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TFT Set 10 Guide: How to Play Disco

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How to Play Disco

Welcome to another in the series of our How to Play TFT trait guides.

Disco is a new Origin coming to TFT Set 10. The trait allows you to buff up your units with a moveable disco ball. We’ve seen similar effects through things like Region Portals or Augments, but Disco will be adding it to a trait.

Let’s get right into the guide.

If you’re new to Set 10 and want to check out all the information, check out out Set 10 Reveal Page!

How Disco Works

Once you activate the Disco trait, you’ll gain access to a disco ball that you can place anywhere on the board. This ball will grant Attack Speed and heal allies that are adjacent to it. This can be difficult to maximize with only one disco ball, as you want to heal your frontline, but also give attack speed to your backline.

With 4 rows on the board, you will have to either move your backline up a row, or lose out on some value either in the front or back row. Luckily, the (5) bonus grants you access to an additional disco ball. This can be used to be more flexible with your positioning, allowing you to spread out your team more.

Disco Trait Bonus

TFT Set 10 Disco 13.24

Gain a placeable Disco Ball. On combat start and every few seconds, champions next to it gain stacking Attack Speed and are healed for a percentage of their max Health.

  • (3) 5%, 2%
  • (4) 10%, 3%
  • (5) Gain another Disco Ball; 15%, 5%
  • (6) 25%, 7%

Disco Synergy

Here’s a list of the traits that are available through the Disco units:

  • Dazzler (x2)
  • Guardian
  • Spellweaver
  • Bruiser
  • Sentinel

There are only 5 units in the Disco trait, but there is already an overlap of the Dazzler Class with Nami (1) and Twisted Fate (4). This is nice and easy as the Dazzler trait will activate at (2) units, so you don’t need to worry too much about other units yet.

Since the Disco trait spikes at (5), the comp will likely want to play all 5 Disco units anyway. You can look to drop one if you have an Emblem or a Disco Headliner, but that won’t always be the case.

Disco Champions

Let’s briefly go over each Champion in the Disco trait and what you can do with them.

Nami – Disco + Dazzler

TFT Set 10 Nami 14.1

[Link to Champion Page]

Nami is our first entry in the Disco trait, and her ability is a single target damage and CC ability. While she may not deal a ton of damage, having CC in her ability makes her nice to include even in late game team comps if her traits are important.

Since she pairs perfectly with Twisted Fate, I imagine she’ll always be played alongside him. Lastly, I wouldn’t try to place AP items on Nami as there are likely other early game Dazzlers you can look to hold items for Twisted Fate instead.

Taric – Disco + Guardian

TFT Set 10 Taric 14.1

[Link to Champion Page]

Taric is the other 1-cost Disco unit, and you’ll be looking to build your frontline with the Guardian trait early game as it will be cheap and efficient.

Like a lot of frontline units, his ability is a mix of survivability and a bit of damage.

Gragas – Disco + Spellweaver + Bruiser

TFT Set 10 Gragas 14.1

[Link to Champion Page]

Gragas is the only 2-cost Disco unit, and he has three traits, making him a potential carry target. The Disco trait heals based on max HP, and Gragas’ Bruiser trait will synergize with that.

There is definitely potential for a Gragas reroll comp, but I can’t say for sure if it will be good or not. In a Twisted Fate comp, he likely will just be there to provide some frontline and the Disco trait.

Blitzcrank – Disco + Sentinel

TFT Set 10 Blitzcrank 14.1

[Link to Champion Page]

Blitzcrank is the other 4-cost unit along with Twisted Fate, and he’s a juiced up frontliner. His ability is a mix of tank and damage, so he will definitely contribute to the damage as long as he stays alive.

The Sentinel trait does give some room to flex into other units as well, such as Ekko who is a a Spellweaver/Sentinel.

Twisted Fate – Disco + Dazzler

TFT Set 10 Twisted Fate 14.1

[Link to Champion Page]

Twisted Fate is the last Disco unit, and looks to be the flagship carry of the comp. As a 4-cost carry, he will be easy to build toward, and his Dazzler trait already pairs well with Nami.

The most interesting aspect of his ability is that it’s similar to Statikk Shiv. You will hit multiple targets and reduce their Magic Resistance. While the Magic Resistance is small, it will definitely stack up over the course of the fight. It should also stack along with Shred, letting you get through high MR units much easier.

Disco Best Augments

For this section, I’ll be covering some Augments that particularly synergize with the trait. Lots of Augments are universal, like economy based Augments or item Augments, but I’ll try to cover particular synergies to look out for.

I won’t be able to cover every single Augment, just some notable ones. You can check out the full list of Augments here.

Disco Augment – Double the Funk

TFT Double the Funk

One of the main drawbacks of the Disco ball is that it’s difficult to get value on your frontline. If your opponent moves back their team, your units can walk away from the Disco ball.

With this Augment, the range of the Disco ball becomes very large, allowing you to hit both your frontline and backline.

Dazzler Augment – The ol’ Razzle Dazzle

TFT Dazzlers Augment

Since the main carry of the Disco comp, TF, is a Dazzler, the Dazzler Augment can likely be a solid pickup.

Or course, other generic AP Augments will be good as well, such as:

  • Magic Wand
  • Jeweled Lotus
  • Learning to Spell

Disco Team Comps

Team comps are very fickle, but we’ll try to keep this section updated with the best team comps you can play around.

If you want an updated look at team comps, be sure to check out our Tier List.

Disco Team Comp

TFT Set 10 Disco Team Comp Patch 13.24

[Link to Team Comp Guide]

This comp is the current default comp when it comes to Disco. We have two placeable disco balls that we can spread out to most of our team comp.

With Ziggs in the lineup, we are also buffing up Twisted Fate’s Attack Speed through the Hyperpop trait. This will stack with the disco ball to let Twisted Fate ramp up his AS.

For this comp, having a Disco Headliner is ideal, but you can definitely drop down to 5 Disco if you find Dazzler Twisted Fate. It won’t be as strong, but you’ll still have access to 5 Disco balls.

In this situation, you can also drop Lux for another flex unit like a frontline Illaoi, or add in another Hyperpop unit with Lulu (which will also activate Spellweaver).

Lastly, a Disco Headliner Blitzcrank can also work, but you definitely would prefer your Headliner to be your main carry.

Conclusion

That concludes our quick guide on the Disco trait. The trait isn’t anything particularly unique, but it is a fun and flavorful effect. It can be difficult to adjust your positioning and move the balls around, but it’ll be important to make the most out of the trait bonus.

We hope you enjoyed this guide, and hopefully it helps you climb some ranks. Good luck and have fun!

Thanks for reading! Be sure to check out our meta team comps page, or head to our Team Builder to try and come up with your own comps.

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