: buy the BUYs, weigh the CONSIDERs, skip the SKIPs.
  3. If you see a SUB label on a slot, that unit is suggested as a stand-in for a piece you have been unable to find.
  • A SUB call replaces the normal call on that slot, so you will not see a conflicting SKIP under it.
  • SUB suggestions only appear mid-game (from stage 3 on) once you are committed enough that a missing piece is real; before then they would just be noise.
  • Because the calls are click-through, you can still click the shop normally even with a label on top of it.

On-board formation bubbles

Champion-name bubbles drawn directly on your real board hexes showing where each unit of the suggested comp belongs (a 'put Karma here' positioning guide). Placement follows archetype rows: tanks front and centered, melee carries just behind them, and ranged carries in the back corner. These use only your board calibration, not a live read of your units, so they show the recommended placement even on an empty hex. The carry's bubble is highlighted. They are click-through, so you can still drag your units underneath them freely. They stay up through combat too (that is the point of the toggle) and only hide when you are out of a game.

  1. Calibrate your board once (see the calibration entry) so the bubbles land on the right hexes.
  2. Turn the bubbles on via the 'Board guide' toggle in Settings, the comp panel's Board settings tab, or the in-game Board-guide hotkey (default Alt+Shift+F).
  3. Place each unit on the hex that matches its name bubble.
  • If your calibration is off or degenerate, the bubbles may not draw; re-run calibration.
  • This is the same surface controlled by three different switches (Settings, the panel tab, and the hotkey); they all move together.

Vision board name chips and the positioning nudge

During planning, TFTSense can draw the names of the units it actually sees on your board, as small chips on the matching hexes (a confirmation of what the camera read). Separately, when the coach derives a positioning note from your board (for example a carry sitting too far forward), it shows a short advice banner near the top of the screen. The name chips obey the 'board names' toggle; the positioning nudge always shows when present. Both are click-through.

  1. Leave the board names toggle on if you want to see what the vision system reads on your board during planning.
  2. Watch for the centered banner near the top: if it appears, it is a positioning suggestion to act on (for example pull a carry back).
  • The name chips only render during planning and only where the read maps to a calibrated hex.
  • The positioning banner is automatic and not tied to the names toggle; it shows whenever the coach has a positioning point to make.
  • These name chips are the live read of YOUR board; the formation bubbles above are the recommended placement. They are different things.

The pivot nudge chip

A draggable nudge that appears when your carry is being starved and a reachable alternate line would reuse most of your current board. TFTSense works this out purely from your own shop: it counts how many copies of your carry your shops have actually offered and compares that to how many you should have seen by now. If you are well under, your carry is contested, and it suggests the best alternate comp that keeps the most of your units. It is inferred from your own shop only, never from scouting opponents, and it is suppressed after stage 2-1 because by then the coach has committed to its line. It is a read-only suggestion; you act on it from the main window's Coach page Pivot button, not by clicking the chip.

  1. Keep the comp panel surface ('Comp board') on, since the pivot chip rides that toggle.
  2. If the chip appears, read which alternate comp it suggests and how many of your units it keeps.
  3. If you want to take the pivot, go to the main window's Coach page and use the Pivot button there.
  4. Drag the chip elsewhere (in Move mode) if it is in your way.
  • It only fires after enough shop data exists to judge contention, and never after stage 2-1.
  • It is built entirely from your own shop history, so it never uses opponent information.
  • The chip itself does nothing when clicked; it is purely a heads-up.

The bottom-left controls (Unlock and Calibrate)

A small always-on cluster of buttons in the bottom-left corner so you can unlock the overlay to move panels, or start and stop board calibration, without alt-tabbing to the main window. The left button toggles Move mode ('Unlock to move' / 'Lock overlay'); the right button toggles calibration ('Calibrate board' / 'Finish calibrate'). This cluster is interactive (it catches your cursor) and is drawn outside the opacity layer so lowering opacity never dims it.

  1. Click 'Unlock to move' to enter Move mode, drag any draggable chip or the panels to new spots, then click 'Lock overlay' to lock them again.
  2. Click 'Calibrate board' to start calibration; drag the four corner handles onto your board, then press Esc or click 'Finish calibrate' to end.
  3. When you finish, the overlay stops catching the mouse (unless Move mode is still on).
  • These buttons mirror the same Move and Calibrate controls in Settings, so you never have to leave the game to use them.
  • Unlocking the overlay makes it catch your cursor so you can grab panels; remember to lock it again so clicks pass through to the game.
  • Calibration needs the overlay to catch the mouse so you can drag the corners, which is why the button switches the overlay to interactive automatically.

Move mode (repositioning panels)

Move mode is the unlocked state that lets you drag the overlay's chips and panels wherever you want them. While locked, the chips and panels are click-through and you can still hover and click their own controls, but you cannot drag them, so a stray click never grabs a panel. While unlocked, you can drag them. Each panel's position is saved as a percentage of the screen, so it holds across resolutions and is remembered between sessions. You can turn Move mode on from the bottom-left Unlock button, the Settings 'Move overlay' toggle, or the Alt+Shift+M hotkey.

  1. Unlock with the bottom-left 'Unlock to move' button, the Settings 'Move overlay' toggle, or the Alt+Shift+M hotkey.
  2. Drag the Econ, Tempo, Next, and Pivot chips, or the comp panel, to where you want them.
  3. Lock again the same way; positions are saved automatically when you release each panel.
  • Dragging is gated on Move mode on purpose: with the panels clickable when locked, any click would otherwise grab and drag them.
  • Leaving Settings while still unlocked re-locks the overlay automatically, so it never ends up catching clicks over your game with no way to relock.
  • Positions are stored as screen percentages, so they survive resolution changes.

Board calibration (so TFTSense can read your board)

Calibration tells TFTSense exactly where your board sits on screen so it can read your units and items and place the formation bubbles and name chips on the right hexes. When you start calibrating, the overlay draws a 4-row by 7-column hex grid plus four draggable magenta corner handles labeled Front-left, Front-right, Back-right, and Back-left. Dragging a corner re-warps the whole grid to fit your board, and the result is saved live as you drag, so every board-reading surface uses it. You only need to do this once per setup (it is remembered), and again if your resolution or layout changes.

  1. Start calibration from the bottom-left 'Calibrate board' button or the Settings 'Calibrate board' card.
  2. Drag each of the four magenta corner handles onto the matching corner hex of your real board so the small dots land on your board cells.
  3. Press Esc, or click 'Finish calibrate' / the Settings 'Done' button, to finish.
  4. If it ever goes wrong, use the 'Reset' button in Settings to return to the default grid and start over.
  • Esc finishes calibration the same as the Done button, which matters on a single monitor where the full-screen grid can cover the Done button.
  • Your board quad is saved on every drag, so even if you exit abruptly the latest calibration is kept.
  • The grid is intentionally 4x7 to match a TFT board; line the four corners up and the dots in between should fall on your cells.

In-game hotkeys

TFTSense registers three global hotkeys so you can control the overlay from inside the game without alt-tabbing. Two are fixed: Alt+Shift+M unlocks or locks Move mode, and Alt+Shift+C minimizes or restores the comp panel. The third is the Board-guide toggle, which shows or hides the on-board formation bubbles; its default is Alt+Shift+F and you can rebind it in Settings. The Board-guide combo must include a modifier (Alt, Ctrl, or Shift) or be a function key; a bare letter or number is rejected because a global hotkey on a plain key would be captured system-wide and you could no longer type that key anywhere.

  1. Use Alt+Shift+M in-game to toggle Move mode.
  2. Use Alt+Shift+C in-game to minimize or restore the comp panel.
  3. Use the Board-guide hotkey (default Alt+Shift+F) to toggle the on-board bubbles.
  4. To rebind the Board-guide key: open Settings, find the 'Board guide hotkey' card, click 'Change', then press your new combo (Esc cancels).
  • A bare letter or number key is not allowed for the Board-guide hotkey; add a modifier or use a function key. The app explains this if you try.
  • If you had an unsafe single-key combo saved from an older version, the app migrates it back to the safe default so it cannot keep eating a typed key.
  • While you are capturing a new combo, the global shortcuts are paused so your keypress reaches the rebind box.

The per-surface Show toggles

In Settings, the 'Show on the overlay' card has an On/Off switch for each overlay surface so you can turn off anything you do not want drawn on your game. The surfaces are: Comp board (the formation panel), Gold tip (the Econ chip plus the Next cadence chip), Shop calls (the buy/consider/skip labels), Augment guide (the curated take/avoid augments), and Board guide (the on-board name bubbles, which need calibration). Each switch applies to the live overlay immediately.

  1. Open Settings and find the 'Show on the overlay' card.
  2. Click the On/Off button next to any surface to hide or show it on the overlay.
  3. Alt-tab to your game; the change is already applied.
  • The 'Gold tip' switch controls both the Econ chip and the 'Next' cadence chip together.
  • The 'Board guide' switch is the same setting as the comp panel's Board settings tab and the Board-guide hotkey.
  • You can save your current set of toggles plus opacity as a named Layout preset and switch between profiles (for example a 'Minimal' and a 'Full' overlay) in one click from the Settings 'Layout presets' card.

What TFTSense never reads (why some things are deliberately absent)

TFTSense is built to stay within Riot's rules for third-party apps, and a few absences are deliberate, not bugs. It never reads game memory, never injects into or hooks the game, and never simulates input; it only reads your own screen with computer vision. It only ever surfaces your own data and never opponent-only information, which is why the pivot nudge is inferred purely from your own shop history rather than from scouting opponents. And it never reads or displays the live augment offer on the augment-select screen, because that would cross the line; instead it shows curated 'take/avoid' guidance for your comp, which is just knowledge about your line. Understanding this explains why the coach gives you guidance to compare against the game yourself rather than acting on or reading the game's live choices for you.

  • The pivot suggestion comes only from how often your own shops offered your carry, never from watching opponents.
  • The augments tab is build advice for your comp, not a read of your three offered augments; you do the matching.
  • No memory reading, no injection, no input automation: the overlay only ever looks at your own screen.

Comp panel and its tabs

The comp panel is the most important thing on the in-game overlay: it is the line you are building toward, pinned to the top-left corner in every phase of the round. At the top is a header bar (a colored tier badge, the comp's name, and a small up/down chevron). Below it the body splits into two parts: the content of whichever tab is selected on the left, and a vertical rail of seven small icon buttons on the right that switch between tabs. The panel never disappears during combat, it can be shrunk to just the header bar to get it out of the way, and it holds steady through the brief moments when the game reader loses its read, so it does not flash or jump. The comp shown here is the same comp you pinned in the main window, so the overlay and the main window always agree on the plan. The formation tab is not only the endgame board anymore: it follows your current level with a small stepper and can show either the best board to field from the units you own right now (Coach view) or the comp's target board for that level (Level Board view). There is also a roster check-off strip so you can tick a unit the instant you pick it up, and a Notes tab for sticky notes you keep for yourself.

Where the comp comes from (and how it stays steady)

The panel shows one suggested comp: either the line the coach auto-picked as the best fit for your board, or a comp you pinned yourself in the main window's Coach/Comps pages. A pin always wins over the auto-pick, and it travels to the overlay automatically, so pinning a comp on your second monitor instantly changes what the in-game panel coaches. The panel is deliberately 'sticky': it holds the last comp through the split-second gaps when the screen reader briefly returns nothing, and when the coach wants to switch you to a genuinely different comp it makes that new comp prove itself for about 1.5 seconds first. That stops the panel from flickering between two lines every time you sell a unit or the shop redraws. If you do nothing, the panel just quietly tracks the best line for you.

  • The comp resets to nothing only when a game truly ends, so it never carries stale advice into your next game.
  • If you want to lock the panel to a specific line, pin that comp in the main window. To go back to auto-pick, clear the pin.
  • The formation tab tracks your current level automatically, so the board it draws is the one that matches the level you are at, not just the endgame board.

Header bar: minimize and restore

The header bar is the colored tier badge plus the comp name plus a chevron arrow. The entire bar is one big click target that minimizes the panel down to just that bar (chevron points down) or expands it back to full detail (chevron points up). It is intentionally a large, forgiving area so that over the game, where the overlay only 'catches' your cursor on specific pieces, your click reliably lands. Minimizing does not hide the comp name or tier, so you always still see what you are playing at a glance. The panel does not vanish on its own during a fight; minimizing is the only way to tuck it away, and it stays minimized until you bring it back.

  1. Click anywhere on the header bar (the badge, the name, or the chevron) to minimize the panel to the bar.
  2. Click the bar again to expand it back to full detail.
  3. Or press Alt+Shift+C at any time to do the same toggle without moving your mouse.
  • The minimize state is shared between the overlay and the main window, so toggling it in one place updates the other.
  • Alt+Shift+C is a fixed in-game hotkey for this and cannot be reassigned.

The tab rail: switching sections

On the right edge of the open panel is a vertical strip of small icon buttons. Each one swaps the panel's left-side content to a different view of the same comp. The active tab's icon lights up gold. The order, top to bottom, follows the natural in-game reading order: what to build, then how to build it, then your plan, your notes, and settings. The tabs are, in order: Comp formation, Item build, Traits and items, Augments, Gold plan, Early game champs, Notes, and Board settings. Switching tabs is instant and never rebuilds the panel, so it will not flash.

  1. Look at the icon rail on the right side of the open panel.
  2. Click an icon to switch the left-side content to that tab.
  3. Hover an icon to see a tooltip naming the tab.
  • If the panel is minimized, expand it first (click the header or press Alt+Shift+C) to reach the tabs.
  • Your selected tab is remembered while the panel stays mounted, so glancing away and back keeps you on the same tab.

Tab 1 - Comp formation

This is the default tab: the comp laid out on a hex grid the way it should sit on your board, so you can copy the shape. Each occupied hex shows the champion's portrait, its star level (the row of stars), and up to three item icons it should hold, with the carry (the unit your items and economy are built around) highlighted so it stands out. The important thing to know is that this tab is now level-aware. A small stepper at the top follows your current level (it steps down to the previous level board and up to the next), so instead of only the endgame board you see the board that makes sense at the level you are actually at. Next to the stepper is a Coach / Level Board toggle. Coach view shows the best board to field right now from the units you already own, marking temporary off-comp fillers (a unit you are only running until you find the real piece) and flex units (a unit that can slot in more than one spot). Level Board view shows the comp's clean target board for that level, the shape you are working toward. Above the board sits a roster check-off strip: a row of champion bubbles for the whole comp that you tap to mark a unit owned, which is handy for ticking off a champion you just gained from a PvE drop or a Realm of the Gods round without leaving the game. Every unit hex also carries its own small check box in the corner that does the same thing. At the very bottom of the tab sits a single headline next-step chip, the one-line call for right now (for example roll, level, push, or hold), colored by what kind of action it is.

  1. Use the level stepper at the top to look one level back or ahead; by default it sits on your current level.
  2. Flip the Coach / Level Board toggle: Coach view = the strongest board you can field from what you own right now (fillers and flex units marked), Level Board view = the comp's target board for that level.
  3. Tap a bubble in the roster check-off strip to mark a unit you just gained (for example from a PvE or Realm of the Gods round), or use the small check box on a unit hex to do the same.
  4. Hover over any unit's hex to raise a full detail popup: large champion art, its cost, its star level, its full item list, and its traits.
  5. Read the chip at the bottom for the single most important action this moment.
  • Marking units owned is not just cosmetic: those check-offs feed the coach as ground truth on top of what the screen reader sees, which sharpens its roll, level, and shop advice.
  • Your owned check-offs clear automatically at the start of each new game, so last game's marks never bleed into this one.
  • In Coach view, a unit marked as a filler is one you are only running until the real piece shows up, and a flex unit is one that can sit in more than one comp; both are labeled so you know what is temporary.
  • The roster check-off strip and the per-hex check boxes feed the same owned list, so ticking a unit in either place counts once.
  • The popup only appears on this tab and only when the panel is open.

Tab 2 - Item build

This tab tells you what to do with the item components you are physically holding on your bench right now. It reads your bench and sorts its advice into three buckets. 'Slam now' lists completed items you should build immediately (tagged SLAM), and names the unit each goes on. 'One away' lists an item plus the single remaining component you still need to grab to finish it. 'Spare parts to tank / utility' lists flexible builds (tagged FLEX) you can make from leftover components to strengthen the comp's frontline or utility, where the word 'another' marks a second copy of an item the comp already wants. Below the buckets, an 'On your bench (reader)' line shows the components and finished items the bench reader currently sees, so you can confirm it is reading you correctly. If you are not holding components, the tab simply prompts you to pick some up.

  1. Pick up item components in-game; the buckets fill in automatically as the bench reader sees them.
  2. Build the 'Slam now' items first, onto the unit named after each one.
  3. For 'One away' items, grab the single 'need' component shown to complete them.
  4. Use the 'Spare parts' flex builds for leftover components.
  5. Hover any item line to see a tooltip describing what that item does.
  • These are read-only recommendations; the app never builds items for you, it only advises.
  • 'Slam now' means build it this instant; do not hold the components hoping for a perfect item.
  • If the bench reader is missing something you are holding, the 'On your bench' line is where you will notice the gap.

