Teemo (1G) - Shepherd

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Teemo has his ability Double Time which has a passive and an active ability. For his passive, attacks deal on hit damage (AP) magic damage and an additional (AP) attacking damage over a duration of seconds with poison.
While an enemy has Groove Stacks, Teemo is in the Groove. During his active ability, he gains attack speed for a number of attacks.
Nasus (1G) - Vanguard

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Nasus is a one cost Vanguard and is one of the main tanks in the early game. His ability has the best name: Goovin’ Susan! During this ability, he transforms for a number of seconds, temporarily gaining max health and dealing (Health & AP) magic damage to adjacent enemies each second. White transformed, Nasus will be in the Groove.
Nasus pairs well with Blitzcank who is another Vanguard and a key part of the Space Groove composition. He will be strongest in the early game, but in the late game, you will need to transfer tank items to a stronger tank than Nasus.
Gwen (2G) - Rogue

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Gwen is a Rogue who gains damage amplification and has the ability Dance n’ Dice which has a passive and an active ability. For her passive, she deals magic damage. Gwen is in the Groove while targeting an enemy below a certain threshold of health.
For her active, she dashes to a nearby hex to snip the lowest percent health enemy, dealing damage (AP) magic damage to the target and area damage (AP) magic damage to enemies in a cone. If this kills, she dashes to snip again at a reduced amount based on her reset damage.
At 2 gold, she should be a strong early and mid game carry!
Ornn (3G) - Bastion

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Ornn is a Bastion and potentially one of the primary tanks of the composition at 3 gold. His ability is Disco Inferno has a passive and active ability. For his passive, on combat start, he forges a temporary completed item. If 3 items are already equipped, a random completed item becomes radiant for the rest of combat.
This passive ability sounds insane especially because the player has some control over which item becomes radiant based off what they build on Ornn. This gives him solid scaling into the mid and late game as well!
For Ornn’s active ability he gains (AP) shield for a duration osf seconds. THen he breathes a cone of fire, dealing (AP) Magic damage. After any shield on Ornn expires, Ornn enters The Groove for a duration of seconds.
Samira (3G) - Sniper

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Samira is a Sniper with the ability Jump and Jive which like many units has a passive and active ability. For the passive, whenever an enemy is knocked up, shoot them, dealing (AD & AP) physical damage and entering the groove for a number of seconds.
This reminds me of Taliyah in a previous set who would send rocks at units when they were knocked up. With the augment Double Trouble in particular this was a hilarious composition fully based on knocking up the enemy as much as possible to take cheap shots at them. I wonder if there will be a similar composition for Samira as well.
Nami (4G) - Replicator

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Nami is a 4 cost carry with Replicator that lets her repeat her ability Bubble Pop. She tosses a disco bubble at the target that deals damage (AP) split between enemies in a one hex radius. The explosion sends projectile globs towards nearby enemies that deal (AP) magic damage. On cast, Nami enters The Groove for a number of seconds.
One thing I do not like about Nami is that she does not hit many units on her casts. Hopefully, she has a strong amount of damage to make up for this as she will need to eat through the front row before she has backline access for her Bubble Pop.
Blitzcrank (5G) - Party Animal + Vanguard

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Blitzcrank is a Vanguard who is a tank at 5 gold. His Party Crasher has an active and passive ability. FOr the passive, every number of seconds, he calls down a bolt on the highest health nearby enemy that deals (AP) magic damage - mimicking his League of Legends passive where he shocks enemies.
For the active ability, he summons a disco ball at the largest clump of enemies, then he uppercuts the current target dealing (AP) magic damage and knocking the target up. They crash down into the disco ball dealing explosion (AP) magic damage in a three hex radius. He enters The Groove for a duration depending on the number of enemies hit.
Blitzcrank has crowd control as well as solid damage which will make him a strong piece of capping out the Space Groove composition!
Thanks for reading! If you want to try and come up with your own team comps for Set 17, check out our Team Builder. For a full overview on the new set, check out our TFT Set 17 Reveal Page.