Teamfight Manager 2 Ban Pick Guide
A practical Teamfight Manager 2 ban pick guide for Early Access covering champion counters, replacement picks, example comps, AI draft adaptation, player traits, Serpen, Morgard, and objective-focused drafting.
Updated:
Quick Answer
In Teamfight Manager 2 Early Access, draft around real threats, not abstract roles. Ban what your comp cannot answer, prepare replacement picks when a core champion is banned, build around Serpen and Morgard timing, and avoid repeating the same first-pick pattern so the AI cannot punish your habits.
Check Your Version and Draft Format First
This guide is written for the Early Access launch version of Teamfight Manager 2. The launch build has 60 champions, with more planned later, so treat every table here as a working draft guide rather than a final solved tier list.
Before you copy any ban or comp idea, check your current draft format. In standard Early Access full-team drafts, you may see three bans up front before both teams lock their full champion lineups, with no second ban phase.
If you are playing a smaller format, custom rule set, or a different tournament mode, keep the same logic but adjust the priority:
- In smaller formats, individual champion counters matter more because each pick is a larger share of the team.
- In full 5v5 formats, comp structure, objective control, and role assignment matter more.
- In Fearless-style formats, replacement picks become more important because used champions may be removed from later sets.
- In no-time-limit drafts, use the extra time to read unfamiliar champion skills instead of autopicking from memory.
Ban/Pick Starts With the Threat You Cannot Answer
Do not open draft by asking, “Who is the strongest champion?”
Ask this instead:
What champion makes my comp stop functioning?
If your carry is fragile, the answer may be Ninja or Executioner.
If your comp needs lane priority, the answer may be Swordsman or Pyromancer.
If your comp wants a front-to-back fight, the answer may be a dive or displacement threat.
If your jungler needs time, the answer may be an early invade or objective-control pick.
A good ban removes the enemy’s easiest win condition against your specific draft.
Early Champion Counter Notes
These are early draft notes, not permanent matchup laws. Use them as a starting point for your Personal Tier List.
| Champion | Draft job | Good into | Watch out for | Replacement if banned |
|---|---|---|---|---|
| Archer | Safe ranged damage / kite carry | Fighter-style melee chase, low-mobility bruisers | Ninja, Executioner, Demon, layered CC | Sniper for scaling, Gambler for poke, Pyromancer for wave pressure |
| Sniper | Scaling carry | Front-to-back comps with peel and frontline | Ninja, Executioner, Demon, hard engage, early objective snowball | Archer for safer ranged damage, Gambler for poke, Pyromancer for lane pressure |
| Swordsman | Wave clear / lane priority | Drafts that need early lane control and objective access | Hard kiting, ranged poke, Cavalry/Lancer-style safe frontline that can absorb wave pressure | Pyromancer for wave clear, Bomber for poke/control, Ice Mage for teamfight control |
| Fighter | Bruiser / engage / support control | Fragile carries with poor peel, low-CC drafts | Archer kiting, Ice Mage freeze, Shieldbearer protection | Cavalry for frontline, Lancer for engage/jungle flex |
| Cavalry | Stable bruiser / side pressure / frontline | Slow chase comps, side-lane pressure, long fights | Hard lockdown, anti-tank damage, being ignored while backline dies | Fighter for engage, Lancer for tempo, Shieldbearer for defensive frontline |
| Lancer | Jungle tempo / engage / objective setup | Slower junglers, comps needing Serpen setup | Losing lanes that cannot move, low-damage drafts | Ninja for pick tempo, Berserker for skirmish pressure, Cavalry for engage |
| Ice Mage | Control / peel / anti-dive | Ninja, Monk, Fighter, Demon, dive comps | Long-range poke, low-damage drafts that need DPS | Priest for sustain, Guardian Spirit for protection, Pyromancer for wave pressure |
| Priest | Sustain / defensive support | Extended fights, scaling carry comps, poke trades | Burst, anti-heal, comps that ignore sustain and kill backline | Guardian Spirit for revive-style protection, Ice Mage for peel/control |
| Plague Doctor | Buff support / attack-speed carry enabler | Sniper or attack-speed carries if buffs land correctly | Burst before buffs create value, dive onto the buffed carry, anti-heal, hard CC during the buff window | Priest for safer sustain, Guardian Spirit for defensive protection |
| Guardian Spirit | Heal / shield / revive protection | Scaling carries, extended fights, anti-burst setups | Low base impact, burst before protection matters | Priest for sustain, Shieldbearer for tank-style protection |