Tab 3 - Traits and items

This tab combines two things in one view. First it repeats the same Slam now / One away / Spare-parts build recommendations from the Item build tab, so you have them at hand alongside the rest of the context. Then it shows the comp's trait progress: each trait is a pill reading its name and a have/need count (for example 4/6), and the pill lights up once you have hit that breakpoint. Finally it shows the carry's best-in-slot items (the ideal items for your main damage dealer) and the carry's component priority path (the order to chase the components in). Hovering a trait pill or an item raises an info popup with the description.

  1. Read the trait pills to see which trait breakpoints you have hit and which you still need.
  2. Read the 'Carry items' row for your carry's ideal items, and the 'Components' line for the order to build toward them.
  3. Hover a trait pill to see its tiered description (what each breakpoint grants).
  4. Hover an item to see its tooltip.
  • A lit trait pill means that synergy is active; a dim one means you are still short of the breakpoint.
  • This tab is read-only; the only interactive part is hovering for descriptions.

Tab 4 - Augments (take / avoid)

This tab lists the augments worth taking and the augments to avoid for the comp you are building toward. 'Take' pills are the augments that fit this line well; 'Avoid' pills are ones that do not. This is important to understand: it is build guidance for your chosen comp, a curated recommendation list, and NOT a read of the three augments the game is currently offering you on the augment screen. Reading and displaying the live augment offer would break Riot's third-party rules, so that was deliberately removed. Use this tab as a reference for which augment types suit your comp when you reach an augment choice.

  1. Open this tab when you are about to pick an augment.
  2. Compare the augments the game is offering you against the Take and Avoid lists here.
  3. Hover any Take or Avoid pill to read what that augment does.
  • Because this is comp guidance, not a live read, the lists are the same every time for a given comp; the app is not telling you which of your three current options is best.
  • It is read-only apart from hovering for descriptions.

Tab 5 - Gold plan

This tab is the economy and timing plan for the comp: how to level and when to roll. It shows the comp's level pattern (the leveling path it expects), the level you should roll your gold down at (shown as 'roll @' a level), and per-level timing markers that tell you roughly when to hit each level. Those markers read like L7@3-2, meaning aim to reach level 7 around stage 3, round 2. If the coach has a specific current next-step detail, that line appears at the top of the tab too.

  1. Read the level pattern and the 'roll @' level to know your overall economy plan.
  2. Use the per-level timing markers (for example L8@4-1) as targets for when to reach each level.
  3. Glance at the detail line at the top for the current specific next step, when present.
  • This tab is read-only.
  • Timing markers are targets, not hard rules; adjust if you are low on health or on a strong streak.

Tab 6 - Early game champs

This tab is the opener: a clean list of the units to pick up early for this comp, each shown with its portrait and name, colored by cost. It is deliberately just a reference list with no owned-check boxes, so it stays a simple 'grab these early' guide for the first stages rather than a checklist to manage. Use it in the early rounds to know which cheap units to prioritize buying and holding to set up the comp.

  1. Open this tab in the early game.
  2. Buy and hold the listed units as you see them in your shop.
  • Unlike the formation tab, this list has no owned check boxes by design; it is a fixed reference.
  • It is read-only.

Tab 7 - Notes

The Notes tab is a small sticky-note board you keep right inside the comp panel, for reminders you want in front of you during a game. Each note is a colored card you can title and write on, give a colored tag, and turn into a checklist by starting lines with '- ' (each such line becomes a tickable item). You add a note, edit its text, and delete it without leaving the game. The point of having notes on the overlay is the pin: a note you pin surfaces in-game so a reminder you wrote for yourself (for example a positioning cue or an item priority for this comp) sits on your screen while you play. This is the same note store as the dedicated Notes tab in the main app, so anything you write in one place shows up in the other.

  1. Open the comp panel and click the Notes tab in the right-hand rail.
  2. Add a note, give it a title and a colored tag, and type your reminder.
  3. Start a line with '- ' to turn it into a checklist item you can tick off.
  4. Pin a note to make it surface on the overlay in-game.
  • Pinned notes are the ones that show up in-game; unpinned notes stay in the tab until you want them.
  • Notes are shared with the main app's Notes tab, so you can write longer notes there and pin the ones you want to see while playing.
  • Notes are yours only and stay on your machine; they are not part of any comp code you share.

Tab 8 - Board settings

This tab holds a single on/off switch, 'Draw formation on board', that controls the champion-placement bubbles drawn directly on your real board hexes. Those bubbles are little name tags that show where each unit of your comp belongs, so you can position your board to match the recommended formation. The point of having this switch inside the comp panel is that you can turn the bubbles on or off without alt-tabbing out of the game. The bubbles themselves are click-through, so they never get in the way of dragging your units around, and (when on) they stay drawn during combat too.

  1. Open this tab.
  2. Click the 'Draw formation on board' switch to turn the on-board bubbles on or off.
  • The bubbles need your board to be calibrated first (the four-corner board calibration), otherwise there is nowhere to draw them.
  • This same toggle can also be flipped with the Board-guide hotkey, which defaults to Alt+Shift+F and can be changed in Settings.
  • The switch state is shared with the main window's overlay settings, so it stays in sync wherever you change it.

Shop calls, sub calls, and board formation bubbles

These are the three pieces of guidance TFTSense paints directly onto the live game instead of inside a panel: a BUY / CONSIDER / SKIP tag over every shop slot, a SUB tag that points you at an off-comp unit you can grab to plug a hole in your board, and champion-name bubbles drawn on your actual board hexes to show where every unit of your comp belongs. All three sit on top of clickable parts of the game (the shop row, your board), so they are deliberately click-through: you can buy a unit or drag a champion right underneath the guidance and nothing intercepts your mouse. They read only your own screen, never an opponent's, and they line themselves up using the calibration template (for the shop) and your board calibration (for the bubbles).

Shop calls: the BUY / CONSIDER / SKIP tag on every shop slot

Above each of your five shop slots TFTSense draws a small colored tag scored against the comp you are building toward. BUY (green) means the unit fits your core line and you should grab it. On a comp unit, the BUY reason now also counts your pool: it tells you how many copies you already own out of how many that unit takes to reach its target star (for example 'you own 2 of 3'), so you can see at a glance how close a buy gets you to an upgrade. CONSIDER (amber) means it is situational, and it is reserved for a specific case: an off-comp unit you already own two of, where a third copy would complete a cheap upgrade worth grabbing even though it is not in your line. SKIP (red) means leave it and keep your gold. Separately, if your carry is not showing up in your shops, a contested-carry warning is surfaced so you know the piece you are chasing is being taken, worked out purely from your own shop history. The tags update every time your shop changes (a new roll, a buy, a refresh), because they are recomputed from the current shop and your committed comp. They sit at the top-center of each slot and stay anchored there through both the planning phase and combat, so a slow phase read never flickers them off mid-round. The coach behind these calls is deterministic: the same shop plus the same comp always produces the same calls, each with a stated reason.

  1. Glance at the colored tag over each shop slot while the shop is open.
  2. Buy the BUY slots first; they are the pieces of your line.
  3. Treat CONSIDER as 'only if you have the gold and the slot to spare.'
  4. Pass on SKIP slots to bank gold or hold your econ.
  5. Hover a tag to read the one-line reason it gave that call.
  • The calls aim at whatever comp is currently suggested or pinned. If you pin a different comp in the Coach page, or hide a line, the calls re-aim at the new target.
  • They only appear while you are in a round (planning or combat); out of game or on the loading screen they go quiet.
  • If you do not want them at all, turn them off with the 'Shop calls' toggle in Settings (it maps to the showShop setting). They come back the moment you re-enable it.
  • The 'you own N of P' count on a BUY tag is your progress toward that unit's next star: P is how many copies the star-up needs and N is how many you already hold.
  • CONSIDER is deliberately narrow: it means an off-comp unit you already have a pair of, where the third copy is a cheap easy upgrade, not a general 'maybe' tag.
  • A slot can show no tag if the engine has no opinion on that unit for your comp; that is normal, not a bug.

Hovering a shop call for its reason

Every shop call carries a tooltip with the reason it landed on BUY, CONSIDER, or SKIP, for example that the unit is a core member of your comp, a flex pick, or off-line for what you are building. This is the 'why' behind the color so you are never blindly trusting a tag. Because the tag itself is click-through and sits over a clickable shop slot, the reason is delivered as a native hover tooltip rather than a button you click.

  1. Move your mouse over the tag above a shop slot.
  2. Pause for a moment until the tooltip text appears.
  3. Read the reason, then buy or skip as you see fit.
  • Hovering does not block the slot underneath, so you can still click to buy while reading.
  • If no tooltip shows, the slot may have no active call (no tag), which means the engine is staying neutral on that unit.

The SUB call: grab an off-comp unit to fill a hole

Sometimes your committed comp wants a non-carry piece that you simply cannot find, and meanwhile an off-comp unit is sitting in your shop that can stand in for it (it shares a trait the missing piece brings, or is a listed flex pick for your comp). When that happens, TFTSense replaces that slot's normal tag with a SUB tag. This matters because that off-comp unit would otherwise read SKIP, which directly contradicts the advice 'actually, grab this one.' The SUB tag takes over the slot so you get one clear call. The idea is to keep your board (and the trait it holds) online while you keep rolling for the real piece. It is inferred entirely from your own shop, never from scouting opponents.

  1. When you see a SUB tag instead of the usual color, look at that shop slot.
  2. Hover the SUB tag to read which missing unit it is covering and which trait the sub holds.
  3. Buy the sub to keep your board strong while you keep searching for the real piece.
  4. Replace the sub with the real unit later when it shows up.
  • SUB calls are mid-game only. They appear from stage 3 onward, once your shop is up and you own enough units to be 'committed' to a line. Before that the coach is still shaping the comp, so a sub call would just be noise.
  • The carry is never subbed. If your carry is the unit you cannot find, that is pivot territory, handled by the separate pivot nudge, not a SUB tag.
  • A sub is only suggested when the shop unit is not much more expensive than the piece it replaces, so you are never told to slam a far pricier unit just to fill a slot.
  • SUB is gated to non-carry core pieces you do not own and that are not already sitting in your shop (if the real piece is in the shop, the normal BUY call already covers it).

On-board formation bubbles: where each unit goes

Turn this on and TFTSense draws a small champion-name bubble on each real board hex where a unit of your suggested comp belongs, with the carry emphasized. It is a positioning guide: 'put Karma here, the frontline tank here, the carry in this back corner.' The placement follows a sensible default built from archetype rows: tanks are placed front and centered, melee carries sit just behind them, and ranged carries go in the back corner. It is not a pixel-perfect meta layout, so treat it as a strong starting point you can adjust. The bubbles need only your board calibration to know where your hexes are; they do not require live board reading, so they work even before any unit detection. They are fully click-through, so you can drag your champions onto the marked hexes underneath them without the bubbles getting in the way.

  1. Calibrate your board once first (drag the four magenta corners onto your board's corner hexes; see board calibration).
  2. Turn the bubbles on (comp panel Board settings tab, the Settings 'Board guide' toggle, or your Board-guide hotkey).
  3. During planning, drag each unit onto the hex its name bubble is sitting on.
  4. Adjust from there if your read of the matchup calls for a different spot.
  • The bubbles stay on through combat too, on purpose, so you can fine-tune positioning mid-fight. They only hide when you leave the game or are on the loading screen.
  • If your calibration is off, the bubbles will land off your hexes; recalibrate to fix it. A badly degenerate calibration (corners collapsed) makes the bubbles not draw at all.
  • The carry bubble is highlighted so you can spot your most important placement at a glance.
  • Because they need only calibration, the bubbles show your comp's whole intended formation even on hexes you have not filled yet.

Turning the board bubbles on and off

There are three independent ways to flip the formation bubbles, and they all drive the same showBoardBubbles setting, so it does not matter which you use. The first is the comp panel's Board settings tab: open the in-game comp panel, click the Board settings tab (the last tab in the right-hand rail), and use the 'Draw formation on board' switch. The second is the main window: open Settings and toggle 'Board guide.' The third is a global hotkey you can press without alt-tabbing, which is the fastest way to peek at the formation and then hide it again during a game. Whichever you use, the change syncs across the main window and the overlay.

  1. In-game, fastest: press your Board-guide hotkey to toggle the bubbles.
  2. Or open the comp panel, click the Board settings tab, and flip 'Draw formation on board.'
  3. Or, in the main window, open Settings and toggle 'Board guide.'
  • The default Board-guide hotkey is Alt + Shift + F. You can rebind it under Settings ('Board guide hotkey').
  • When you rebind, use a modifier (Alt, Ctrl, or Shift) plus a key. A bare letter or number key is rejected, because registered globally it would be captured system-wide and you could no longer type it anywhere (the classic 'my F key stopped working' trap).
  • The two other in-game hotkeys are fixed: Alt+Shift+M unlocks/locks overlay move mode, and Alt+Shift+C minimizes or restores the comp panel.
  • The Board guide toggle does nothing useful until you have calibrated your board, since the bubbles need your hex positions to land correctly.

How the shop and board guidance stay lined up

The shop calls anchor themselves using the same normalized layout template the vision pipeline uses, so 'where is shop slot 3' is one shared answer for both the coach and the overlay. The board bubbles use your saved board calibration (the four corner hexes you dragged into place), warped through the same hex-grid math the live pipeline uses, so a bubble lands on the same hex the engine thinks that cell is. One important detail handled for you: the comp's own layout counts the frontline as the top row, while your real board counts the row nearest you first, so the bubbles flip the rows automatically to match your view. You never have to think about this; it is why the carry ends up in the back corner from your seat.

  • If shop tags drift off your slots, your client resolution or aspect ratio may not match the template; the shop calls assume a standard 16:9 layout.
  • If bubbles drift off your hexes, recalibrate the board rather than touching anything about the shop; the two use different alignment sources.
  • Both surfaces are click-through by design, so they never steal a buy or a unit drag from you, even when they sit directly over a clickable game element.

Hotkeys and move mode

TFTSense draws its coaching panels right on top of your game, and most of the time the overlay is "click-through" so your mouse passes straight to Teamfight Tactics. This section covers the three in-game hotkeys, "move mode" (which unlocks the panels so you can drag them somewhere that suits your screen), the always-available control buttons pinned to the bottom-left of the overlay, and how to rebind the one hotkey that is yours to customize. None of this requires alt-tabbing out of your game.

The three in-game hotkeys at a glance

TFTSense registers three global hotkeys with Windows, which means they work while you are focused on the game, no alt-tab needed. Two of them are fixed and cannot be changed: Alt+Shift+M toggles move mode (unlock or lock the overlay for dragging), and Alt+Shift+C minimizes or restores the comp panel to just its title bar. The third one, the Board guide toggle, shows or hides the champion-placement bubbles drawn on your real board, and it is the only one you can rebind (its default is Alt+Shift+F). A 'global' hotkey is one Windows watches for system-wide, so it fires even though the game has keyboard focus. The app listens for these key presses through its desktop shell and flips the matching on-screen toggle for you.

  • These hotkeys only work in the installed desktop app, not in any browser preview.
  • All three use the Alt+Shift combination by default so they will not clash with the keys you use to play TFT.
  • If you ever forget them, the Settings page reminds you: open Settings and look at the 'Move overlay' card, which lists Alt+Shift+M and Alt+Shift+C, plus a button to set the Board guide key.

Move mode: unlock the overlay to drag its panels

By default the overlay floats on top of your game but lets every click pass through to TFT, so you can play normally. The trade-off is that you cannot grab and reposition the floating panels, because grabbing them would mean catching your mouse. 'Move mode' flips that: while it is unlocked, the overlay catches your mouse over the game so you can drag the floating panels (the Gold/Econ chip, the Tempo chip, the Next/cadence chip, and the Pivot nudge) to wherever you like. Each panel remembers its new spot, stored as a percentage of the screen so it stays put even if you change resolution. When you are done you lock the overlay again and clicks pass through to the game as before. Note that move mode is deliberately temporary: it is never left on across an app restart, and it force-locks itself the moment you navigate away from the Settings page, so you can never accidentally leave the overlay swallowing your clicks with no way to lock it again.

  1. Press Alt+Shift+M during your game, or click 'Unlock to move' in the overlay's bottom-left control cluster, or open Settings and click 'Unlock to move' on the 'Move overlay' card.
  2. Drag any of the floating panels (Gold, Tempo, Next, Pivot) to a new position. They are clamped to stay on screen.
  3. When the layout looks right, press Alt+Shift+M again, or click 'Lock overlay' in the same place you unlocked it. Your positions are saved automatically.
  • The comp panel itself is not dragged this way: it stays pinned to the top-left in every phase. You move it out of the way by minimizing it (Alt+Shift+C) rather than dragging it.
  • While unlocked, the overlay is catching your mouse, so it is easiest to set positions during the planning phase rather than mid-fight.
  • If you leave the Settings page while still unlocked, the overlay re-locks itself automatically, so the panels stop catching your mouse. This is a safety net, not a bug.
  • Positions are remembered, but the unlocked/locked state is not: the overlay always starts locked when you relaunch the app.

