The composition Sniper / Chrononaute from Teamfight Tactics, sometimes nicknamed "Ashe Chrono" uses a combination of excellent frontline and Snipers to control opponents repeatedly while inflicting good damage.
- Read also | Our tier list of compositions.
The Sniper / Chrononaute composition
After the significant buff from Ashe in 10.14, this composition soared in popularity. If it is particularly flexible, the base always remains more or less the same: a solid frontline, if possible with Jarvan IV to boost attack speed, and a combination of snipers and Chrononauts in the backline to inflict damage and control opponents, especially with Ashe in main carry.
When to Play This Comp and Victory Conditions
This composition is relatively easy to force, even if contested. However, it is recommended to respect some conditions:
- You have good frontline units (Initiator, Protective...) with defensive objects (Warmog Armor, bramble armor...).
- You find a Ashe quickly: same level 1 with a few objects it can carry you if you have a good frontline.
If you are aiming for top 1 in a game, you will usually need to meet the following criteria:
- Ashe level 3 with good things.
- Le 9 level with several level 2 legendary units (Xerath, Janna, Thresh...).
Preferred items
Jarvan IV |
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Warmog Armor |
bramble armor |
Portail de Zz'Rot |
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+ | + | + | ||
The most important thing for this composition is to have good frontline items so that it can tank as long as possible. Jarvan IV being generally your best tank, your main objective should be to equip him with a Warmog Armor. Generally, you will also want a second defensive item, such as a bramble armor or a Portail de Zz'Rot.
If you have a lot of defensive components, you can make a third object: it can for example use items such as Shroud of Calming, Ion Spark, frozen heart or even Redemption. |
Ashe |
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Guinsoo's Raging Blade |
Lance de Shojin |
Ouragan de Runaan |
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+ | + | + | ||
Ashe will generally be your main carry in this composition, using the combination of the Guinsoo's Raging Blade to boost his attack speed, and the Lance de Shojin to cast his ultimate in a loop. As a third object, Ouragan de Runaan can be interesting for the Shojin's double mana generation, but a second Shojin ou Guinsoo also works.
Another option, especially if you face Wizards to Infiltrators, is to have a defensive object in third. In this case you will usually want to choose between Gripper trap (versus syndra, irelia, Fizz...) Where Guardian angel (versus shaco, Echo). |
Jhin |
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Infinity blade |
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+ | ||||
Jhin will often have a secondary carry role in this composition. If you have some Training gloves, you can for example give it a combination of Infinity blade et Last breath.
Another option is also to give him Thief's Gloves so that it virtually benefits from 2-3 objects for only 2 components. |
Spatula and other objects
If you are lucky enough to get your hands on a Spatula, your best option will usually be to change Ashe en Press Shadow ( + ) and add a fourth (Xerath, Karma...) at level 9. Another option is to simply make a celestial orb to get 4 Level 9 Celestials.
Course of the game
- Read also | Voltariux's advice on the Chrono Ashe composition.
Early game (levels 3/4/5)
When for his first carousel, ideally try to have a Giant's Belt to do your Warmog Armor very quickly, this will allow you to be very strong in the beginning / middle of the game.
There are several ways to play this composition, but the most common will usually be to start the game with Jarvan et Rakan ( Xin Zhao) in frontline, and add 2 Chrononauts a backline: Caitlyn et Twisted fate. The latter will be able to work with the objects of Ashe (Guinsoo et Shojin). It is also possible to play Initiators to Brawlers in frontline, well that Jarvan is generally the most important to have at level 2.
If you are on a winning streak, it may be worthwhile to pre-level 5 : buy XP in round 2-3 to increase to 8/10 XP, and of thus pass level 5 at the beginning of round 2-4. This will increase your chances of unlocking a tier 3 champion early in the game. It's a good opportunity to have Ashe before your opponents. You should logically add your Ashe au 5 level, and replace Twisted fate by another Chrononaute plus tanks (Blitzcrank ou Shen).
