The composition Astronaut / Sniper from Teamfight Tactics is one of the new arrivals of set 3.5, and has the particularity of being very stable, with a good frontline and two champions for DPS, Teemo for magic damage and Jhin for physical damage.
- Read also | Our tier list of compositions.
The Astronaut / Sniper composition
The composition Astronaut / Sniper is one of the easiest to play: it has a good frontline with Brawlers (especially Gnar) Et les Initiators and mixed damage with Teemo et Jhin. In addition, it also has a form of versatility since the last two units are very flexible, ranging from 2 Mystics to 2 others snipers, going through Chrononauts, Brawlers, Initiators...
When to Play This Comp and Victory Conditions
This composition is rather easy to force since it uses a bit of all the components, depending on your main carry. However, it is recommended if:
- You have 2 Tears of the Goddess to make a blue buff on your Teemo as soon as you find it.
- You find a Gnar / Teemo early in the game which allows you to switch to 3 Astronauts quickly.
If you are aiming for top 1 in a game, you will usually need to meet the following criteria:
- Teemo and/or Jhin levels 3 will be your primary victory condition.
- Être 9 level and play several level 2 legendary units (Thresh, Janna, Gangplank, Lulu...).
Preferred items
Teemo |
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blue buff |
morellonomicon |
Echo of Luden |
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The primary object for playing this composition is the blue buff. By Astronaut, Teemo only has 40 mana, allowing him to cast his ultimate every 2 basic attacks with this item. With this item, it works very well with the morellonomicon since he can apply it to several targets at the same time with his traps.
It is possible to play 3 offensive objects if you are mainly facing compositions that do not have access to the backline, such as Initiators for example. In this case, a Rabadon's Headdress, Precious Gauntlet or a Echo of Luden will be very interesting. They can also replace the Morellonomicon if you cannot. Otherwise, its third object will be defensive against Wizards / Infiltrators to prevent it from being one-shot, with a Gripper trap or a Mercury. |
Jhin |
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Last breath |
Infinity blade |
Guardian angel |
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In this composition it is possible to play Teemo in main carry with 3 items, but Jhin can also be used as a carry. In this case, he absolutely needs a Last breath to pierce the armor of InitiatorsWith the Infinity blade which synergizes perfectly with.
As with Teemo, his third object will be defensive ( Guardian angel, Gripper trap) against comps that have access to the backline, otherwise he can play three offensive objects by adding a giant slayer, the Doom Blade or a Ouragan de Runaan. |
Gnar ou Wukong |
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frozen heart |
Shroud of Calming |
Ion Spark |
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It will often be more important to give tank items to your Gnar ou Wukong than having 3 items on your two snipers. Indeed, the longer he tankera, the more they will be able to DPS quietly. the frozen heart and Shroud of Calming are excellent tank/utility items: the first because these champions go into the opponent's backline and can therefore slow down their attack speed, and the second because delaying enemy spells can be extremely powerful in the late game.
Ion Spark will often be an interesting item for any comp. Finally, other objects such as Warmog Armor, bramble armor, Portail de Zz'Rot, Will of the Titan, Redemption, Guardian angel or to dragon claw can also be used depending on the compositions you face. |
Spatula and other objects
If you get a Spatula, you can make a celestial orb to get 2 Celestial Beings with Lulu ou Ashe. Otherwise, this comp doesn't benefit hugely from the Spatula, so consider keeping it in hopes of making a Force of nature.
At the level of your other components, it is always interesting to make other tank objects for your Wukong as Redemption, Shroud of Calming or even Portail de Zz'Rot for example. He can also use Thief's Gloves. Finally, a Lance de Shojin on the fact Lulu can be effective in the late game.
Course of the game
This composition is quite flexible in the way you approach it: you can either play it as a midgame comp and level up aggressively, or play it more for the late game and almost 8. Everything will depend on your state in the game and your ability to make a winning streak.
Early game (levels 3/4/5)
Your best option if you want to be strong in the early game is to use cyborgs, with Vayne who can use the items Jhin ( Last breath, Infinity blade). In this situation, Lucian can also use items from Jhin or Teemo ( blue buff, morellonomicon). If you have this kind of combination and think you can put on a winning streak, feel free to pass level 4 in round 2-1 or 2-2, to add a Initiator, for an Sniper or a Atomizer according to your champions.
In this situation, you should then buy 4 XP in 2-3 to upgrade to 8/10 XP, and so pass level 5 at the start of round 2-4. This will give you a high chance of getting 3 gold champions (Jayce, Vayne, Vi...) that will help you stay powerful. Ideally, you would then want to play 3 Cyborgs and 2 Chrononauts (With Caitlyn, Blitzcrank, Ezreal...). Another option is to play 4 Initiators and try to add another interesting pair afterwards.
If you are not not in winning streak, try making a losing streak and do not buy XP, and save instead for get to 50 gold quickly (At round 3-1 for example). You can then catch up with a stronger economy.