The bottom-left overlay control cluster

Pinned to the bottom-left corner of the overlay is a small cluster of two buttons that is always clickable, even when the rest of the overlay is in click-through mode. It exists so you can unlock the panels or start board calibration without ever alt-tabbing back to the main window. The first button reads 'Unlock to move' and switches to 'Lock overlay' once pressed: it does exactly the same thing as Alt+Shift+M and the Settings toggle. The second button reads 'Calibrate board' and switches to 'Finish calibrate' while you are aligning the calibration grid to your board; pressing it again (or pressing Esc) finishes calibration. This cluster sits outside the part of the overlay that the opacity slider dims, so it never fades out and stays easy to find and click.

  1. During a game, glance at the bottom-left of your screen for the two small buttons.
  2. Click 'Unlock to move' to drag panels, then 'Lock overlay' to finish.
  3. Click 'Calibrate board' to line the grid corners up with your board, then click 'Finish calibrate' (or press Esc) when the corners match.
  • Both buttons reflect the current state in their label, so you always know whether you are locked/unlocked and calibrating/not.
  • Because calibration needs to drag corner handles, starting calibration also makes the overlay catch your mouse; finishing it returns control to the game (unless move mode is still on).
  • These buttons are the no-alt-tab equivalents of the controls on the Settings page, so use whichever is closer to hand.

Minimize the comp panel: Alt+Shift+C

The comp panel (the formation and build guide pinned top-left) can be collapsed down to just its header bar so it stops covering the top of your board, then expanded again, all without touching the mouse. Alt+Shift+C is a fixed hotkey that toggles this minimize/restore. You can also click the panel's header bar to do the same thing, but the hotkey is handy mid-game when your hands are on the keyboard. Minimizing only hides the body; the small header with the comp name and tier stays visible so you always know which line you are building, and clicking it (or pressing the hotkey again) brings the full panel back.

  • The comp panel never vanishes on its own during combat; minimizing is the intended way to get it out of the way.
  • This hotkey is fixed and cannot be rebound.
  • Because the panel is pinned top-left and not draggable, Alt+Shift+C is your main tool for managing the space it takes up.

The Board guide hotkey (rebindable): show/hide board bubbles

The Board guide is the set of champion-name bubbles TFTSense draws directly on your board hexes showing where each unit of your comp should go. Its show/hide hotkey is the one global hotkey you are allowed to customize. The default is Alt+Shift+F. The same toggle also lives in the comp panel's 'Board settings' tab and in the Settings page's 'Show on the overlay' list, but the hotkey lets you flip it instantly in-game. When you set a new combo it is saved on your PC and handed to the desktop shell, which re-registers it with Windows so it takes effect immediately.

  1. Open the main window and go to Settings.
  2. Find the 'Board guide hotkey' card. The current combo is shown next to the button, for example 'Alt + Shift + F'.
  3. Click 'Change'. The button changes to 'Press keys…' and a hint appears: 'Press your combo now (Esc to cancel).'
  4. Hold your modifier(s) and press the key you want, for example Ctrl+Shift+B. The combo is captured and saved on the spot.
  5. To back out without changing anything, press Esc while in capture mode.
  • A combo needs a modifier (Alt, Ctrl, or Shift) plus a key. A bare letter or number is rejected, and you will see an error explaining why (a single-key global hotkey gets captured system-wide, so you could no longer type that letter anywhere, the classic 'my F key stopped working' problem).
  • A function key on its own (like F8) is allowed without a modifier, because function keys are not normally something you type into text.
  • While you are in capture mode, TFTSense temporarily pauses its global hotkeys so your key press actually reaches the capture box instead of being swallowed by the old shortcut; they are restored (including your new combo) the moment capture ends.
  • If an old, unsafe single-key combo was ever saved in a past version, the app quietly migrates it back to the Alt+Shift+F default on launch so it cannot keep eating a typed key.

Why bare single keys are blocked

This is the reasoning behind the rule above, worth understanding once. A global hotkey is registered with Windows and intercepted everywhere, not just in TFTSense. If that hotkey were a plain letter or number, Windows would grab that key for the overlay across your whole PC, so pressing it in a chat box, a browser, or anywhere else would no longer type the character. To prevent that, TFTSense requires at least one modifier on letter/number combos. Function keys are exempt because you do not type them into text fields, so capturing one globally does no harm. This guard is the reason the two fixed hotkeys use Alt+Shift, and the reason your custom Board guide hotkey must include a modifier when it is built on a letter or number.

  • If you pick an unsafe combo, the app refuses it and keeps your previous hotkey, so you can never accidentally lock yourself out of a key.
  • Good safe choices: any Alt/Ctrl/Shift combination, or a lone function key like F8 if you have a spare one.

Settings: overlay, account, AI, presets

The Settings page is where everything configurable lives. Open it from the gear icon at the top-right of the main window. From top to bottom you will find your Riot account connection, the AI Coach key, a Move overlay card, the Show-on-the-overlay surface toggles and opacity slider, Layout presets, the board Calibrate card, and the Board-guide hotkey. Most of these controls apply live: flip a toggle here and the in-game overlay updates instantly while you play, because the main window and the overlay are kept in sync. Almost everything is stored only on your own PC. If you ever open Settings outside the desktop app (in a web preview), cards that need the desktop shell show a small "Works in the desktop app" note.

Overlay panels (toggled on the Overlays page)

The individual overlay panel toggles no longer live on the Settings page. Settings now shows a short 'Overlay panels' note that points you to the Overlays page, where each panel has its own card and on/off switch that syncs live to the in-game overlay. See the Overlays page section of this manual for the full list. Settings still owns overlay opacity, board calibration, move mode, the board-guide hotkey, and your account and AI connections.

  1. Open the Overlays page to turn individual panels on or off.
  2. Use Settings for opacity, calibration, move mode, the board-guide hotkey, and connections.
  • Toggles moved to the Overlays page so each panel can carry its own description and preview.

Overlay opacity slider

At the bottom of the same 'Show on the overlay' card is the Opacity row. It controls how solid (versus see-through) the whole overlay looks on top of your game. The slider runs from 30% to 100% in 5% steps, with a live percentage readout next to it. Lower values make the HUD more transparent so you can see the game through it; higher values make it more opaque and easier to read. It is deliberately limited so it can never go fully invisible: even a stale or hand-edited saved value is clamped into the 30%-100% range, so you can always still see and reach the overlay to fix it. The default is 100% (fully solid).

  1. In the 'Show on the overlay' card, find the Opacity row at the bottom.
  2. Drag the slider left to make the overlay more see-through, or right to make it more solid.
  3. Watch the percentage readout to the right of the slider; it updates live as you drag.
  4. Release the slider to save. The new opacity applies to the in-game overlay immediately.
  • Range is 30% to 100%, moving in 5% jumps. The default is 100%.
  • It cannot be set below 30%, by design, so the HUD can never become permanently invisible.
  • If you mostly want the overlay out of the way but still glanceable, somewhere around 70%-80% is a comfortable middle ground.
  • Opacity is one of the things captured in a layout preset, so you can store a faint setup and a bold setup separately.

Layout presets

The 'Layout presets' card lets you save your current overlay setup under a name and switch between named profiles in one click. A preset captures which of the five surfaces are showing plus the opacity value. It does not capture the temporary minimized state of the comp panel. This is handy if, for example, you want a 'Minimal' profile (just the comp and gold) and a 'Full' profile (everything on) and want to flip between them without re-toggling each surface. Saving a preset with a name that already exists overwrites that preset. Applying a preset instantly sets your live overlay to that saved combination of surfaces and opacity.

  1. Set up the overlay the way you want it using the surface toggles and the opacity slider.
  2. In the 'Layout presets' card, type a name into the 'Preset name' box (for example, Minimal or Full).
  3. Click 'Save current', or just press Enter in the name box, to store it. The name box clears after saving.
  4. To switch to a saved profile later, click 'Apply' on that preset's row; the overlay updates at once.
  5. To remove a profile you no longer want, click the small '×' button on its row.
  • A preset records the five surface toggles and the opacity, nothing else.
  • The comp panel's minimized/expanded state is intentionally not saved into a preset.
  • Reusing an existing name updates that preset rather than creating a duplicate.
  • Presets are saved locally on this PC, so they persist between sessions but are not synced to other machines.

Move overlay (drag your panels)

The 'Move overlay' card unlocks the in-game overlay so you can drag its panels, the gold tip, the comp board, the armory/item panel, and so on, anywhere on screen, then lock it back. Positions are remembered between games. While unlocked, the overlay 'catches' your mouse so the panels are draggable; while locked, the panels stay put and your clicks pass through to the game (you can still hover them, the cursor is aware of them). The button toggles between 'Unlock to move' and 'Lock overlay'. A safety feature: if you navigate away from the Settings page while still unlocked, TFTSense automatically re-locks the overlay for you, so it can never get stuck catching your clicks over the game with no way to relock. You can also toggle move mode without opening Settings using the in-game hotkey Alt+Shift+M.

  1. Open Settings and find the 'Move overlay' card (or just press Alt+Shift+M while in a game).
  2. Click 'Unlock to move'. The overlay now accepts your mouse so panels can be dragged.
  3. On your game screen, drag each overlay panel (gold, comp, armory) to where you want it.
  4. Click 'Lock overlay' (or press Alt+Shift+M again) when you are done. Your layout is saved.
  • Hotkey: Alt+Shift+M unlocks and re-locks move mode in-game.
  • Panel positions are remembered, so you only need to arrange them once.
  • Leaving the Settings page automatically re-locks the overlay, so a forgotten unlock can't leave it grabbing your clicks.
  • While unlocked, the overlay intercepts the mouse; lock it again before you go back to playing so clicks reach the game.

Calibrate board

The 'Calibrate board' card lines up TFTSense's internal hex grid with your actual board on screen, so it can read your units and items and place the Board-guide bubbles on the correct hexes. When you press Calibrate, the overlay starts catching the mouse and shows four magenta corner handles. You drag each handle onto the matching corner hex of your board (the four extreme corners), and the grid stretches to fit. The calibration is saved live as you drag, so the moment you have the corners placed it is already stored and pushed to the reading pipeline. Press Done (the same button, which changes label while calibrating) to finish. If you are on a single monitor and the full-screen calibrator covers your only screen so you cannot reach Done, pressing Esc finishes calibration the same way. There is also a Reset button that returns the grid to its default position if a calibration goes wrong.

  1. Get into a TFT game (or use the Overlay preview) so your board is visible, then open Settings and find the 'Calibrate board' card.
  2. Click 'Calibrate'. Four magenta corner handles appear over the screen.
  3. Drag each handle onto the matching corner hex of your board (the four outermost corners of your hex grid).
  4. Click 'Done' to finish. If you are on one monitor and can't reach Done, press Esc instead, it finishes the same way.
  5. If the grid is off and you want to start over, click 'Reset' to restore the default grid, then calibrate again.
  • Calibration is required for the Board guide bubbles to land on the right hexes, and it improves unit/item reading.
  • Your corner placements save automatically as you drag, so there is no separate save button.
  • Esc finishes calibration, which is the rescue path for single-monitor setups where the calibrator covers the Done button.
  • The hotkey Alt+Shift+C is for minimizing/restoring the comp panel, not for calibration; calibration is started from this card (or the matching overlay control).
  • In the desktop app the calibrator draws over your live board; in a web preview it draws over the Overlay preview instead.

Board-guide hotkey (rebindable)

The 'Board guide hotkey' card sets the in-game key that shows or hides the champion-placement bubbles on your board (the same Board-guide surface from the toggles above). It shows the current combo (the default is Alt + Shift + F) and a Change button. When you click Change, TFTSense listens for your next key combination and rebinds to it. The rule is that the combo must include at least one modifier (Alt, Ctrl, or Shift) together with a key, OR be a standalone function key (like F8). A bare letter or number is rejected on purpose: a global hotkey is captured system-wide, so binding the overlay to a plain 'F' would stop you typing 'F' everywhere else (the classic 'my F key stopped working' problem). While you are picking a new combo, the app temporarily pauses its global shortcuts so your keypress actually reaches the listener, and it shows a 'Press keys' prompt; press Esc to cancel without changing anything. If you try an unsafe combo, it shows an error explaining to add a modifier or use a function key.

  1. Open Settings and scroll to the 'Board guide hotkey' card. The current combo is shown next to the Change button.
  2. Click 'Change'. The button reads 'Press keys' and the app waits for your input.
  3. Press your desired combination, for example Alt+Shift+B, or a function key like F8.
  4. The new combo is saved and registered for in-game use immediately. Press Esc instead if you want to cancel.
  • Default is Alt + Shift + F.
  • You must use a modifier (Alt, Ctrl, or Shift) plus a key, or a function key on its own. A plain letter or number is not allowed because it would be swallowed system-wide.
  • If you click Change and then change your mind, press Esc to keep the existing binding.
  • This is one of three in-game shortcuts: Alt+Shift+M toggles move mode, Alt+Shift+C minimizes/restores the comp panel, and this rebindable key toggles the Board guide.
  • An unsafe combo saved in an older version is automatically migrated back to the default on launch, so it can never keep eating a typed key.

Riot account connection (game stats)

The 'Riot Account (Game Stats)' card connects your Riot account so TFTSense can pull your match history, rank, and personal stats for the Stats and Leaks pages and the post-game recap. You enter four things: your game name, your tag, your region, and your own free Riot developer API key (it starts with 'RGAPI-'). You get the key for free at developer.riotgames.com, and note that a dev key resets every 24 hours, so you may need to paste a fresh one each day. Three privacy points matter here: the key is stored only on your PC, only your own games are ever read, and the live in-game overlay never uses the Riot API at all (live coaching is entirely from reading your own screen). There is also a 'Detect from game' button that auto-fills your name and tag by reading your identity from a running TFT game, so you do not have to type them. After connecting, the card shows your connection status and rank (for example 'Connected as Name#TAG, Gold IV (45 LP)'), or 'Unranked this set' if you have no rank yet, and offers a Disconnect button.

  1. Get a free dev API key at developer.riotgames.com (it begins with RGAPI- and resets every 24 hours).
  2. Open Settings and find the 'Riot Account (Game Stats)' card at the top.
  3. Type your Game name and Tag (the part after the # in your Riot ID), or, if a TFT game is running, click 'Detect from game' to auto-fill them.
  4. Pick your Region from the dropdown (EUW, NA, EUNE, KR, BR, JP, OCE, LAN, LAS, TR, or RU).
  5. Paste your dev API key into the 'Dev API key (RGAPI-...)' box.
  6. Click 'Connect'. When it succeeds the status line shows your name and rank; open the Stats tab to see your data.
  7. If you ever want to remove the account, click 'Disconnect'.
  • A Riot dev key expires every 24 hours; if stats stop loading, generate a fresh key and reconnect.
  • You can paste your tag with or without a leading '#'; the app strips it for you.
  • The 'Detect from game' button only works in the desktop app and only when a live TFT game is running; if none is found it tells you to launch a game and try again.
  • Your key never leaves your PC, only your own games are read, and the live overlay never touches the Riot API, so connecting it has no effect on the no-memory-reading, own-screen-only design.
  • After you connect, the button reads 'Reconnect' so you can refresh with an updated key. If a connection fails, an error line explains why.

AI Coach (bring-your-own-key chat)

The 'AI Coach (Chat)' card sets up the Coach Chat tab, where you can ask an AI coach questions about your live game in plain language. It is bring-your-own-key: you paste your own Anthropic API key (it starts with 'sk-ant-') and choose a model. The key is stored only on your PC and is sent only to Anthropic; TFTSense runs no server of its own, and you pay Anthropic directly per message. You get a key at console.anthropic.com. There are three model choices: Sonnet 4.6 (balanced, the recommended default), Opus 4.8 (the smartest but pricier), and Haiku 4.5 (the fastest and cheapest). The status line under the inputs tells you whether a key is saved; with no key, the Chat tab will keep prompting you to add one. When you do chat, each question is sent along with a compact snapshot of what TFTSense is reading live (your stage, gold, level, the comp you are building, your units, shop, held components, traits, and any augment choices on screen), so the coach answers about this specific game rather than in the abstract.

  1. Create an Anthropic API key at console.anthropic.com (it starts with sk-ant-).
  2. Open Settings and find the 'AI Coach (Chat)' card, just under the Riot account card.
  3. Paste your key into the 'Anthropic API key (sk-ant-...)' box. It saves automatically as you type.
  4. Pick a model from the dropdown: Sonnet 4.6 (recommended) for everyday use, Opus 4.8 for the smartest answers, or Haiku 4.5 for the fastest and cheapest.
  5. Confirm the status line reads that your key is saved, then open the Chat tab to talk to the coach.
  • Sonnet 4.6 is the recommended default; switch to Opus 4.8 for tougher questions or Haiku 4.5 to save money.
  • Your key stays on this PC and is sent only to Anthropic; you are billed by Anthropic per message, not by TFTSense.
  • With no key set, the Chat tab will keep asking for one; adding a key here unlocks it.
  • The coach automatically receives your current game context, so you can ask things like 'should I roll now?' and it answers using your real gold, level, and comp.