Midgame (levels 6/7)
If you are already quite strong and on a winning streak, you can pass 6 level en round 3-2. Otherwise, wait until you reach this level by staying above 50 gold. You won't necessarily have any additional synergy to add at this level. It will be more interesting to simply add a unit that takes advantage of already existing traits (like Teemo ou Jhin for example), or just a powerful frontline unit (Wukong, Gnar...).
It is especially at 7 level that this composition becomes very powerful. Normally you should try to pass 7 in round 4-1, and you can then either play 4 Chrononauts (Caitlyn, Shen, Riven, Wukong), or play 4 Snipers by adding Teemo et Jhin. This second option is usually the best. If you don't have enough level 2 champions, you can roll a little bit, but it is rather recommended to wait for level 8 given the large number of champions at 4 Range in the composition.
Even with a Ashe level 1, if you have the ideal comp at level 7 with good items, you should logically enter into winning streak. Use it to build a strong economy in preparation for the lategame.
Endgame (level 8+)
Generally you will have two options at the end of the game:
- If you have lots of HP or are you still louder than the lobby average en stage 4, you should pass 8 level en round 4-5 in order to keep your economy and aim for the level 9 at the start of stage 5. If you can afford it, try to stay level 8 as long as possible and get to level 9 with maximum gold to roll legendaries.
- If you are too weak to afford this option, you should pass level 8 in round 4-3 et roll to stabilize. Your objective will then be to obtain your Level 2 Snipers and add a legendary champion, usually Janna. If you need to roll to 0 gold, do it, otherwise try to save some.
No matter what, you will almost always want pass level 9 to add additional synergies: either you simply add 2 Chronos (Thresh et Wukong for example) to have 4 Snipers and 4 Chronos, or you go on a transition based on legendary champions. You can also add a pair of Mystics (Soraka, Lulu, Karma...) if you face a lot of magic damage.
Indeed, Ashe may run out of steam late game if you don't have it 3 level, which can be very difficult when challenged. As a result, it will often be interesting to sell her to share her items with more powerful champions, such as the Guinsoo for Xerath and Shojin for Janna for example.
Different possible transitions
This composition is very flexible in its choice of initial units, and it can be rotated to other options in the late game.
Jarvan IV |
Rakan |
Ashe |
Karma |
Jhin |
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Thresh |
Janna |
Xerath |
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As said above, one of the best late game options is to pivot to 4 Dark Pulsars. You can then sell Ashe to give a Guinsoo's Raging Blade à Xerath, the Lance de Shojin à Janna, and to have Jhin as the last carry. If you have your level 2 legendary champions, this version will be very powerful.
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Jarvan IV |
neeko |
Ashe |
Karma |
Jhin |
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Thresh |
Janna |
Xerath |
Another interesting option, especially if you have a lot of components for magic damage (Wand too big, tear of the goddess) is to pivot on Astronaut / Sniper using Teemo carry with a blue buff and morellonomicon. You can then add 2 Mystics, 2 Initiators, 2 Chrononauts or any other pair of powerful late-game champions.
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Rakan |
neeko |
Fizz |
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Janna |
Lulu |
Echo |
A.Sun |
Urgot |
Finally, a very powerful option at the end of the game if you were able to save as much as possible and pass level 9 with a lot of gold is the composition nicknamed "Peeba", which consists of playing 5 legendary champions. The most important objects are then Shojin on the fact Janna, morellonomicon on the fact Aurelion Sol and defensive objects on the fact neeko which serves as the main tank. This comp is extremely expensive but is one of the strongest possible at level 9. |
Positioning Tips
even though snipers take advantage of the distance between them and their target, it is usually a good idea to position Jarvan IV in the second line so he can affect the backline with his attack speed boost.
This grouped positioning also makes it possible to protect against Infiltrators enemy, although it may be susceptible to area damage. If you face a lot of them (especially Wizards), consider separating your units further.
Finally, pay attention to Blitzcranks : You want to have a bait unit in the corner if you're fighting any, to prevent any of your carries from getting caught.
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All the info on set 3 of TFT: Teamfight Tactics Galaxies |