Midgame (levels 6/7)
Logically, you should pass level 6 in round 3-2 if you are in a winning streak. as 3-4 otherwise. If you play cyborgs and you're on a winning streak, you can roll a little (without going below 20 gold) to try to get upgrades for your Vayne ou Lucian for example in order to continue winning.
If you play 4 Initiators, you can add a pair of Mystics au 6 level (Bard + Cassiopeia, this one bearing the objects of Teemo to perfection while Bard will be used to have 3 Astronauts) or 2 Snipers (Vayne + Caitlyn / Ashe with the objects of Jhin on the fact Vayne).
At this point, you should find your first tier 4 units important, especially Jhin, Teemo, Wukong et Gnar. Except for the 2 Astronauts which should be played if you have a third one, it is better not to replace one level 2 transition unit (Such as Vayne, Lucian ou Caitlyn) by a Jin level 1 for example. Prefer to continue playing your strongest units as much as possible.
You should almost always pass level 7 in round 4-1. In this situation, you will have to make a choice: either you want keep your gold and fast 8 because you still have a lot of gold and you can afford it, either you want roll up to 10-20 gold to find some champions tier 4 levels 2.
- Read also | Our guide to the "fast 8" strategy.
Endgame (level 8+)
If you have Fast 8, you will pass level 8 in round 4-3 and roll to have your upgrades on Jhin, Teemo, Gnar et Wukong. If you already have more than 2 levels and you are still strong, you can instead consider keep your gold to pass level 9 during the stage 5. You will then need a lot of VP, because you risk losing against people who will roll throughout stage 4.
If you chose to roll level 7, you should take longer to rebuild your economy, which will usually make you pass level 8 in round 5-1. Again, you'll have to decide between rolling and leveling up to 9.
If you pass 9 level, you will be able to add different units depending on the variation of the comp you are playing: Janna et Thresh are always safe bets, but it is also possible to play Gangplank with another Demolisher for example, or to add a celestial being (With Ashe) if you play 4 Snipers.
Finally, a last very interesting option to consider if you are the only one to play the snipers is slow roll niveau 8 (roll your interest above 30, 40 or 50 gold each round) to try to get Jhin et / ou Teemo levels 3. It will often be difficult to obtain both, but one of the two will then be your victory condition. When you are down to a few, you should roll what gold you have left to find the last copies.
Different possible transitions
This composition has the advantage of being very flexible, both in its final version and in its transition possibilities if you are too challenged.
Nautilus |
Blitzcrank |
Gnar |
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Jhin |
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The advantage of this composition is its flexibility on the last two units. If you don't need the Mystics because there is only little magic damage, you can optionally add frontline by passing 4 Initiators ou 4 Brawlers, or add damage with 4 Snipers. |
Nautilus |
Mordekaiser |
Jayce |
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Cassiopeia |
Karma |
Soraka |
Lulu |
If you ever used a combination of 4 Initiators in the middle of the game and you can't find your snipers, you can play the composition Initiator / Mystic, with Cassiopeia which makes wonderful use of the objects of Teemo. However, this transition is not recommended if you have physical damage components ( curved arch, BF Sword), which are of very little use in this situation, except perhaps for a Ultra-fast cannon on the fact Cassio and Lance de Shojin on the fact Lulu.
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Mordekaiser |
Karma |
Ashe |
Wukong |
Jhin |
Xerath |
Janna |
Lulu |
If you have good items on Jhin, a powerful late-game option is to play 4 Dark Pulsars and use Xerath in secondary carry, with Mercury, Guinsoo's Raging Blade et Rabadon's Headdress. In this case, you can also add Janna in order to boost its attack speed, especially if it has a Lance de Shojin. If you're playing Janna, you obviously won't want to Last breath on Jhin since his damage will become magic with Paragon.
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Fiora |
Leona |
Caitlyn |
Vi |
Vayne |
irelia |
Echo |
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If you have played cyborgs during your transition, it is possible to stay on this composition by using Vayne with physical damage items. This composition is especially recommended if you have a Spatula to transform irelia en Infiltrator, making her an excellent secondary carry. Another possibility is also to change Vayne en Master of Blades.
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ziggs |
malphite |
Blitzcrank |
Vi |
Ezreal |
Gnar |
Jinx |
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Finally, an interesting transition if you quickly find Gangplank is to play 4 Brawlers + 2 Atomizers, with Jinx in main carry which carries items similar to those of Jhin. In this situation, Gangplank may use the objects of Teemo ( blue buff, morellonomicon), although it mostly needs a Guardian angel.
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Positioning Tips
The positioning of this composition is rather basic: you want your Brawlers et Initiators en First line, and your snipers et Mystics in retreat. Remember to try to position Gnar against champions whose ultimate is very important (Gangplank, Echo, Super Mecha, Wukong...) if he has a Shroud of Calming.
If your opponents play Infiltrators, try move your carries so that they are not targeted as a priority.
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