Team Builder (planning your own board)

The Team Builder is a lightweight planning scratchpad in the overlay: pick the champions you want to build toward and it flags them in your shop. It is separate from the curated comps; it is for a board you are shaping yourself.

Opening and using the planner

A small draggable Team Builder bubble sits on the overlay. Open it and you get a mini board of the champions you have chosen, plus a browser of the whole roster grouped by Origin and Class with a name search. Left-click a champion to add or remove it from your plan; right-click a planned unit to cycle its target star (1, 2, 3). Trait chips light up as your planned team hits each trait's first breakpoint, so you can see what a plan actually turns on. There are no duplicates, and the plan caps at ten units.

  1. Open the Team Builder bubble on the overlay.
  2. Left-click champions in the roster to add them to your plan (browse by Origin or Class, or search by name).
  3. Right-click a planned unit to set its target star level.
  4. Watch the trait chips light up at each breakpoint.
  • The plan holds up to ten units and does not allow duplicates.
  • It is a scratchpad, separate from the curated comps and your pinned line.

Planned units get shop badges

Once a champion is on your planned team, TFTSense marks it in your shop: any shop slot holding one of your planned units gets a small Team Builder shield, so you never miss buying toward your own plan. These badges work in both standard and the Choncc's Lore & Legends event mode.

  • The shop badge is a quick visual cue; you still buy the unit yourself.
  • This runs in the event mode too, keyed off the live shop read.

The Coach page (live in-game advice)

The Coach page is the heart of the main TFTSense window. Open a game of TFT and this page fills in with everything the app reads off your screen: how much gold you have and why, the comp it wants you to build toward and the exact next move, plus pivot warnings, item builds, and your live shop. It is the desktop twin of the in-game overlay, so anything you set here (like pinning a comp or checking off champions you own) also changes what the overlay shows. Nothing here is typed in by hand or pulled from a Riot account during the game; it is all read live from the screen, so when you are not in a game most of it shows a quiet "start a game" placeholder instead.

Reading the page header (Coach title and what it tells you)

At the top left the page is labeled 'Coach'. The line of text under it changes based on whether the app can see a game. When you are in a game it reads 'Your game, read live from the screen.' When you are not, it reads 'Start a game and your coaching shows up here.' This is your quick confirmation that TFTSense is actually watching your game. If you are clearly in a game but it still says 'Start a game...', that usually means the board has not been calibrated yet or the app is not seeing the TFT window, which is the same thing the calibration step elsewhere in this manual fixes.

  • This is a read-only status line, there is nothing to click here.
  • The page only shows full coaching once your gold, shop, or champions are being read, so a fresh game may take a few seconds to populate.

Auto-coach vs. pinned mode (the mode indicator)

On the top right of the header is a small mode indicator that tells you who is choosing your comp. By default TFTSense is in auto mode and shows a pulsing dot next to the text 'TFTSense is auto-coaching', which means the app is picking the best comp for your current board on its own and re-picking as the game changes. If you have pinned a comp (from this page, the Alternate comps list, or the Builder), the indicator instead reads 'Following your pinned comp' followed by the comp's name, and a 'Resume auto-coach' button appears next to it. Pinning is sticky: it overrides the auto pick everywhere, including the in-game overlay, the shop calls, and the augment and item advice, so the whole app aims at the one line you chose.

  1. Look at the top-right of the Coach header to see which mode you are in.
  2. If it says 'Following your pinned comp: <name>' and you want the app to choose for you again, click 'Resume auto-coach'.
  3. After clicking, the indicator returns to the pulsing 'TFTSense is auto-coaching' state and the recommendation updates to the best fit for your board.
  • A pin is shared with the overlay and saved between sessions, so if you pinned a comp last game it can still be pinned now. 'Resume auto-coach' is how you clear it.
  • You cannot both pin and hide the same comp. Hiding a comp you had pinned automatically unpins it.

Game at a glance: Gold, Level, Stage

Just under the header is a row of three read-only stat tiles showing what the app is reading right now. Gold shows your current gold, and directly beneath it is a short econ reason that explains the coach's gold thinking for this moment (for example why it wants you to hold for interest, roll down under HP pressure, spend on a power spike, or keep a loss streak going). Level shows your current team level, and Stage shows your current stage and round in the usual TFT format like 3-2. When a value cannot be read it shows a dash, so a dash next to Gold simply means the number was not visible that instant, not that you have zero gold.

  • The little line under Gold is the econ advice; it is the same gold guidance the overlay surfaces, summarized in one phrase.
  • Dashes are normal for a frame here and there because the app reads the live screen, not the game's memory.

The Build-toward comp card and its next step

The large card titled 'Build toward' is the centerpiece: it is the comp the coach wants you to build. It shows a colored tier badge (the comp's strength rating), the comp's name, and its level pattern, which is a short plan like which levels to push and when. Below that, when the engine has a live read on your board, is the next-step line: a bold action (such as roll, level, or push) plus a detail explaining it, color-coded by the kind of move. This is the single most important 'what do I do right now' instruction on the page, and it updates as your gold, level, and board change.

  • The tier badge color matches the comp's tier rating; higher tiers are generally stronger, more contested lines.
  • The level pattern is the comp's overall game plan; the next-step line is the immediate move for this exact moment.
  • If no next-step line appears yet, the engine has not locked a live read on your board; it shows up once there is enough to act on.

'Don't suggest' button (hiding a comp)

On the Build-toward card, in auto mode only, there is a 'Don't suggest' button. Clicking it tells the coach to never recommend this particular comp again. The card immediately swaps to the next-best line that fits your board, and the hidden comp is removed from the ranking and from every shop, augment, and item call across the app and overlay. Hidden comps are not lost: they collect in a small 'hidden' list inside the Alternate comps card below, where you can un-hide them anytime.

  1. Make sure you are in auto mode (the button only appears when no comp is pinned).
  2. Click 'Don't suggest' on the Build-toward card.
  3. The coach drops that line and shows the next-best comp instead.
  4. To bring it back later, scroll to the Alternate comps card, expand the 'N hidden' list, and click 'unhide'.
  • This is for comps you personally never want to play. It is a stronger, permanent version of just skipping one suggestion.
  • The button is hidden while a comp is pinned, because in pinned mode you have already chosen the line.

Pivot alert: 'Consider pivoting' with a one-click pivot button

TFTSense quietly tracks how many copies of your comp's carry your own shops have offered, and compares that to how many you should statistically have seen by now (this is inferred only from your own shop, never by scouting opponents). When your carry looks starved or contested AND there is a strong alternate line that reuses a lot of your current board, a blue 'Consider pivoting' banner appears on the comp card. It explains the reason (how many copies you have seen versus expected, and how many of your units the new line keeps) and gives you a 'Pivot to <comp>' button. Clicking it pins the new line so the whole page and overlay switch to building it.

  1. Watch for the 'Consider pivoting' banner on the Build-toward card during the early-to-mid game.
  2. Read the reason line to see how contested your carry is and how much board the suggested pivot keeps.
  3. If you agree, click 'Pivot to <comp>' to pin that line.
  4. If you would rather stay, just ignore it; nothing changes until you click.
  • Pivot suggestions only appear early. After stage 2-1 the coach has committed to its line and stops suggesting auto-pivots (you can still manually pin any comp).
  • A pivot only shows up if the alternate keeps at least two of your current units, so it never asks you to throw your whole board away.
  • This is a suggestion only. The coach never auto-switches comps for you.

Soft 'Carry contested' note

Sometimes your carry looks contested but there is no clean pivot that reuses enough of your board. In that case, instead of the blue pivot banner, the card shows a softer 'Carry contested' note with an exclamation icon. It tells you roughly how many copies of your carry you have seen versus how many you would expect by now, and advises you to keep an eye out or look for a line that reuses your board. There is no button here; it is a heads-up so you are not blindsided if the copies never come.

  • Think of this as 'your carry might be hard to hit, stay flexible' rather than a call to act immediately.
  • It is based purely on your own shop history, so it respects the no-scouting design.

'Coming up' cadence line (round anticipation)

Because TFT's round schedule is fixed, the coach can look one round ahead and tell you what is coming. When something notable is imminent, a 'Coming up' line appears on the card. It flags an Augment round next (with advice to bank gold so you can roll on your augment choice), a Realm of the Gods round next (a Blessing pick plus a free component), or a PvE/monster round next (no player damage and it drops loot, so it is safe to greed a roll or push a level). If you are currently in a monster round it also notes that this fight does no HP damage. This helps you time your gold and rolls around the schedule.

  • Augment rounds are at 2-1, 3-2, and 4-2; the line reminds you to hold gold for them.
  • When it says a PvE round is next, that is your cue that it is safe to spend gold or push level without risking HP.
  • This line is read-only and only appears when the next round actually matters.

'Lobby' tempo line (how many players are left)

TFTSense reads the alive-player count off the standings panel and combines it with your own HP to give tempo advice as the lobby shrinks. The line is labeled 'Lobby' with the number of players still alive, and its color reflects urgency. Typical calls: at 6 left it tells you the top-4 cut is two eliminations away and to start tightening your board; at 5 left it warns you are one elimination from the cut and to field your strongest board; at 4, 3, or 2 left it tells you placement is locked and to push for first. If you are above the cut and sitting at low HP (25 or under), it overrides everything with a red 'roll to stabilize now' warning so you do not bust before the cut.

  • It uses only the alive-count from standings and your own HP, never any opponent's board, keeping it within the safe design.
  • Nothing shows for 7 or 8 players alive because it is too early to call the cut.
  • The red low-HP warning is the one to never ignore; it means stabilize this round or risk dying.

How the econ and tempo advice reads your game

The gold reason under the Gold tile and the next-step line on the comp card are not a single fixed rule; the coach weighs several economy and tempo situations and picks the one that fits your moment. When you are on a loss streak with healthy HP, it will often tell you to keep losing on purpose to bank the streak gold and interest rather than spend to win a meaningless round. When your HP is under pressure, it flips to a rolldown so you stabilize your board instead of dying rich. When your comp hits a power spike (a level or a key upgrade where rolling now pays off most), it points you at that spike so you roll at the right time instead of too early or too late. It respects the 35 gold rule, the idea that once you are past 50 gold you are only earning the maximum interest, so holding a little over the interest cap has no econ value and that gold is better spent when a spike or a stabilize calls for it. And it shapes the leveling plan around your comp's archetype: a fast 8 line is paced to reach level 8 quickly and roll there, a fast 9 line saves harder to hit level 9 for its top-end units, and a reroll line stays low and rolls for three-stars instead of leveling. The result is that the gold reason you see is the one call that matters most for how you are actually placed right now.

  1. Glance at the gold reason under the Gold tile to see which situation the coach is reading (streak, HP pressure, power spike, or interest).
  2. Cross-check it with the next-step line on the comp card, which turns that read into a concrete roll, level, push, or hold.
  3. Follow the archetype plan on the Gold plan block (fast 8, fast 9, or reroll) for the overall pacing, and let the live reason handle the moment-to-moment adjustments.
  • The 35 gold rule in practice: past the interest cap, extra banked gold earns nothing, so the coach is happy to spend it on a spike or to stabilize rather than sit on it.
  • Loss-streak advice only holds while your HP is safe; the moment HP pressure is real, the coach switches to a stabilize rolldown.
  • Fast 8, fast 9, and reroll are pacing archetypes, not tiers; which one applies comes from the comp you are building, so pinning a different comp can change the whole gold plan.

Sub-available alert (substitute units from the shop)

Once you are committed to a comp in the mid game, the coach watches your live shop for off-comp champions that can stand in for a missing, non-carry piece of your comp. When it finds one, a 'Sub available' alert appears listing the substitution and the reason. This mirrors the SUB calls you see on the overlay. It is deliberately a mid-game tool: it stays empty before stage 3, before you have rolled, when your comp is already complete, or when no shop unit fits, because a 'grab a sub' call earlier would just be noise.

  • This is read-only; it points you at a shop unit, it does not buy anything.
  • It only suggests subs for non-carry slots; it will not tell you to replace your actual carry with a random unit.
  • If you do not see it, you are likely too early, not committed enough yet (fewer than two units), or your comp is already filled.

The Formation board (suggested layout with stars and items)

Below the alerts is the Formation board: the suggested comp laid out front-to-back on a hex grid, the way a board actually sits in TFT. Each champion hex shows the unit's art, its star level as stars, and up to three item icons for its build. Your carry hex is highlighted. Positions are a sensible default derived from each champion's traits (frontline traits sit forward), not exact pro placement, so treat it as a strong starting layout rather than a pixel-perfect copy. Hovering any unit fills the detail panel beside the board.

  • Frontline-trait units are placed forward and backline carries/casters behind, which is a good general default.
  • The stars shown are the star level the comp wants that unit at, which helps you prioritize which units to three-star.

Hovering a unit for its full build (the side detail panel)

Next to the formation grid is a detail panel that shows one unit at a time. By default it shows your carry. Move your mouse over any hex and the panel switches to that unit, showing its art, name, a 'Carry' tag if it is the carry, its cost, its target star level, the full item build (each item with its recipe via the item line), and the unit's traits as chips. If a unit needs no items the panel says 'No required items (support unit)'. When your mouse leaves the board it returns to showing the carry.

  1. Hover over any champion on the formation grid.
  2. Read its full build in the side panel: items, stars, cost, and traits.
  3. Move off the board to return the panel to the carry.
  • This is the fastest way to answer 'what items does this unit want' without leaving the page.
  • The 'Carry' tag marks the unit your items and stars should prioritize.

Owned check-offs (marking the champions you actually hold)

Every champion hex on the formation board has a small checkbox in its corner. The app already tries to read which units you own off the screen, but the check-offs let you give it ground truth: tap the check on each champion you actually have. A checked unit gets a check mark and its hex is highlighted as owned. These manual marks are unioned on top of the computer-vision read and fed straight into the coach, so your roll, level, and shop advice all account for what you really hold. They also sync to the overlay, so a unit you check here lights up in-game too.

  1. On the formation grid, click the checkbox on a champion you own.
  2. It turns into a check mark and the hex shows as owned.
  3. Click it again to clear the mark if you sell or no longer hold that unit.
  4. Repeat for each unit you actually have to give the coach an accurate picture.
  • Check-offs are most useful when the screen read misses a unit; they correct the coach without you waiting for the camera to catch it.
  • They reset automatically at the start of every new game, so last game's marks never bleed into a new one.
  • Because they sync both ways, checking a unit here updates the overlay, and vice versa.

Components held (reader) and Built items (reader)

In the detail grid below the formation, the 'Components held (reader)' block shows the raw loose components the bag reader currently sees on your bench, deduped so two of the same item show as a count like x2. Right below it, 'Built items (reader)' shows any already-completed items it sees. The whole point of these two blocks is so you can eyeball whether the computer vision is reading your bench correctly during a live game. If an item is read but its art cannot be matched, you get a quiet empty square instead of a broken image, which makes a misread visible at a glance. Built items are also checked off the build recommendations so the coach never tells you to build something you already have.

  • If you see 'No loose components read right now', the reader simply does not see any spare components at the moment.
  • A quiet empty square next to an item name means the reader caught something but could not identify the art; that is your signal of a misread.
  • These blocks are read-only; they exist for transparency into what the app is seeing.

Build from what you hold (SLAM, near-builds, and FLEX)

This block turns the components you are holding into concrete item-building advice, budgeting your components so it never double-spends the same one. It has up to three parts. SLAM tags items you can complete right now from components in hand, with the unit to put them on. The 'near' lines show builds you are one component away from, telling you exactly which component to grab to finish them. And under 'Spare components, tank/utility for the comp' it lists FLEX builds: tank or utility items your spare components can make that the comp's carry items cannot use, so leftover components still help your board. A FLEX item tagged 'another' is a second copy of one of the comp's own tank items, meant for a different frontliner.

  • SLAM means build it now; it is the safest immediate use of your components.
  • The 'Need' callout on a near-build is the single component to look for to complete that item.
  • FLEX builds keep odd leftover components from going to waste by turning them into tank/utility your comp wants anyway.
  • Hover any item line for a tooltip showing its recipe.

Traits, Carry items, Augments, and Gold plan blocks

The rest of the detail grid summarizes the comp itself. 'Traits' lists the comp's own traits at the breakpoint counts it runs (this is the comp's recipe, not your live collected progress). 'Carry items' shows the carry's best-in-slot items as item lines, and if the comp has an anvil priority it shows the order to pick items from an item anvil, written as a priority list. 'Augments' lists the comp's recommended augments as pills so you know what to take when an augment round comes. 'Gold plan' states the comp's econ rule in one line, which is the spending/saving discipline that makes the line work.