| Shieldbearer | Protective tank support | Fragile carries, slow front-to-back fights | High burst, anti-shield, being ignored while backline gets flanked | Priest for sustain, Ice Mage for peel |
| Ninja | Backline threat / jungle pick pressure | Sniper or fragile carry comps with weak peel | Ice Mage freeze, Fighter stun, Shieldbearer/Priest protection | Executioner for carry kill pressure, Demon for displacement/dive |
| Executioner | Carry killer / hook-style backline threat | Fragile bot lanes, low-peel comps, scaling carries | Heavy peel, Priest sustain, front-to-back teams with CC | Ninja for dive, Demon for displacement and backline disruption |
| Demon | Mobile dive / displacement assassin | Immobile carries, weak peel, isolated backline targets | Ice Mage, Fighter, Shieldbearer, chain CC | Ninja for backline dive, Executioner for pick threat |
| Pyromancer | Wave clear / side pressure / AoE damage | Low-wave-clear drafts, slow objective setups | Dive, isolated side-lane deaths, protected scaling carries | Swordsman for lane priority, Bomber for poke/control |
| Bomber | Ranged poke / mine control / zone setup | Slow engage, objective choke points, short-range teams | Hard dive, mobile assassins, sustain comps | Pyromancer for wave clear, Gambler for poke damage |
| Gambler | Poke / ranged lane pressure | Short-range lanes, slow engage, early chip fights | Sniper scaling, sustain, hard engage | Archer for safer carry, Bomber for zone control |
| Monk | Bruiser mid / AoE engage | Low-control mids, fragile grouped teams | Freeze, kiting, layered CC, poor follow-up | Fighter or Cavalry for bruiser engage |
| Berserker | Skirmish / side-lane pressure | 1v1s, messy fights, comps needing aggression | Kiting, hard CC, poor objective grouping | Lancer for jungle tempo, Cavalry for safer frontline |
| Gunner | Jungle-only or mobility pressure pick | Fast skirmishes, mobile map play | Weak camp clear if underpowered, hard CC, poor lane support | Ninja for mobility, Lancer for safer objective setup |
| Magic Knight | Draft-warping bruiser/magic threat | Teams without clear answer to engage or magic damage | Bans, burst, anti-frontline planning | Monk, Fighter, or Berserker depending on role |
Early counter notes are working draft rules, not permanent matchup laws. Update them after patches and match reviews.
Replacement Pick Chains
The easiest way to stop panicking in draft is to prepare replacement chains before the ban phase.
| If this is banned… | First pivot | Second pivot | Why |
|---|---|---|---|
| Archer | Sniper | Gambler or Pyromancer | Sniper keeps ranged carry scaling; Gambler keeps poke; Pyromancer shifts toward lane pressure. |
| Sniper | Archer | Gambler or Bomber | Archer is safer ranged damage; Gambler/Bomber keep ranged pressure if both main carries are banned. |
| Archer + Sniper | Gambler | Pyromancer or Bomber | Stop forcing carry scaling and pivot into poke, wave clear, or objective zone control. |
| Swordsman | Pyromancer | Bomber | Keeps wave clear, lane priority, and objective setup. |
| Pyromancer | Swordsman | Bomber | Keeps wave pressure; Bomber adds traps and poke around objectives. |
| Lancer | Berserker | Ninja | Berserker keeps skirmish pressure; Ninja changes the plan toward picks and backline access. |
| Ninja | Executioner | Demon | Keeps backline threat through hook, dive, or displacement. |
| Executioner | Ninja | Demon | Keeps carry-kill pressure even if the hook-style threat is banned. |
| Priest | Guardian Spirit | Shieldbearer | Keeps protection, but shifts from sustain to revive/shield/tank protection. |
| Ice Mage | Priest | Guardian Spirit | Lose freeze/control, gain sustain or defensive protection. |
| Cavalry | Fighter | Shieldbearer | Keeps frontline or protection if Cavalry is banned. |
Prepare replacement chains before the ban phase so one banned champion does not break the whole draft.
Three Different Draft Shells
The example comps below are not three versions of the same team. They are three different draft shells.
| Shell | Main idea | Core champions | What changes |
|---|---|---|---|
| Sniper Front-to-Back | Protect one scaling carry. | Sniper + Ice Mage + frontline. | Slower, safer late-game plan. |
| Archer-Priest Kite | Win with ranged pressure and sustain. | Archer + Priest + wave clear. | Safer early pressure, less greedy than Sniper. |
| Ninja-Executioner Dive | Kill the enemy carry first. | Ninja + Executioner + engage. | Aggressive backline attack instead of carry protection. |
Do not copy all three as one universal recommendation. Pick the shell that matches your roster, enemy bans, and objective plan.
