Arbiter / Arbiter / Voyager / Vanguard TFT Comp
This comp averages a 4.40 placement with a 40.0% top 4 rate and a 13.3% first place rate across 107,872 ranked games. A 0.1% pick rate makes this a less contested composition.
- Teemo

- Leona

- Lissandra

1 CostReroll Lvl: Level 4
- Meepsie

2 CostReroll Lvl: Level 6
- Illaoi

3 CostReroll Lvl: Level 7
- The Mighty Mech

- LeBlanc

4 CostReroll Lvl: Level 10
- Sona

5 CostReroll Lvl: Level 10
Strategy Guide
This is the suggested positioning for the champions in this TFT team comp. Positioning is based on the roles of the units.
Playstyle Analysis
This composition focuses on survivability and scaling, aiming to outlast opponents in extended fights during the late game.
This composition prioritizes survival and scaling over early aggression. Deals ~110 avg damage per game.
Units in this comp are very durable — units survive significantly longer than average in fights.
Arbiter / Voyager / Vanguard / Space Groove / Commander usually peaks in stages 5-6, balancing mid-game power with late-game potential. Games typically end around round 32.
This composition has strong "win lobby" potential when it hits its key units and items. Hitting 3-star TFT17_Summon significantly increases your chances of taking first.
Detailed Analysis
Arbiter / Voyager / Vanguard / Space Groove / Commander is classified as a Late Game Tank composition in TFT Patch 16.8. With a 40.0% win rate and 4.40 average placement, this comp requires precise execution to succeed.
Damage Profile: This composition is very defensive — it prioritizes survival and scaling over early aggression. This defensive approach means you may lose some early fights, but you'll have more HP remaining when your comp comes online.
Game Phase Strategy: Focus on economy and leveling to reach your power spike, even if it means taking some early losses.
Stage-by-Stage Guide
Understanding when to level, roll, and transition is crucial for maximizing your success with Arbiter / Voyager / Vanguard / Space Groove / Commander. This guide breaks down the optimal play pattern for each stage of the game.
Build the strongest board possible with your available units. Teemo and Leona are good early game options. Level to 4 at Stage 2-1 or 2-2. Win streak if strong, or loss streak cleanly if weak.
At Stage 3-2, level to 6 and roll down to stabilize if your board is weak (below 70 HP). Otherwise, save gold and level to 7 at Stage 4-1. Start collecting your key units: Teemo, Leona, Lissandra.
At Stage 4-1, level to 7 and roll for your core 2-stars. Look for Illaoi, The Mighty Mech, LeBlanc. At Stage 4-5 or 5-1, push to level 8 and roll for 2-star The Mighty Mech and LeBlanc. This is when the comp reaches full power.
Look to push to level 9 if you have gold and HP remaining. At level 9, search for Sona to complete your board.Scout the remaining players and adjust positioning to counter their carries.
Maintain interest thresholds when possible, and avoid panic rolling unless your HP is critically low.
Full Written Guide
Stage 2: Early Game
Build the strongest board possible with your available units. Teemo and Leona are good early game options. Level to 4 at Stage 2-1 or 2-2. Win streak if strong, or loss streak cleanly if weak.
Stage 3: Transition
At Stage 3-2, level to 6 and roll down to stabilize if your board is weak (below 70 HP). Otherwise, save gold and level to 7 at Stage 4-1. Start collecting your key units: Teemo, Leona, Lissandra.
Stage 4: Power Spike
At Stage 4-1, level to 7 and roll for your core 2-stars. Look for Illaoi, The Mighty Mech, LeBlanc. At Stage 4-5 or 5-1, push to level 8 and roll for 2-star The Mighty Mech and LeBlanc. This is when the comp reaches full power.
Stage 5+: Late Game
Look to push to level 9 if you have gold and HP remaining. At level 9, search for Sona to complete your board.Scout the remaining players and adjust positioning to counter their carries.
Player Damage Analysis
Multiple units survive and contribute player damage. This makes the comp resilient — losing one unit doesn't cripple your damage.
Key Takeaways
Full Damage Breakdown
Top Survivor:: Sona contributes 13.6% of total player damage. This unit reliably survives to deal player damage, though other units also contribute meaningfully.
Other Key Survivors:: Lissandra (12.9%), Meepsie (12.8%). These units also survive fights consistently and contribute to your player damage total.
Positioning Tip:: Your damage is spread across multiple units, so you're less reliant on any single unit surviving. This gives you more flexibility in positioning.