  • The Traits block is what the comp aims for, so use it as your checklist of which trait breakpoints to hit.
  • Anvil priority tells you what to pick first if you get to choose an item from an anvil.
  • Cross-reference the Augments pills with the 'Coming up: Augment' cadence line so you know what to grab before the round.
  • Item lines are hoverable for recipe tooltips; the rest of these blocks are read-only.

Alternate comps (the next-best lines, pin and hide)

Under the main comp card is the 'Alternate comps' card, listing the next best-fitting lines for your current board, ranked by the same data-only fit score the coach uses (no win rates, just how well each comp matches what you hold). Each row shows a rank number, a tier badge, the comp name, and a fit percentage. Two buttons per row let you act: 'pin' makes that line your committed comp (the whole page and overlay follow it), and 'hide' tells the coach to never suggest it again. If a comp is pinned, an 'Auto-pick' button at the top of this card returns control to the auto coach. Hidden comps gather in an expandable 'N hidden' list at the bottom where you can un-hide any of them.

  1. Scan the alternate rows for a line you prefer; the percentage shows how well it fits your current board.
  2. Click 'pin' on a row to build toward that line instead of the auto pick.
  3. Click 'hide' on a row to remove a line from suggestions for good.
  4. Click 'Auto-pick' (top of the card, shown only when pinned) to hand control back to the auto coach.
  5. Click the 'N hidden' toggle to expand the hidden list and 'unhide' to restore a comp.
  • Up to three alternates are shown, and the currently suggested comp is never listed twice.
  • The percentage is fit to your board, not a published win rate.
  • If it says 'No other lines fit your board yet', you have not collected enough units for the coach to score alternates.

Shop and Your champions panel

At the bottom is the Shop card, which mirrors your live in-game shop: five slots, each showing the champion art, name, and cost, with the cost color-coded by tier the same way TFT does. Empty slots show a dash. Below the shop, once the app can see your board, a 'Your champions' row lists the units you currently own with their art and a star/copy count (for example x2 if you hold two copies). When you are not in a game the shop shows a note: in live mode it says your shop appears here while you are in a game, and in demo/mock mode it says your real shop appears here in-game.

  • This panel is read-only; it reflects your screen, it does not let you buy.
  • The copy count next to a champion is how many of that unit you hold, which is your progress toward two- and three-starring it.
  • Seeing demo text means TFTSense is running on its sample feed rather than reading a live game.

Comps library, My Comps, Builder, Community

The Comps group is where you choose what you are playing toward. You browse the full curated comp library, collect the lines you like into My Comps, build your own comps from scratch on a hex board, and trade comps with other players as short text codes. The one idea that ties it all together: setting a comp "active" (also called pinning) re-aims every coaching surface at that line. Once a comp is active, the shop calls, augment picks, item builds, formation, and board bubbles in the in-game overlay all build toward it, in both the main window and the overlay. If you instead want the coach to keep choosing for you, leave nothing pinned and it auto-picks the best fit for your board.

How "active" / pinning works (read this first)

Every comp tile and chip in this group has a "Set active" control. Exactly one comp can be active at a time. The active comp is the single source of truth the coach builds toward: it drives the suggested comp on the Coach page, the comp panel and board bubbles in the overlay, the shop "buy this" calls, the augment recommendations, and the item-build advice. Setting a comp active is the same action everywhere it appears, whether you click it in the library, in My Comps, in the Builder chips, or pin an alternate on the Coach page. The active state is saved on your machine and synced between the main window and the in-game overlay, so a comp you pin in the main window immediately reaches the overlay mid-game, and vice versa. There is an important difference between curated and custom comps under the hood: curated library comps already live inside the coaching engine, so activating one just tells the engine "aim here." A comp you built or imported is unknown to the engine, so activating it pushes the whole comp into the engine so its live advice keys off your custom line exactly like a curated one. You do not have to think about this; it is automatic. To clear the active comp and hand control back to the coach, click the comp again (its "● Active" button toggles back to "Set active"), or use the "Auto-pick" button on the Coach page's Alternate comps panel.

  • Only one comp is active at a time. Setting a new one active replaces the old one.
  • Pinning persists across restarts and is shared between the main window and the overlay.
  • If you never set anything active, the coach auto-picks the best-fitting line for your current board. That is a valid way to play.

Comps library: browse and search

The Comps page shows the full curated comp library as a grid of tiles. Each tile shows the comp's tier badge (S, A, B, and so on), an optional stage label, the comp's name, its carry champion with portrait, and up to three of its traits. The library is the curated meta list that ships with the app for the current set and patch. At the top is a single search box. Typing filters the tiles instantly. The search is broad: it matches the comp name, the carry, the traits, and every champion in the comp by both display name and internal id. So you can search "Bard" to find every comp that runs Bard, or type a trait name, or part of a comp's name. If nothing matches you get a short "No comps match" message.

  1. Open the Comps page from the main window navigation.
  2. Click the search box and type a comp name, a champion, a carry, or a trait.
  3. The grid narrows as you type. Clear the box to see the whole library again.
  • Search is case-insensitive and matches anywhere in the text, so partial words work.
  • Tiles are sorted by tier, strongest first, then alphabetically.

Comps library: the hover overview popup

Hovering over any comp tile pops a richer overview card next to it so you can size up the line without leaving the page. The popup shows the comp's tier and name, its trait list with the breakpoint each trait needs (for example a trait followed by "4" means you want four units of it), the full board laid out on hexes with each champion in its intended position, the carry highlighted, the items sitting on each unit, the carry's best-in-slot item list, and the gold plan (the leveling pattern and the level you should roll at). The popup is smart about placement: it opens to the right of the tile if there is room, otherwise to the left, and stays clamped inside the window so it is never cut off by scrolling. Move your mouse off the grid and it closes.

  1. Hover your mouse over any comp tile.
  2. Read the overview that appears beside it: traits, board positions, per-unit items, carry items, and the roll plan.
  3. Move to another tile to compare, or move off the grid to dismiss it.
  • The hexes mirror real TFT board geometry (alternating rows are offset), so the positions shown are the actual recommended formation.
  • "roll @ 7" style text means the comp wants you to roll your gold at that level. The pattern text (for example a leveling cadence) is the comp's econ plan.

Comps library: "Save to my comps" and "Set active"

Each tile has two buttons. "Save to my comps" copies that curated line into your personal My Comps collection as an editable draft (it gets a fresh id so it is your own copy, and it never overwrites the original library entry). A short confirmation message appears at the top of the page. "Set active" pins that comp as the one the coach builds toward; the button then reads "● Active." Clicking "● Active" again unpins it and returns the coach to auto-pick. Saving and activating are independent: you can activate a library comp without saving it, and saving a copy does not activate it.

  1. Find a comp you like in the library (use search or hover to inspect it).
  2. Click "Save to my comps" to keep an editable copy under My Comps, or click "Set active" to start playing toward it now.
  3. To stop building toward it, click the same tile's "● Active" button again.
  • You do not need to save a comp to set it active. Saving is for keeping a copy you can later tweak in the Builder.
  • Saving makes a separate copy, so editing your saved version never changes the curated library.

Alternate comps and the hidden-comps manager (on the Coach page)

This panel lives on the Coach page, not the Comps page, but it is part of the same pinning system. While you are in a game, it lists the next best-fitting lines for your current board (up to three), ranked by the same data-only fit score the coach uses, each with a fit percentage showing how well it matches what you already own. There are no win rates involved; it is pure fit. Each alternate has a "pin" button to start building toward it instead of the auto-pick, and a "hide" button to tell the coach to never suggest that line again. When you have pinned something, an "Auto-pick" button appears in the panel header; clicking it clears the pin and lets the coach choose for you again. Hidden lines do not disappear forever: they collect under an "N hidden" expander at the bottom of the panel. Click it to expand the list and "unhide" any line to bring it back into consideration. Hiding a comp removes it from the ranking, the auto-pick, and every shop, augment, and anvil call in the overlay. If you hide the comp that is currently pinned, it is automatically unpinned at the same time (you cannot both pin and hide the same line).

  1. During a game, open the Coach page and find the Alternate comps panel.
  2. Read the ranked alternates and their fit percentages.
  3. Click "pin" on one to build toward it, or "hide" to banish it from all suggestions.
  4. To undo a hide, click the "N hidden" expander and then "unhide" the line.
  5. Click "Auto-pick" in the header to drop your pin and let the coach choose.
  • Fit percentage reflects how much of the line your current board already supports, not how strong the comp is in general.
  • Hidden comps are remembered across sessions and synced to the overlay, so a line you hate stays out of your way.

My Comps: your collection

My Comps is your personal shelf. It holds every line you saved from the library, imported from a code, or built in the Builder, all in one grid that looks like the library tiles (tier badge, name, carry, traits). Each tile has two buttons: "Set active" / "● Active" to pin or unpin that comp as the one the coach builds toward, and "Remove" to delete it from your collection. If My Comps is empty you get a hint pointing you to the Comps tab, the Community page, or the Builder. Removing a comp that is currently active also clears the active pin automatically, so the coach falls back to auto-pick.

  1. Open the My Comps page.
  2. Click "Set active" on a comp to start building toward it (it shows "● Active").
  3. Click "Remove" to delete a comp you no longer want.
  • My Comps is stored locally on your machine and synced to the overlay, so a comp you save here is available in-game.
  • Removing is permanent for that copy. If it was a saved curated line, you can re-save it from the Comps page.
  • Deleting the active comp does not break anything; the coach just returns to auto-pick.

Comp Builder: the board, roster, and placing units

The Builder lets you build a custom comp from blank on a 4-row by 7-column hex board, the same shape as a real TFT board. On the right is the champion roster: every champion for the set, sorted by cost then name, each chip showing portrait, name, and cost. A filter box above the roster narrows it by champion name or by trait, so typing a trait name shows only champions that have it. You build by dragging: grab a champion chip and drop it onto any empty hex to place it there. Dragging a champion that is already on the board moves it to the new hex instead of duplicating it. To remove a unit, drag it off the board (onto the roster or empty space) and release; it is taken off. A placed unit shows its portrait tinted by cost, its star level as stars, and any items as small icons. A live trait counter (the trait bar) sits under the board and lights up traits as you place units, showing the current count and the next breakpoint so you can see your traits come online.

  1. Open the Comp Builder page.
  2. Optionally type in the roster filter to find a champion by name or trait.
  3. Drag a champion chip from the roster onto an empty hex to place it.
  4. Drag a placed unit to a different hex to move it, or drag it off the board to remove it.
  5. Watch the trait bar under the board light up as your traits reach their breakpoints.
  • Newly placed units default to 2 stars and no items; you refine them in the unit editor below.
  • The trait bar counts distinct units per trait and shows current count over the next breakpoint, so you can tell a trait is one unit away from going active.
  • Dropping a champion on an occupied hex does nothing; the hex must be empty.

Comp Builder: editing a unit (stars, carry, items)

Click any placed unit to select it and open the unit editor below the board. The editor shows the champion's portrait and name and gives you three controls. Star buttons (1, 2, 3) set the unit's star level; the stars also show on the board hex. "Mark carry" flags this unit as the comp's carry (the button reads "★ Carry" once on); the carry is what the coach prioritizes for items and contention tracking, so mark the unit you intend to build your items onto. The Items row lets you add up to three items: click "+ Item" to open a picker, type in its filter box to find an item, and click it to add it; each added item has a small × to remove it. "+ Item" disappears once a unit has three items. There is also a "Remove" button to take the champion off the board entirely. If no unit is selected, a hint tells you to click a placed unit to edit it.

  1. Click a unit on the board to select it (the editor appears below).
  2. Click a star button (1, 2, or 3) to set its star level.
  3. Click "Mark carry" if this is the comp's main damage dealer.
  4. Click "+ Item", filter for an item, and click it to add (up to three).
  5. Click the × on an item to remove it, or "Remove" to take the whole unit off the board.
  • Marking a carry matters: the engine uses the carry's items as the best-in-slot list and anvil priority when this comp is active.
  • If you do not mark a carry, the coach falls back to treating the first placed unit as the carry.
  • Items are limited to three per unit, the same as in-game.

Comp Builder: join order and early subs (per-level progression)

Beyond the endgame board, the Builder lets you author how a comp comes together level by level, which is what drives the per-level boards the overlay shows. You set a join order: the sequence in which the comp's units are meant to enter your board as you level up, so the coach knows which pieces belong at level 6, level 7, and so on. You also set early subs: the temporary off-comp units you run in the early and mid game to hold a trait or a frontline until the real piece arrives, tagged so the overlay can mark them as fillers on the per-level Coach view. Together these turn a flat comp into a progression the coach can coach through the whole game, not just at the end. Authoring this is optional; a comp still works without it, you just get the endgame board rather than a smooth per-level path.

  1. Build your endgame board first (place units, set stars, carry, and items).
  2. Set the join order so the coach knows which units come online at each level.
  3. Add early subs for the temporary units you run before your real pieces show up.
  4. Save or Push to overlay; the per-level boards and filler marking now follow your progression.
  • Join order and early subs are what let the formation tab step through your levels and mark temporary fillers in Coach view.
  • This is optional. A comp with no progression authored just shows its endgame board at every level.
  • The progression travels inside the comp's share code, so a comp you share carries its per-level path too.

Comp Builder: the leveling guide

The Builder lets you attach a per-comp leveling guide: the level-by-level cadence for when to push to each level and when to roll, Mobalytics-style. Set the round you plan to reach each key level (for example level 6 by 3-2, level 8 by 4-1, level 9 by 5-1) and pick the comp's econ pace (Fast 8, reroll, hyper-roll, and so on). The pace is not just a label: it becomes the comp's level pattern, so the live coach's level and roll timing follows the plan you authored.

  1. Open a comp in the Builder.
  2. In the Level by row, set the stage-round you aim to hit each level (6, 7, 8, 9).
  3. Pick the comp's pace from the pace dropdown.
  4. Save or push to the overlay; the coach's leveling and roll calls now follow your plan.
  • The leveling guide and pace travel inside the comp's share code, so a comp you share carries its cadence.
  • My Comps shows the cadence as a compact line under the comp so you can read the plan at a glance.

Comp Builder: comp variations (alternate boards)

A comp can carry named variations: separate full boards for the same line, such as a fast-9 cap-out, a contested pivot, or an AP-flex version. These are distinct from the per-level progression (which is one board evolving as you level); a variation is a whole alternate board you switch to. Author as many as you like, each with its own units, items, and an optional note on when to take it.

  1. Build the board you want to save as a variation.
  2. In the Variations section, name it and click save; it snapshots the current board.
  3. Click a saved variation's Load to bring it back onto the board and tweak it.
  4. Remove one with its x.
  • Variations ride inside the comp's share code, so they travel when you share the comp.
  • My Comps summarizes a comp's variations under it (for example 2 alt boards).

Comp Builder: set items in the item picker (Anima, Artifact, Radiant, Psionic)

Beyond the standard completed items, the item picker groups the set's special item classes (the list changes each set) so you can slam them on a carry: Anima Squad weapons, Artifacts (including the signature Divine artifacts like Ekko's Patience), Radiants, and Psionic mods. Class tabs let you browse each class, and a text search spans every class at once.

  1. Select a unit on the board and open its item picker.
  2. Use the class tabs (Completed, Anima Weapon, Divine Artifact, Artifact, Radiant, Psionic) to browse, or type to search across all of them.
  3. Click an item to place it on the unit (up to three).
  • Set items you slam are carried in the comp's share code, so they survive sharing and importing.

Comp Builder: why this comp notes

You can attach a short why-this-comp note to a comp you build: your own guidance on when the line is strong and when to pivot away from it. It is display-only strategic context (the coach does not act on it), and it travels with the comp so a friend who imports your code sees the reasoning too.

  1. Open a comp in the Builder.
  2. Type your guidance into the Why this comp box.
  3. Save or share; the note is shown on the comp in My Comps and carried in the share code.
  • Keep it short: it is meant as a one or two line why, not a full guide.

Comp Builder: take/avoid augments

Below the unit editor is the augment editor, split into two columns: "Take augments" (augments that are good for this comp) and "Avoid augments" (augments to skip). Click "+ Take" or "+ Avoid" to open a picker, type in its filter to find an augment by name, and click to add it; each added augment shows as a chip with a × to remove it. These lists travel with the comp: when the comp is active, the overlay's augment guide uses them to recommend or warn against augments during augment rounds. You can add as many as you like to each list.

  1. Scroll to the augment editor under the unit editor.
  2. Click "+ Take" and pick augments that synergize with your comp.
  3. Click "+ Avoid" and pick augments that work against it.
  4. Remove any augment by clicking the × on its chip.
  • The augment picker shows a generous slice of the augment list filtered by your search, so type a keyword to narrow it.
  • Take/avoid lists are optional; a comp works fine without them, you just lose the in-game augment steering for that line.