Example Comp 1: Sniper Front-to-Back
This is a scaling protection comp. It is not the same as the other examples below.
| Role | Champion | Job |
|---|---|---|
| Top / frontline | Cavalry | Absorb pressure, survive side pressure, buy time. |
| Jungle / engage | Lancer | Contest jungle, set up objective fights. |
| Mid / control | Ice Mage | Freeze divers and peel for Sniper. |
| Carry | Sniper | Main late-game damage source. |
| Support / control | Fighter | Lock down threats and protect the carry. |
Draft this when
- Sniper is open.
- You can draft peel and frontline.
- Enemy dive is already banned or answerable.
- Your jungler can prevent early objective collapse.
- Your team is willing to delay bad fights until Sniper is ready.
Ban against this comp
Prioritize bans against Ninja, Executioner, or any dive/displacement threat that reaches Sniper before the frontline matters.
Example Comp 2: Archer-Priest Kite and Lane Priority
This is a safer ranged pressure comp, not a Sniper scaling comp.
| Role | Champion | Job |
|---|---|---|
| Top / wave or stable lane | Swordsman | Push waves and help lane priority. |
| Jungle | Lancer or tempo jungler | Arrive for Serpen while lanes can move. |
| Mid / wave pressure | Pyromancer | Clear waves and punish slow rotations. |
| Carry | Archer | Kite melee threats and deal reliable damage. |
| Support | Priest | Sustain, protect, and extend fights. |
Draft this when
- Enemy leans into Fighter, Monk, or melee bruiser pressure.
- You want lane priority for Serpen.
- You need a carry who contributes before full late game.
- You can use Priest to survive poke or extended fights.
Watch out for
This comp is weaker if the enemy drafts multiple backline access tools. If Ninja and Executioner are both available, ban one or add more peel.
Example Comp 3: Ninja-Executioner Pick and Dive
This is a backline attack comp. It does not protect one late-game carry. It tries to break the enemy carry first.
| Role | Champion | Job |
|---|---|---|
| Top / bruiser | Magic Knight or Monk | Force messy fights and threaten grouped enemies. |
| Jungle / pick pressure | Ninja | Attack backline and punish weak peel. |
| Mid / zone control | Bomber | Use poke, mines, and roots to control objective space. |
| Carry / finisher | Executioner | Punish fragile carries and low-peel drafts. |
| Support / engage | Fighter | Start fights and chain CC after dive. |
Draft this when
- Enemy first-picks Sniper, Archer, or another fragile ranged carry.
- Enemy support lacks Priest, Guardian Spirit, Shieldbearer, or strong peel.
- Enemy frontline is slow.
- Enemy mid cannot control choke points better than Bomber.
- You can reach the backline before the enemy controls Serpen or Morgard.
Watch out for
This comp can fail hard into Ice Mage, Priest, Guardian Spirit, Shieldbearer, or layered crowd control. If the first dive gets stopped, your comp needs a second way to win the fight.
Serpen Draft Rules
Treat Serpen as the early objective check. Do not think of it as a jungle-only camp. It tests whether your lanes can move, whether your jungler is on time, and whether your draft can fight before the map opens up.
Use the in-game objective timer and map state rather than memorizing a fixed timestamp.
Your jungler is “ready” for Serpen when:
- The jungler is alive.
- The jungler is on the correct side of the map.
- The jungler is not forced to recall.
- Nearby lanes can move without losing too much.
- Your comp has enough early damage or CC to fight.
- The enemy jungler is delayed, low, or showing elsewhere.
| Serpen plan | What your draft needs | Example champions |
|---|---|---|
| Fight early | Lane priority, jungle tempo, hard CC | Lancer, Ice Mage, Fighter |
| Burn objective fast | Damage and jungler presence | Archer, Gambler, Sniper if already ahead |
| Delay or trade | Wave clear and safe lanes | Swordsman, Pyromancer, Priest |
| Punish enemy start | Engage or pick tools | Ninja, Executioner, Monk |
How to Read Serpen Timing
Do not rely only on a memorized timer. Use the in-game objective timer plus the map state.
Serpen is usually your first real check for:
- Whether your jungler is on the correct side.
- Whether mid or bot can move.
- Whether your carry is too weak to fight.
- Whether your comp wants an early 5v5.
- Whether the enemy jungler has been delayed.
If your team is still catching waves, recalling, or walking from the wrong side of the map, your jungler is not truly ready even if they are alive.
Morgard Draft Rules
Treat Morgard as the larger mid-to-late objective. A bad Morgard call can lose towers, buffs, and the next fight.