When to Play Arbiter / Voyager / Vanguard / Space Groove / Commander
Strengths
- Solid 13.3% first place rate shows carry potential
- TFT17_Summon can be 3-starred for power spikes
- Multiple carry options provide flexibility in itemization
- Strong trait synergies across multiple activated traits
Weaknesses
- Below average 40.0% win rate requires optimal execution
- Requires specific items on carries to maximize potential
- Can struggle if key units are contested
Strategic Tips
Economy Strategy
Focus on 3-starring TFT17_Summon for a 80.0% win rate power spike.
Itemization
Prioritize items for LeBlanc and Teemo. Check the Top Items section for optimal builds.
Positioning
Place The Mighty Mech and Illaoi in the frontline to protect LeBlanc and Teemo in the backline. Use the positioning board above as a guide.
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B Arbiter / Voyager / Vanguard / Space Groove / Commander TFT Comp - Frequently Asked Questions
What traits does this comp use?
This composition uses the following traits: Arbiter, Voyager, Vanguard, Space Groove, Commander. The primary trait is Shepherd, which is active on 6 units.
What are the carries of this TFT Comp?
The primary carries for this composition are TFT17_Summon (3-Star Win Rate: 80.0%, Pick Rate: 33.3%).
What is the best positioning for this composition?
Place your carries like LeBlanc and Teemo in the backline and your tanks like The Mighty Mech and Illaoi in the frontline to absorb damage. Check the positioning board above for exact placement.
Is this composition good in the current meta?
This composition has a win rate of 40.00% and an average placement of 4.40, making it a strong contender in the current meta.
What item builds does Arbiter / Voyager / Vanguard / Space Groove / Commander use?
Arbiter / Voyager / Vanguard / Space Groove / Commander performs best with these item builds: The Mighty Mech with Gargoyle Stoneplate, Sunfire Cape, Spirit Visage (100.00% win rate, +60.00% difference from comp average); Lissandra with Thief's Gloves (100.00% win rate, +60.00% difference from comp average); Sona with Nashor's Tooth, Spear of Shojin, Void Staff (100.00% win rate, +60.00% difference from comp average).
Is Arbiter / Voyager / Vanguard / Space Groove / Commander contested in TFT Set 17?
Arbiter / Voyager / Vanguard / Space Groove / Commander is relatively uncontested with only a 0.1% pick rate, making it a good choice when you want to avoid fighting for units. You can often hit your key champions like LeBlanc and Teemo without much competition.
What is the win condition for Arbiter / Voyager / Vanguard / Space Groove / Commander?
The win condition for Arbiter / Voyager / Vanguard / Space Groove / Commander is "0-Cost Reroll". This is a reroll composition that focuses on 3-starring TFT17_Summon as the primary carry. Focus on 3-starring TFT17_Summon which has a 80.0% win rate when upgraded.
Should I reroll or level with Arbiter / Voyager / Vanguard / Space Groove / Commander?
No, Arbiter / Voyager / Vanguard / Space Groove / Commander is not a reroll composition. Instead, focus on leveling efficiently to find your key units at higher levels. Stabilize at level 8 with 2-star units before pushing to level 9.
How much gold does Arbiter / Voyager / Vanguard / Space Groove / Commander cost to build?
Arbiter / Voyager / Vanguard / Space Groove / Commander is a medium cost composition requiring approximately 63 gold investment to complete. Balance your economy between leveling and rolling. Maintain interest thresholds while staying healthy on HP.
What are the best pivot options for Arbiter / Voyager / Vanguard / Space Groove / Commander?
Arbiter / Voyager / Vanguard / Space Groove / Commander is moderately flexible with 3 pivot options available. The best pivot options share key units like Sona and The Mighty Mech. If you're contested, look at similar compositions that use these same champions with different supporting units.
When should I pivot away from Arbiter / Voyager / Vanguard / Space Groove / Commander?
You should consider pivoting away from Arbiter / Voyager / Vanguard / Space Groove / Commander if: (1) you see 2+ players contesting your key units in the early game, (2) you're not hitting your core champions by stage 3-2, or (3) you find stronger units for an alternative comp. The best pivot is Arbiter / Dark Star with a 38.3% win rate. Scout your lobby at stage 2-1 and 3-2 to decide. Check the Pivot Suggestions section above for 3 alternative compositions.