Comp Builder: naming, saving, and pushing to the overlay

The builder bar above the board has the name field and the main action buttons. Type a name in "Comp name" (if you leave it blank it saves as "My comp"). A counter shows how many units you have placed. The save button reads "Save new" for a fresh comp and "Save" when you are editing an existing one; it writes the comp into My Comps (and re-registers it so it renders everywhere with real art). "Push to overlay" saves the comp and immediately sets it active, so it becomes the comp the coach and overlay build toward, the same as pinning a curated comp. "Reset" clears the board and starts a blank draft. The save and push buttons are disabled until you have placed at least one unit. If you edit a comp that is currently the active one, saving re-pushes your edits to the engine so live advice reflects the changes right away.

  1. Place your units and set their stars, carry, items, and augments.
  2. Type a name in the "Comp name" field.
  3. Click "Save new" (or "Save" when editing) to store it in My Comps.
  4. Click "Push to overlay" to save and immediately start building toward it in-game.
  5. Click "Reset" to wipe the board and begin a new comp from blank.
  • "Push to overlay" is the one-click way to playtest a comp: it saves and activates in a single step.
  • Editing the active comp and saving updates the overlay live; you do not have to re-push.
  • An empty board disables Save, Push, Copy code, and Reset, so place at least one unit first.

Comp Builder: loading curated comps and your saved comps

You do not have to start from blank. The comp library bar at the top of the Builder has a "Curated" expander: click it to reveal every curated comp, then click one to load it into the builder as an editable draft. Loading a curated comp brings in all its units, items, and augments but gives it a fresh id, so saving creates your own copy and never overwrites the curated entry. Your own saved comps appear as chips in the same bar. Each chip has three actions: click the comp name to load it into the builder for editing, click "set active" / "● active" to pin it on the overlay, and click the × to delete it. The chip is highlighted when it is the one you are currently editing and shows active state when it is pinned. A "+ New" button clears everything for a blank start.

  1. To start from a meta comp, click the "Curated ▾" expander and pick a comp to load it.
  2. Tweak the loaded comp (move units, change stars, swap items or augments).
  3. To revisit your own comps, click a My-comps chip's name to load it for editing.
  4. Use a chip's "set active" to pin it, or its × to delete it.
  5. Click "+ New" to clear the board and start fresh.
  • Loading a curated comp is the fastest way to make a small personal tweak to a meta line.
  • Loading curated always saves as a NEW comp, so the original library version is safe.
  • The chip you are editing is visually marked, so you always know which comp the board reflects.

Comp Builder: copy code and import code (sharing)

The Builder is also where comp codes are made and read. "Copy code" turns your current comp into a short TFTSense text code and copies it to your clipboard; the code is also shown in a box below the bar so you can copy it by hand if the clipboard is blocked, with a note explaining that others paste it under "Import code." The code packs the comp's name, tier, units (with positions, stars, and items), augments, and the per-level progression (join order and early subs) when the comp has one. Codes made before progression existed still import cleanly; they simply come in without a per-level path, which you can add later in the Builder. In the library bar, the "Import code" button opens a small field: paste a TFTSense code and press Enter or click Import to decode it. A valid code is saved into My Comps and loaded straight into the builder for you to inspect or edit; an invalid string shows "That does not look like a TFTSense comp code." Imported comps get a fresh id, so importing the same code twice makes two copies rather than clobbering anything.

  1. Build or load a comp, then click "Copy code" to copy its share code (and see it in the box below).
  2. Share that code with others (for example by posting it).
  3. To bring in someone else's comp, click "Import code", paste their code, and press Enter or click Import.
  4. The imported comp lands in My Comps and opens in the builder to review.
  • The code is self-contained text: no accounts, no servers, nothing leaves your screen except the text you choose to share.
  • If the clipboard copy is blocked, the code is still shown on screen for manual copying.
  • Import is tolerant of a missing prefix, but a garbled or non-TFTSense string is rejected with a clear message.

Community: importing shared comp codes

The Community page is a simpler, dedicated home for importing comps that other players share as TFTSense codes (the kind posted in the project's Discord). It has one job: paste a code and bring it in. Type or paste a code into the field and press Enter or click "Import." A valid code is decoded and added to My Comps with a confirmation like 'Added "name" to My Comps,' ready for you to set active. An invalid string shows the same friendly error as the Builder. The page also reminds you how to share your own: build a comp on the Builder tab, hit Copy code, and post it. Everything here stays on your own screen and offline; the only sharing channel is the copy/paste code, with no accounts and no servers involved.

  1. Open the Community page.
  2. Paste a TFTSense comp code into the field.
  3. Press Enter or click "Import."
  4. Read the confirmation, then go to My Comps to set the new comp active.
  • Community import and the Builder's import do the same thing; use whichever page you are on.
  • Imported comps always go to My Comps; nothing is shared automatically and nothing is uploaded.
  • To share your own comp, make it in the Builder and use Copy code; the Community page does not generate codes.

Own-screen by design (why this is all own-screen)

This whole group is built to be safe to use alongside the game. Comps, My Comps, the Builder, and Community all operate only on data you create or import on your own machine. There is no account, no server, and no opponent data; the only way a comp leaves or enters your app is the text code you deliberately copy or paste. Setting a comp active feeds the coach with the line you chose so its on-screen advice aims correctly, but it never reads the game's memory, never touches the game process, and never reveals anything you could not see yourself. Sharing happens entirely through plain text codes you pass to other people, so your collection stays private unless you hand out a code.

  • Nothing in this group sends data anywhere; codes are shared by you copying text, not by the app phoning home.
  • Because comps are stored locally, clearing the app's local storage would clear your My Comps; export anything you want to keep as a code first.

My Profile, Review, Recap, #1 Decks, Lobby, Player Lookup

These six pages are the "after the game" and "account data" part of TFTSense, all reached from the main window's left sidebar. They are completely separate from the live in-game overlay: the overlay only ever reads your own screen and never touches any online service, while these pages read finished-game data. Five of them (Stats, Leaks, Recent #1 Decks, Lobby, and Player Lookup) use the official Riot match API with your own free key, so they need a connected Riot account in Settings. Recap is the exception: it works with no login at all, because it is built from what TFTSense already read on your screen while you played, and it simply adds a verified result on top when an account is connected. Everything here is read-only: it looks at your own finished games or public ladder data, never live opponents, in line with Riot's TFT policy and the app's own manual-scout rule.

Before you start: connecting your Riot account

Five of the six pages in this group need a connected Riot account, so it is worth setting that up once before reading further. TFTSense never logs into your Riot account or asks for your password. Instead you paste a free developer API key, which is a temporary read-only pass that lets the app look up match history through Riot's official API. The key, your Riot ID, and your region are stored only on your own PC (in the app's local storage), never sent anywhere except Riot. Important gotcha: a free developer key expires every 24 hours, so if a page suddenly says it cannot load and to check your key, the key has almost certainly just expired and you need to paste a fresh one.

  1. Open Settings from the left sidebar and find the 'Riot Account (Game Stats)' card.
  2. In a browser, go to developer.riotgames.com, sign in with your Riot account, and copy your Development API Key (it starts with RGAPI-).
  3. Back in TFTSense, type your in-game name in 'Game name' and your tag in 'Tag' (the part after the # in your Riot ID, for example NA1).
  4. Pick your region from the dropdown (EUW, NA, KR, and so on).
  5. Paste the key into the 'Dev API key' box and click Connect. If you are in a live TFT game, you can instead click the detect button to auto-fill your name and tag, then just add the key and Connect.
  6. When it succeeds, the card shows 'Connected as Name#Tag' with your current rank.
  • The key resets every 24 hours. Re-paste a fresh one from developer.riotgames.com whenever stats stop loading.
  • Use 'Reconnect' to swap accounts or refresh the key, and 'Disconnect' to remove your account and clear cached data from the app.
  • Region matters: pick the region you actually play on, or lookups will come back empty.

My Profile (your own performance)

My Profile is your own performance dashboard, read from your Riot match history once you connect your account. It shows a profile card with your rank and LP, donut rings for your Top-4 and win (first-place) rates, a placement distribution, your most-played carries, and three charts: an activity heatmap (your games bucketed onto a calendar and colored green-to-pink by how the day went), a placement trend line over your recent games, and an LP history line for your ranked climb. The LP history is tracked locally as you refresh after ranked games, because Riot does not expose your past LP; the rest comes straight from the match API. It is read-only and your own account only.

  1. Open Stats from the sidebar (your account must be connected).
  2. Read the four headline numbers and the panels below to see your recent form.
  3. Click Refresh whenever you want to pull your latest games (for example right after finishing a game).
  4. In the Recent games list, click Save on any game to copy that board into My Comps as a comp you can study later.
  • Lower average placement is better. Anything at or under 4.0 means you are averaging a top-4 finish.
  • The LP history chart needs at least two refreshes after ranked games before it can draw a line, so check back over a few sessions.
  • The Save button is greyed out if that game's board could not be read (no units), and turns into 'Saved' once used.
  • 'Most-played carries' and the best/worst trait list are the fastest way to see what is actually carrying your account versus what is dragging it down.

Coaching impact card

On the Stats page, once you have a few games on record, a 'Coaching impact' card appears. It splits your own recent games into two groups, the ones where you played the comp TFTSense was coaching and the ones where you went your own way, and shows your average placement in each so you can see whether following the coach lines up with better finishes for you. It is built entirely from your own match history, and it is careful about what it claims: this is a correlation across your games, not proof that the coach caused the result, since plenty else changes game to game. Read it as a personal signal about whether the coached lines are working out for you, and give it a handful of games before reading much into it.

  1. Open Stats from the sidebar (your account must be connected) and play a few games with TFTSense running.
  2. Find the Coaching impact card and compare your average placement when you played the coached comp versus when you did not.
  3. Use the gap as a personal signal over time, not as a verdict on any single game.
  • This is your own games only; it never compares you to other players.
  • It is a correlation, not proof. A better average on coached games suggests the lines are working for you, but it does not prove the coach caused it.
  • The card needs a handful of games in each group before the comparison means much, so give it time to fill in.

Review (leaks and playstyle radar)

The Review page (this used to be called Leaks) is where TFTSense grades your own play. It runs a set of rules over your match history to surface the leaks that cost you the most LP (pace, econ, leveling, and stage mistakes), each with a plain explanation of what to fix. A time-window filter at the top scopes the analysis, and the playstyle radar below (next item) recomputes with it.

  1. Open Leaks from the sidebar (your account must be connected). The analysis runs on its own the first time.
  2. Read each leak card top to bottom: the title is the problem, the middle line is your number, and the bottom line is what to change.
  3. Use the 'This set' / 'Last 20' toggle in the top right to switch the window of games being analyzed.
  4. Scroll to 'Your comps' to see which lines you should default to and which you should stop forcing.
  • 'This set' looks at up to 50 of your recent games but keeps only the ones from the current TFT set; 'Last 20' is simply your last 20 games regardless of set.
  • If it says 'No clear leaks', that is good news, but the rules need a handful of games to trigger, so play more and check back.
  • Severity ordering: High impact cards are the ones worth fixing first; Minor cards are small tweaks.
  • Leaks never compares you to other players. Every number is about your own patterns, which is why the fixes are specific to how you play.

Playstyle radar (how you play)

On the Review page, the playstyle radar is an eight-sided fingerprint of how you play, each side scored 0 to 100 from your own games against fixed anchors, never against the meta. The eight axes are Economy, Tempo, Consistency, Aggression, Flexibility, Early game, Late game, and Discipline. Hover any axis for the exact number and how it is computed. It recomputes with the time window at the top of the page, and no score is ever fabricated: where the match API does not ship enough data for an axis (for example lobby damage for Aggression), the app says so rather than guessing.

  1. Open the Review page and connect your Riot account if you have not.
  2. Read the radar's eight axes to see your play profile at a glance.
  3. Hover a vertex for its score and how it is derived.
  4. Adjust the time window at the top to recompute over a different span.
  • The anchors are fixed, so your scores reflect you, not how the meta shifted.
  • A couple of axes use honest proxies (the match API only ships your final board), and the tooltip tells you when.

Recap (no-login post-game review)

Recap reviews your last game and works even with no Riot account connected, because it is built from what TFTSense read on your screen while you played: gold, level, stage and round, HP, and win streaks. It has two layers. The screen-read layer always works and produces 'Coaching takeaways' (a few plain-language notes such as being under-leveled entering Stage 4, dropping to dangerous HP, banking too much gold while staying low level, riding a good win streak, or doing too many rolldowns), four summary tiles (peak gold, final level, the stage you reached, and your best win streak), a gold-over-the-game sparkline, and a round-by-round table that tags what happened each round (leveled, rolled, took a big hit, or hit a streak). A rolldown is counted as any round where you spent 20 or more gold. The second layer, 'Verified result', only appears when a Riot account is connected: it is the authoritative final result from Riot's match API, showing your real placement, final board with star levels and items, traits, and augments. Because the match API needs a couple of minutes to index a finished game, the verified result shows up shortly after the game ends, not instantly. While you are still in a game, Recap shows the in-progress timeline live (with a 'recording' indicator) and hides the verified result, since mid-game the API can only return your previous game.

  1. Open Recap from the sidebar. During a game it shows your current run live; after a game it shows the one you just finished.
  2. Read the Coaching takeaways first, then the summary tiles and the round-by-round table to see where the game turned.
  3. If your account is connected, wait a couple of minutes after the game ends for the Verified result to appear, then click Refresh on that block if it has not loaded yet.
  • No login is needed for the screen-read timeline and takeaways. Connecting an account only adds the verified placement and final board.
  • The takeaways are based on standard tempo and economy thresholds (like wanting level 8 around Stage 4), never on winrates.
  • A 'rolldown' in the round-by-round notes means you spent 20 or more gold that round.
  • If a game was very short or the screen reads were sparse, Recap may have too little data to show a timeline.

Recent #1 Decks

Recent #1 Decks is a learning tool that shows you the latest first-place boards from the top of the ranked ladder, so you can see exactly what is winning right now. It pulls real winning games from the public match API using your own key. You choose a region and a tier (Challenger, Grandmaster, Master, or Diamond), and the app scans the top players in that bracket and surfaces each one's most recent ranked 1st-place finish. It deliberately shows actual winning decks (the full board, traits, and items), not aggregated winrate or pickrate charts, so it stays on the right side of the no-meta-stats line. Each deck card shows '#1', who played it, the region, how long ago it was, their level, the traits, and the full board with star levels and items. The list fills in progressively as it scans, and only standard Ranked TFT games count (Hyper Roll and Double Up are excluded).

  1. Open Recent #1 Decks from the sidebar (your account must be connected).
  2. Pick a region from the first dropdown and a tier from the second (Challenger is the highest and smallest; lower tiers like Diamond surface a wider spread of comps).
  3. Click 'Load decks' and wait while it scans the top of the ladder.
  4. Click 'Save to my comps' on any deck to copy that winning board into My Comps for later study.
  • A personal dev key cannot scan every region at once, so you pick one region at a time. Switch the dropdowns and Load again to see another.
  • It loads once automatically the first time you open the page, using your account's region.
  • Lower tiers (Master, Diamond) tend to show more variety than Challenger because there are far more players.
  • If it finds nothing, that bracket may simply have no very recent 1st-place ranked games right now; try another region or tier.

Lobby scan

The Lobby page tells you who is in your current TFT game and what rank each player is, so you can gauge how tough the lobby is. It is strictly manual: nothing happens until you press the button, and it never auto-polls or tracks anyone in the background. The player names come from the game's own local Live Client endpoint on your PC (the same harmless list the game already exposes), and the ranks come from the Riot API using your key. Crucially, it only ever reads names and rank metadata. It never reads anyone's board, units, or comp, in line with Riot's TFT policy and the app's manual-scout rule. Each row shows a player's profile icon, their Riot ID, their summoner level and win-loss record where available, and their rank with LP. Your own row is marked 'you'. The list fills in progressively, so names can appear before every rank has finished loading.

  1. Launch into a TFT game so the game's local client is running.
  2. Open the Lobby page from the sidebar (your account must be connected).
  3. Click 'Scan lobby'. The roster fills in, with ranks appearing as they resolve.
  4. Re-press 'Scan lobby' any time you want a fresh read; it never updates on its own.
  • If you see 'No live game found', start a TFT game first, then scan. The names come from the running game.
  • A win in the win-loss text means a top-4 finish, which is how TFT counts a ranked win.
  • Players whose rank could not be resolved (unranked, rate-limited, or not found) show up with their name but no rank, which is expected.
  • This is rank information only. By design there is no opponent board or comp tracking anywhere in TFTSense.

Player Lookup

Player Lookup runs the same dashboard as My Profile for any other player. Enter a Riot ID (Name#Tag) and pick a region, press Search, and you get their profile card, Top-4 and win-rate rings, placement distribution and trend, recent games, activity heatmap, and most-played carries. It uses your own Riot key to read public ranked and match data on a button press. The LP history and coaching-impact sections are left out for looked-up players, because those are your own account's local data. It is user-triggered only and never tracks anyone live.

  1. Open Player Lookup from the sidebar (your account must be connected).
  2. Type the player's game name in the first box and their tag in the second box (the part after the #; a leading # is fine, it is stripped automatically).
  3. Choose the player's region from the dropdown. This must match the region they actually play on.
  4. Click Search (or press Enter in either text box) and wait for their stats to load.
  5. In their Recent games list, click Save on any game to copy that board into My Comps.
  • You must enter both a name and a tag, or Search stays disabled.
  • Pick the right region; the same Riot ID can exist on different regions, and the wrong one returns 'could not find that player'.
  • The looked-up player's data is kept completely separate from your own Stats, so searching someone never changes your numbers.
  • This uses only public ranked and match data. There is no live or opponent tracking of any kind.

Tools and the data catalog

The Tools group is your reference library inside TFTSense. It collects a roll-odds calculator and an item-combine reference (both on the Tools page) plus six searchable browsers: Items, Augments, Traits, Synergies, Champions, and Patch Notes. Everything here is built only from the game's published static data (shop odds, pool sizes, item recipes, trait breakpoints, and the descriptions Riot ships for items, traits, and augments), so it shows you what things are and how they work, never win rates or ranked statistics. You reach all of these from the Tools tab in the top navigation of the main window, and the same description data also powers the hover tooltips you see in the in-game overlay. Nothing here needs you to be in a game, so it is safe to read at any time.

Where to find the Tools group

In the main window's top navigation, the pages are organized into a few primary tabs. The Tools tab opens a sub-row of seven pages: Tools (the calculators), Items, Augments, Traits, Synergies, Champions, and Patch Notes. Click the Tools tab first, then pick the page you want from the sub-row. The Champions page is the versioned set bundle viewer, so do not confuse it with your in-game roster; it is a reference catalog. None of these pages need a game running or a Riot login.

  1. Open the main TFTSense window.
  2. Click Tools in the top navigation.
  3. Choose Tools, Items, Augments, Traits, Synergies, Champions, or Patch Notes from the sub-row.
  • All seven pages are read-only references. Nothing you do here changes your game or your settings.
  • The whole group is built on static game data with no win rates, in line with the app's own-screen design.

Roll-odds calculator (Tools page)

This is the first card on the Tools page, titled Roll odds. It tells you your chance of hitting a specific champion when you roll your shop. You give it four facts about your situation and it does the probability math for you using the game's published shop odds (the percentage of each shop slot that shows a unit of a given cost at your level) and the shared champion pool sizes (how many copies of each champion exist). It shows three numbers: the chance to see the unit in a single shop of five slots, the chance to hit at least one across all the gold you plan to spend (rolling costs two gold each), and the average number of rolls it usually takes to see one. A note at the bottom spells out the assumptions in words, for example how many different champions share that cost and what percent of each shop slot is that cost at your level.

  1. Open Tools and find the Roll odds card at the top.
  2. Set your Level with the up/down stepper (1 to 11).
  3. Click the Unit cost button for the champion you want (1 through 5).
  4. Set Copies already gone to how many copies of that exact champion are already out of the pool (taken by you and other players).
  5. Set Gold to roll to how much gold you plan to spend, then read the three result numbers.
  • The big middle number is usually the one you care about: your chance to hit within the gold you are about to spend.
  • Copies already gone matters a lot for contested units. If several copies are gone, your odds drop, which is exactly what the calculator shows.
  • Gold steps by 2 because each roll costs 2 gold. Level maxes at 11 and the copies stepper is capped at the real pool size for that cost.
  • These are the game's static odds, not a prediction of your game. Treat the result as a planning aid, not a guarantee.

Roll-odds calculator: the controls

Each input is a simple control. The Level field is a stepper with minus and plus chevrons (you can also type a number). Unit cost is a row of five colored buttons (1 to 5); the selected one is highlighted in that cost's color. Copies already gone is another stepper, capped at the number of copies that champion has in the pool. Gold to roll is a stepper that moves in increments of two, up to 300. As soon as you change any input, the three result numbers and the explanatory note update instantly.

  • If a stepper's minus or plus button is greyed out, you have hit the minimum or maximum for that field.
  • You can type directly into a stepper's number box instead of clicking the chevrons.
  • The cost buttons are color-coded the same way the game colors champion costs (grey, green, blue, purple, gold).

Item combine reference: combine two components

The second card on the Tools page, Combine two components, is a quick lookup for what any two basic components make. You have two slots joined by a plus and an equals sign, and below them a palette of every component in the set (B.F. Sword, Tear, Chain Vest, Spatula, and so on). Click two components and the result item appears on the right, drawn straight from the game's recipe data. This is the same recipe truth the app uses elsewhere, so there is no meta or win-rate guessing involved.

  1. Open Tools and scroll to Combine two components.
  2. Click a component in the palette below; it fills the first (left) slot.
  3. Click a second component; it fills the second slot and the finished item appears after the equals sign.
  4. To start over, click a filled slot to clear it, or just click a third component to begin a new pair.
  • Clicking a slot that already holds a component clears it. Empty slots show a plus sign.
  • If two components do not combine into anything, the result stays blank.
  • A selected component is highlighted in the palette so you can see what is currently picked.

Item combine reference: the full combine chart

The third card, Full combine chart, is the classic item grid: every component down the side and across the top, with the finished item shown in each cell where a row component meets a column component. It is the at-a-glance cheat sheet for all component pairs at once. Hover any cell to see the recipe spelled out as text (for example B.F. Sword + Tear of the Goddess = Hextech Gunblade). The component icons along the top and left edge also show their names on hover.

  1. Open Tools and scroll to Full combine chart.
  2. Find one component along the top and the other down the left side.
  3. Read the icon where that row and column cross to see what they make.
  4. Hover the cell to confirm the exact recipe in words.
  • The chart is symmetric: a component paired with itself (the diagonal) shows that component's doubled item.
  • Spatula and its variant are placed last; the other components are listed alphabetically.
  • Use the pick-two card above for a single answer and this chart when you want to scan many combinations.

Items browser

The Items page is a searchable catalog of every current-set item with a plain description of what it does. Items are grouped into categories (Component, Completed, Emblem, Artifact, Divine Artifact, Radiant, Anima Weapon, Psionic, Command Mod, and Consumable). Each item shows its icon, name, the in-game description, and, for completed items, the two components it is built from. The data and icons come from the game's static info layer (a Community Dragon scrape), so the text matches what the game itself shows.

  1. Open Tools, then Items.
  2. Type in the search box to filter by item name or by words in the effect text.
  3. Click a category chip (or All) to narrow to one item type.
  4. Read each item card for its description and, on completed items, its two-component recipe.
  • Search matches the description too, so you can type an effect (like mana or crit) to find every item that mentions it.
  • Clicking an already-active category chip toggles it back to All.
  • Each category header shows a count of how many items it contains.
  • If an item has no description in the data, the card says No description available.

Augments browser

The Augments page mirrors the Items browser but for augments. It lists every current-set augment with its icon, name, and what it does, all from the same static info layer. There are no categories here; it is one searchable list. Use it to look up an augment you were offered or one you are curious about, so you understand its effect before you commit.

  1. Open Tools, then Augments.
  2. Type in the search box to filter by augment name or by words in its effect.
  3. Read the matching cards for each augment's description.
  • Search covers both the name and the effect text, so you can find augments by what they do.
  • The header shows how many augments match your current search.
  • This is a reference only. To get take/avoid guidance during a game, use the overlay comp panel's Augments tab, not this page.

Traits browser

The Traits page lists every origin and class in the current set with its breakpoints and a per-tier description. Each trait card shows the trait icon, name, its breakpoint counts (for example 2 / 4 / 6), an overall description, and then a tier-by-tier list explaining exactly what you get at each breakpoint. This is the place to understand how strong a trait is at each step and how many units you need to reach the next tier.

  1. Open Tools, then Traits.
  2. Type in the search box to filter by trait name, the trait description, or text inside any tier description.
  3. Open a card and read the numbered tiers to see what each breakpoint grants.
  • Searching also looks inside the per-tier text, so you can find traits that grant a specific effect at some tier.
  • The breakpoint summary near the top (like 3 / 5 / 7) is the quick version; the tier list below is the detailed version.
  • Numbers shown next to each tier are the unit counts needed to activate that tier.

Synergies browser (the roster as a planner)

The Synergies page turns the whole current-set champion roster into a synergy planner. Every unit is shown as a card with its portrait, cost, and traits, color-coded by cost. You can filter by cost, by trait, or by a text search, and combine those filters. When you pick a single trait, a banner appears at the top showing that trait's exact breakpoints, and the list narrows to only the champions that carry it, so you can see precisely who activates a trait and how many you need. This is the fastest way to plan who you need for a trait, or what you can build around a given five-cost.

  1. Open Tools, then Synergies.
  2. Optionally type a champion or trait name in the search box.
  3. Click a cost chip (1 to 5) to show only units of that cost, or All costs to clear it.
  4. Click a trait chip to show only units that carry that trait; a breakpoint banner appears at the top.
  5. Read the filtered champion cards to see exactly who activates the trait and at what cost.
  • Filters stack: pick a cost and a trait together to answer questions like which four-costs have this trait.
  • Clicking an active cost or trait chip again clears that filter.
  • The champion and trait data here is the versioned set bundle, the same source the Champions page uses, so the two always agree.

Champions browser (the set bundle viewer)

The Champions page (its tab is labeled Champions) browses the versioned set bundle: the exact roster, traits, and items TFTSense is tuned to. A header line shows the set number, patch, and totals (how many champions, traits, items, and augments are in the bundle). Three tabs switch the view. Champions shows every unit as a cost-colored card with its traits. Traits lists each trait with its breakpoint numbers and the portraits of every champion that carries it. Items lists the completed items. A single filter box at the top filters the active tab by name (and by trait, on the Champions tab). Because it shows the raw bundle, it doubles as a quick sanity check after a patch: a wrong roster or a missing breakpoint would be obvious here in seconds.

  1. Open Tools, then Champions.
  2. Pick a sub-tab: Champions, Traits, or Items.
  3. Type in the filter box to narrow by name (or by trait on the Champions tab).
  4. On the Traits tab, read the breakpoint numbers and the member portraits for each trait.
  • The header line tells you which patch the bundle is built for, so you can confirm TFTSense is on the right set and patch.
  • The Traits tab is great for seeing every member of a trait at a glance via their portraits; hover a portrait for the champion name and cost.
  • If you want filtering by cost or a cleaner who-activates-this view, the Synergies page is the more focused tool; the Champions page is the raw bundle browser.

Patch Notes

The Patch Notes page shows two things. First, a card that states the set and patch TFTSense itself is tuned for (Set 18, Enchanted Wilds, with the bundle's patch number) and a link to open Riot's official TFT patch notes page in your browser. Second, a live list of the latest official TFT patches pulled from Riot's Game Updates page, each as a card with its date, title, a short blurb, and a thumbnail. The list loads automatically the first time you open the page, and you can re-pull it with the Refresh button. This is public marketing content only; no Riot account or key is involved. Clicking a patch card opens that article in your default browser.

  1. Open Tools, then Patch Notes.
  2. Read the top card to confirm which set and patch TFTSense is tuned for.
  3. Wait for the Latest patches list to load (it auto-loads on first open), or click Refresh to pull again.
  4. Click any patch card, or the Open the official TFT patch notes link, to read the full notes in your browser.
  • Patch articles open externally in your default browser, not inside the app.
  • If the list cannot load, an error line appears but the Open the official TFT patch notes link still works, so you are never blocked from the real notes.
  • The Refresh button is disabled while a load is already in progress, shown as Refreshing.
  • Live patch fetching only works in the desktop app, since it relies on the app's background fetch.

Overlay hover tooltips (the same data, in-game)

The in-game overlay reuses this exact information layer for hover tooltips. Inside the overlay's comp panel, hovering an item, a trait, or an augment pops up a small card with its icon, name, a category or type label, and a description of what it does. For traits, the tooltip also includes the full per-tier breakdown, the same breakpoint-by-breakpoint text you see on the Traits page. This lets you check what something does without leaving the game or opening the main window.

  1. While the overlay is up, open the comp panel and pick a tab that shows items, traits, or augments (for example Item build, Traits and items, or Augments).
  2. Move your cursor over an item, trait, or augment.
  3. Read the popup: name, type, description, and (for traits) each tier's effect.
  • The tooltip pulls from the same static description data as the Items, Traits, and Augments browsers, so the wording matches.
  • Trait tooltips include the per-tier list, so you can confirm what the next breakpoint gives you mid-game.
  • Tooltips are part of the overlay's interactive areas, so they appear only when you hover the relevant element in the comp panel.

Notes planner

TFTSense has a dedicated Notes tab in the main window: a sticky-note board where you keep your own reminders, plans, and checklists. It is your space, not the coach's, so nothing here is read off your screen or pulled from Riot; it is simply what you write. Notes are useful for the things you keep re-learning the hard way, a positioning cue for a comp, an item priority, a reminder to slow-roll at a certain level, or a checklist for a line you are practicing. The board supports colored tags, search, sorting, and checklists, and any note you pin surfaces on the in-game overlay so it is in front of you while you play. It is the same note store the comp panel's Notes tab uses in-game, so a note is one thing wherever you see it.

The sticky-note board

The Notes tab shows your notes as a board of colored cards, each one a sticky note you can title and write freely on. You add a note with the add control, click into a card to edit its title and body, and remove a card you no longer want. New notes appear on the board right away and are saved on your machine as you type, so there is no separate save step. If the board is empty, a short hint points you to add your first note. Because notes live locally, they persist across sessions and across games.

  1. Open the Notes tab in the main window.
  2. Add a note, then click into it to give it a title and write your reminder.
  3. Edit or delete any note directly on its card.
  • Notes save as you type; there is nothing to press to keep them.
  • Notes are stored locally on your PC, so they stick around between sessions.
  • This is your own space; nothing here is read from your game or shared with anyone.

Colored tags, search, and sort

The board is built to stay usable as your notes pile up. Each note can carry a colored tag, which is a quick way to group notes by theme (for example a color for positioning, a color for economy, a color for a specific comp) and to spot them at a glance on the board. A search box filters the board to notes matching what you type, so you can pull up a note by a word in its title or body without scrolling. And a sort control reorders the board (for example by when you last touched a note) so the notes you care about right now float to the top. Together these keep a large collection of notes easy to navigate.

  1. Give a note a colored tag to group it with related notes.
  2. Type in the search box to filter the board to matching notes.
  3. Use the sort control to reorder the board the way you want to read it.
  • Tag colors are yours to assign meaning to; the app does not force a scheme.
  • Search matches the note's text, so a distinctive word in the title makes a note easy to find later.

Checklists inside a note

Any note can double as a checklist. Start a line with '- ' (a dash and a space) and that line becomes a tickable checklist item on the card, with a box you can check off as you go. This is handy for a step-by-step you want to run during a game, for example the pieces to pick up early, the levels to hit, or the items to slam in order. Lines that do not start with '- ' stay as ordinary text, so a single note can mix a paragraph of context with a checklist beneath it. Checking an item just toggles its state; it does not delete the line.

  1. In a note, start a line with '- ' to turn it into a checklist item.
  2. Add as many dashed lines as you need for the steps.
  3. Tick each box as you complete that step during a game.
  4. Mix in plain lines (no leading dash) for context around the checklist.
  • Only lines beginning with '- ' become checkboxes; everything else stays as text.
  • Ticking a box remembers its state, so a checklist you reuse keeps your marks until you clear them.

Pinning a note to the overlay

Pinning is what connects the Notes planner to your live game. A note you pin surfaces on the in-game overlay, so a reminder you wrote for yourself sits on your screen while you play, no alt-tabbing required. Unpinned notes stay in the tab until you want them. Because the main app's Notes tab and the comp panel's Notes tab share one store, a note you write and pin here is the same note that shows up in-game, and edits in either place update both. This makes the planner a natural place to draft longer notes and then pin just the few you need to see mid-game.

  1. Write a note you want visible during a game.
  2. Pin it to surface it on the overlay in-game.
  3. Unpin it when you no longer need it on screen.
  4. Edit it from either the main app or the in-game Notes tab; both stay in sync.
  • Only pinned notes appear in-game; keep the board tidy by pinning just what you need.
  • The main app's Notes tab and the comp panel's in-game Notes tab are the same notes, so there is no separate copy to manage.
  • Notes are private to your machine and are never bundled into a comp share code.

The Coach Chat (AI)

The Coach Chat is a built-in AI assistant you can ask anything about Teamfight Tactics, from "should I roll or level here?" to "how do I position against assassins?". What makes it different from a generic chatbot is that every question is bundled with a live snapshot of exactly what TFTSense is reading in your current game: your stage, gold, level, HP, win/loss streak, the comp it is steering you toward, your carry and items, traits, the units you own, your board, your shop, the loose components in your bag, and any augment choices on screen. So instead of generic theory, you get advice about THIS game. It is "bring-your-own-key," meaning you supply your own Anthropic API key (you pay Anthropic directly per message, and TFTSense never runs a server in the middle). It lives on the Chat tab in the main window, under the Coach group (Status, Chat, HUD, Recap), and it only works in the installed desktop app.

What the Coach Chat is and why it is grounded in your game

This is a chat panel where you type a question and the coach types back. The reply is generated by Claude (Anthropic's AI), so it draws on deep TFT knowledge: economy, leveling and roll timing, item theory, positioning, comp transitions, augments, and when to push tempo versus stabilize. The key feature is grounding. Every time you send a message, TFTSense quietly attaches a compact, text snapshot of your live game state to the request. That snapshot is built fresh each message from what the overlay is currently reading off your own screen. Because of this, you can ask vague questions like 'what should I do this round?' and the coach already knows your gold, level, board, and shop, so it can answer specifically instead of guessing.

  • The coach is told to name specific units, items, levels, and gold from your live state, and to never invent reads it does not have. If TFTSense cannot see something (for example you are between games), it falls back to solid general advice and tells you what it would want to know.
  • Replies are kept tight and practical (a few sentences) by default. If you want a deeper breakdown, just ask for it (e.g. 'explain in more detail').
  • If no game is detected and no comp has been chosen, the snapshot simply says no live game is detected and the coach answers from general TFT knowledge. It still works, it just is not game-specific.

Setting up your Anthropic API key (required before you can chat)

The Coach Chat will not send anything until you give it your own Anthropic API key. This is a one-time setup. The key is stored only on your PC (in the app's local storage) and is sent only to Anthropic when you chat. TFTSense has no server of its own, so your key and your messages never pass through any TFTSense system. Until a key is saved, the chat input and the suggested-prompt buttons are disabled and a banner at the top of the Chat tab points you to Settings.

  1. Go to console.anthropic.com, sign in or create an account, and create an API key. It starts with sk-ant-. You will also need to add billing/credits there, because you pay Anthropic per message, not TFTSense.
  2. In TFTSense, open Settings (the gear icon, top-right of the main window) and find the card labeled 'AI Coach (Chat)'.
  3. Paste your key into the field marked 'Anthropic API key (sk-ant-...)'. The field is masked like a password so it is not shown in plain text.
  4. Optionally pick a model from the dropdown next to the key (see the next item). The default is fine for most people.
  5. Return to the Chat tab. The no-key banner disappears, the input unlocks, and the suggested prompts become clickable.
  • The key lives only on this computer. If you reinstall or use a different PC, you will need to paste it again.
  • If you ever see the message 'Add your Anthropic API key in Settings to use the coach chat,' it means the key field is empty or only whitespace. Re-check Settings.
  • Costs are tiny per message because each request is small, but they are real Anthropic charges. The 'smartest' model costs more per message than the default; the 'fast' model costs the least.

Choosing the AI model (Sonnet, Opus, or Haiku)

In the same 'AI Coach (Chat)' card in Settings, a dropdown lets you choose which Claude model answers your questions. There are three options and your choice is remembered. They trade off intelligence, speed, and cost. The default, Sonnet 4.6, is labeled 'balanced (recommended)' and is the right pick for almost everyone. Opus 4.8 is the 'smartest, pricier' option for the toughest judgment calls. Haiku 4.5 is the 'fast, cheapest' option when you want quick answers and want to spend the least.

  1. Open Settings and find the 'AI Coach (Chat)' card.
  2. Click the model dropdown (it sits right next to the API key field).
  3. Pick Sonnet 4.6 (balanced), Opus 4.8 (smartest), or Haiku 4.5 (fast). The choice saves automatically and applies to your next message.
  • Start with the default (Sonnet 4.6). Only switch to Opus if you feel you need deeper reasoning on close decisions, and to Haiku if you want the cheapest, snappiest replies.
  • Changing the model does not affect your saved key or your current conversation; it only changes which model answers going forward.

Asking a question (the message box and Send button)

At the bottom of the Chat tab is a text box and a Send button. You type your question and send it; your message appears as a bubble on one side and the coach's reply appears on the other. While the coach is working, a 'Thinking...' bubble shows so you know it is in progress, and the view auto-scrolls to keep the newest message visible. The input and Send button are disabled while a reply is generating, so you cannot accidentally fire off two questions at once.

  1. Make sure your API key is set (otherwise the box is locked and shows the placeholder 'Add your API key in Settings first').
  2. Click the input box (placeholder 'Ask the coach...') and type your question.
  3. Press Enter or click Send. Your message posts, a 'Thinking...' bubble appears, and the reply lands in a few seconds.
  4. Read the reply, then ask follow-ups. The coach remembers the recent conversation, so you can say things like 'and what if I miss the upgrade?' without re-explaining.
  • Send is greyed out if the box is empty, if no key is set, or while a reply is still loading. This is normal.
  • You can ask game-specific questions freely; the coach already has your live state, so you do not need to type out your gold, level, or board.
  • The conversation keeps context, but only the most recent 24 messages are sent with each request (see 'How it works under the hood'). Very old turns from a long session eventually drop off.

Suggested prompts (the starter chips)

When the chat is empty, the panel shows a short list of one-click starter questions so you are not staring at a blank box. The built-in suggestions are: 'What should I do this round?', 'Should I roll or level here?', 'What items should I build from what I hold?', 'Is my comp worth committing to?', and 'How do I position against assassins?'. Clicking one sends it immediately as your message.

  1. On a fresh chat, look at the row of suggestion chips under 'Ask the coach about your game, or try one of these:'.
  2. Click any chip to send that exact question right away.
  3. Once you have at least one message, the chips are replaced by your conversation; start a 'New chat' to see them again.
  • The chips are disabled (not clickable) until you have set your API key. If they look greyed out, set the key in Settings first.
  • These are just shortcuts; you can always type your own question instead.
  • They are especially handy mid-game because they map to the most common live decisions (roll vs level, item builds from what you hold, whether to commit).

New chat (clearing the conversation)

A 'New chat' button appears at the top-right of the Chat tab once you have sent at least one message. It wipes the current conversation and resets the panel back to the empty state with the suggestion chips. Use it when you start a new game, switch topics, or just want a clean slate. It does not touch your API key, your model choice, or your settings; it only clears the messages on screen.

  1. Click 'New chat' in the top-right of the Chat tab.
  2. The messages clear and the suggested-prompt chips return.
  3. Start fresh with a new question.
  • Starting a new chat is a good habit between games so old game context does not bleed into new advice. The live snapshot always reflects the current game, but the older message text in the thread can still color follow-ups.
  • 'New chat' is the only way to clear the thread; there is no per-message delete.

The no-key banner, the thinking indicator, and error messages

The panel gives you clear status at all times. If you have not set a key, a banner reads 'Add your Anthropic API key in Settings to start chatting. Your key stays on this PC and is only sent to Anthropic,' pointing you to Settings then AI Coach. While a reply is generating, a 'Thinking...' bubble shows in the coach's spot. If something goes wrong, an error line appears in red at the bottom of the message list instead of a reply.

  • Common errors come straight from Anthropic and usually include an HTTP status code. For example, an authentication failure typically means the key is wrong or missing credits; a rate-limit message means you sent too many requests too fast. Check your key and your Anthropic billing first.
  • If you see 'The coach chat runs in the desktop app,' you are not in the installed app (for example a browser preview). The chat only works in the Tauri desktop build.
  • Requests time out after 60 seconds. If a reply never arrives, try again; a transient network hiccup is the usual cause.
  • An error does not clear your conversation. Fix the cause and send again.

How it works under the hood (and why it is private and safe)

When you send a message, TFTSense builds a system prompt that combines a fixed 'expert Set 18 TFT coach' instruction with a freshly generated LIVE GAME STATE block (your phase and stage-round, level, gold, HP, streak, the comp being built with its carry, best-in-slot and secondary items, traits, econ/level plan and next step, recommended augments, your owned units, board, shop, held loose components, and on-screen augment choices). It then sends your recent messages (capped at the last 24) plus that system prompt to Anthropic's API. The request is routed through the app's Rust shell (the 'coach_chat' command), not from the web view directly. That design keeps your key off the browser layer and avoids cross-origin issues, and it means nothing is stored on a TFTSense server because there is no TFTSense server. The reply text is returned and shown; nothing about the exchange is saved remotely.

  • Only your own-screen data is ever included, in line with TFTSense's own-screen design. The snapshot never contains opponent-only information; it is the same information the overlay already shows you.
  • Your key is sent only to Anthropic, only at send time, and only as the standard API header. It is stored locally on your PC and never leaves it otherwise.
  • Because only the last 24 messages are sent, a marathon session stays cheap and fast; it will not balloon into a giant request.
  • Replies are capped at a moderate length per message. If you need more, ask a focused follow-up rather than expecting one giant essay.

Installing and staying up to date

TFTSense installs with a one-click Windows installer and keeps itself current with a built-in auto-updater, so you are always on the latest set data and coaching without hunting for downloads.

The one-click installer

Downloading TFTSense-Setup.exe from the site gives you a standard Windows installer. Run it and it installs in a couple of clicks, adds a shortcut, and sets up the web-view component it needs. There is nothing to configure; when it finishes, launch the app and sign in.

  1. Click Download for Windows on the site.
  2. Run TFTSense-Setup.exe.
  3. Follow the couple of installer prompts.
  4. Launch TFTSense and sign in with your account.
  • The installer is code-signed, so Windows shows the real publisher rather than an unknown-publisher warning.
  • You only install once; updates after that are automatic (below).

Automatic updates

A few seconds after it starts, TFTSense quietly checks for a newer version. If one is available, a small update chip lights up in the top bar; you can also update on demand from Settings. Starting an update opens a dedicated, branded updater window with the TFTSense logo, a single status line, and a slim gold progress bar that downloads, installs, and relaunches the app for you. That window stands on its own, so an update finishes even if you close the main window.

  1. Leave TFTSense running; it checks for updates on its own shortly after launch.
  2. If the update chip appears in the top bar, click it (or use 'Update and restart' in Settings).
  3. Watch the branded updater window download and install the new version, then relaunch.
  • Updates are how new set data, comp re-tiers, and coaching improvements reach you, so it is worth taking them.
  • The check is quiet and quick; if you are already current, nothing interrupts you.

What TFTSense reads and never reads

TFTSense is built from the ground up to respect Riot's third-party policy for Teamfight Tactics. It is a screen-reading coach: it looks at your own game window the way a friend watching over your shoulder would, and it draws its advice on a transparent layer on top. It never reaches into the game itself, never plays for you, and never spies on opponents. This section explains each of those guarantees in plain language, what it means in practice, and where you can see it for yourself in the app. There are no settings to change here. These are design rules the app follows for you, all the time.

Screen-read only: it never touches the game

Everything TFTSense shows you in a live game comes from two harmless sources: looking at your own screen with computer vision (the same idea as reading a screenshot), and the game's published static data (champion, item, and trait facts that Riot makes public). The app's core rules forbid four things outright, and they are never bent: it never reads the game's memory, never injects code into the game, never hooks or intercepts the game, and never patches or modifies the game process. It is, in effect, a smart sticker on top of your window. Because it only watches pixels, it cannot give you anything the game does not already show you on your own screen.

  • These four rules live at the top of the project's own engineering guide as hard 'invariants' the app may never violate, so they are not marketing language. They are a build constraint.
  • The live in-game data arrives as a 'fusion' feed from the app's own vision pipeline, not from any official game data feed. There is no special access involved.

It never simulates input or plays for you

TFTSense never moves your mouse, never presses keys in the game, and never automates buys, rolls, or unit placement. Every action in your game is still yours. The advice you see (buy this, roll here, slam this item, put Karma on that hex) is a suggestion for you to act on by hand. Even features that look interactive, like the overlay panels you can drag or the calibration corners you line up, only affect TFTSense's own transparent window. They never send a single click into Teamfight Tactics.

  • This is why the coach can tell you the best move but will never take it for you. A tool that simulated input would be an automation tool, which the policy forbids and TFTSense deliberately is not.
  • The overlay's panels are click-through by default and only catch your mouse on the small parts you actually interact with, so even your own clicks pass straight through to the game unless you are deliberately using a TFTSense control.

Own-screen data only: never opponent-only information

TFTSense will only ever surface information that is already on your own screen. It does not read or reveal anything that is hidden from you, and in particular it never shows opponent-only information such as what units an enemy is holding on their bench, what items they have stored, or what their board looks like when you are not scouting it yourself. If you can see it on your screen, the coach can use it. If you cannot, neither can the coach. This single rule shapes several of the behaviors below.

  • This is the difference between a coach and a cheat. A cheat reveals hidden state. TFTSense only helps you understand and act on the state you can already see.

No live augment-offer reading

When the augment-selection screen pops up in a game, TFTSense does NOT read the three augments being offered and tell you which one to click. An earlier version had an on-screen 'crown' marker that did exactly that, and it was removed on purpose because reading and acting on the live augment offer is treated as a third-party policy violation. What you get instead is build guidance: the comp panel's Augments tab lists the augments that are generally good or bad FOR THE COMP you are building toward (a curated 'Take' and 'Avoid' list). That is the same kind of advice a guide or tier list gives you ahead of time. It is about your plan, not a live read of the specific three discs the game just dealt you.

  1. During augment select, open the in-game comp panel and click the Augments tab.
  2. Read the green 'Take' pills and red 'Avoid' pills for your current comp.
  3. Hover any pill to see what that augment does, then make your own choice from the three the game offered you.
  • Because this is comp-level guidance, it is available any time your comp panel is up, not only during the augment screen. It is a reference, not a pick-this arrow.
  • Internally the app is deliberately cautious even about matching augment names: if a name does not clearly match the comp's list it stays silent ('no opinion') rather than guessing, so it never confidently points you at something it misread.

Pivot and contention signals come from your own shop, not scouting

The coach can warn you that your main carry looks contested and suggest a pivot, but it figures this out entirely from your OWN shop, never by watching opponents. As you play, it quietly counts how many copies of your carry your shops have actually offered you, and compares that to how many you should statistically have seen by now at your level. If you have seen far fewer than expected, that usually means someone else is buying them, so it flags 'contested' and suggests the best alternate line that reuses the most units you already own. This is inferred from data the game put in your own shop, so there is no scouting and no policy risk.

  • The pivot suggestion is a suggestion only. The coach never auto-switches your comp, and it stops offering early pivots after stage 2-1 so it does not second-guess a line you have committed to.
  • It needs a few shop refreshes before it can judge contention, so it stays quiet early in the game rather than guessing from too little data.

Lobby scan and Player Lookup: public rank only, on a button press

The Lobby page and the Player Lookup page can show you player ranks, but only public ladder metadata, and only when you press a button. The Lobby scan never runs automatically. When you press 'Scan lobby', TFTSense reads the list of player names from the game's own local Live Client endpoint (the same public endpoint that only exposes your own identity and the lobby's name list, with no board, units, shop, or opponent state at all) and then looks up each player's public rank, level, and win-loss record through the Riot API. Player Lookup does the same for any Riot ID you type in. Neither one tracks opponent boards, comps, or items. They show names and ranks, full stop, which matches both Riot's TFT policy and TFTSense's own manual-scout-only rule.

  1. Connect your Riot account in Settings first (rank lookups need it).
  2. Launch into a TFT game, open the Lobby page, and press 'Scan lobby' to see each player's rank.
  3. Or open Player Lookup, type any player's game name and tag, pick a region, and press Search to see their public rank and recent games.
  • There is no auto-poll and no live opponent tracking by design. If you want to know who you are up against, you press the button yourself, and you get rank metadata, not their hidden game state.
  • The local endpoint the lobby scan uses is the recycled League skeleton, which for TFT exposes only the player list and your own identity. It physically cannot hand over board or shop data, which is part of why this stays safe.

Riot API stats are read-only and your own account only

The Stats, Leaks, Recap, and post-game features pull from the Riot API, but always read-only and, for your own account, only your own games. You paste a free developer key from Riot in Settings, and that key stays on your PC (it is never sent anywhere except to Riot, and never shipped in the app). When you connect, TFTSense reads your match history, rank, and personal stats to build your trends and find your leaks. The key takeaway for safety: the live in-game overlay never uses the Riot API at all. The API is used only after games, for stats and history, which is exactly what it is meant for.

  • A Riot developer key resets every 24 hours, so you may occasionally need to refresh it. That is a Riot limitation, not a TFTSense one.
  • Player Lookup uses the same read-only key to view other players' PUBLIC ranked data, the same information anyone can see on the public ladder. It still never reaches any private or live opponent state.

Even the chat coach only sees your own screen

The in-app chat coach can answer questions about your current game, and it does so from a live snapshot of what TFTSense is already reading: your comp, gold, level, shop, items, and board. That snapshot is the same own-screen data the overlay uses. The chat coach never gains access to anything extra, so asking it a question cannot surface opponent-only information either. It simply explains and reasons over what you can already see, combined with general TFT knowledge.

  • Because the snapshot is your own visible state, the chat coach is bound by the same own-screen-only rule as the rest of the app. There is no back door to hidden information through the chat.

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