Before Morgard, ask one question:
Are we forcing, picking, or trading?
| Morgard plan | What it means | Draft requirements |
|---|---|---|
| Force 5v5 | Walk in and fight directly. | Frontline, carry, peel, engage, objective damage. |
| Pick first | Kill or chunk one enemy before starting. | Ninja, Executioner, Fighter, Ice Mage-style control. |
| Trade side pressure | Do not fight directly; pressure map elsewhere. | Cavalry, Swordsman, Pyromancer, wave clear, safe disengage. |
How to Read Morgard Timing
Morgard is not just “the next objective.” Treat it as a mid-to-late game commitment check.
Before Morgard, look for:
- Main carry position.
- Jungler position.
- Frontline position.
- Key CC and peel availability.
- Side-lane pressure.
- Whether the enemy is already grouped.
- Whether your comp wants to force, pick, or trade.
If your carry is farming side lane, your jungler is late, or your frontline is split, you are not ready to force Morgard.
Your jungler is “ready” for Morgard when:
- The jungler is alive and close.
- Your carry is alive and nearby.
- Your frontline is in position.
- Key CC or peel tools are available.
- Enemy backline access is controlled.
- Your team can finish the objective after winning the fight.
Do not fight Morgard when:
- Your carry is dead or split away.
- You have CC but no damage.
- You arrive after the enemy already controls the area.
- You need a pick first but walk into a fair 5v5.
- Your comp is a side-pressure comp but you group for no reason.
AI Draft Adaptation: Rotate the Plan, Not Just the Champion
Changing one champion is not enough if your draft still reveals the same plan. If you always play “protect one ranged carry,” the AI has more chances to punish you with dive bans, backline access, or objective tempo even when you swap Archer for Sniper.
Rotate the draft shell, not just the champion.
| If the AI expects… | Rotate to… | Why it disrupts the read |
|---|---|---|
| Sniper front-to-back | Archer-Priest kite | Still uses ranged damage, but plays earlier and is less dependent on one late carry. |
| Archer safe blind | Swordsman / Pyromancer / Bomber lane priority | Stops revealing your carry first and shifts the draft toward objective setup. |
| Lancer invade | Wave-clear Serpen setup | Keeps objective pressure without telegraphing jungle aggression. |
| Hard engage | Ninja-Executioner pick comp | Anti-engage tools do not always stop backline access. |
| Bot-side carry every game | Cavalry side pressure or Pyromancer wave pressure | Forces the enemy to answer the map instead of only drafting dive. |
| Same first ban every game | Ban by comp weakness | Makes your ban phase reactive instead of scripted. |
Rotate the draft shell, not just one champion. This makes your opening plan harder to read.
Player Traits Should Change Champion Assignment
Champion counters matter, but the player piloting the champion matters too. Before assigning a pick, check personality, focus, mental, roaming, aggression, positioning, and visible traits.
If your build shows named traits such as Collaboration Attack or Despise Weakness, treat them as draft instructions rather than flavor text. If your save does not show these exact trait names, apply the same logic to visible personality, focus, mental, roaming, aggression, and positioning stats instead.
How Player Traits Should Change the Draft
Use visible player signals and traits as draft instructions, not just flavor text.
Aggression and map activity
High aggression
Give the player engage, skirmish, or dive tools, but add peel if they tend to overextend.
High roaming
Pair this player with jungle tempo, lane priority, or pick-heavy comps.
Stability and execution
Low focus
Avoid fragile carries or champions that need perfect positioning.
Low mental
Avoid drafts that require calm early losses before scaling.
Poor positioning
Do not assign low-mobility carries unless the comp has heavy peel.
Leadership and teamplay
Strong shot calling
Use engage, support, or objective-control roles.
Collaboration Attack
Draft layered CC or paired engage so the player has reliable follow-up.
Despise Weakness
Draft poke, pick, or dive tools that create low-health targets to finish.
Risk management
Hyper ego / confidence-heavy behavior
Avoid making that player the only win condition unless the comp protects mistakes.
Final Draft Checklist
Use this once before you lock the draft.
Core draft plan
Do we know our win condition?
Make sure the draft has one clear plan instead of five disconnected picks.
Which open champion breaks our comp?
Identify the one pick that matters most in ban phase.
Do we know our replacement if a core pick is banned?
This prevents panic drafts and weak last-second pivots.
Fight and objective setup
Do we have enough real damage?
Avoid drafts that only have crowd control and no reliable way to finish kills.
Do we have engage, peel, or both?
Your team needs a way to start fights, protect carries, or do both.
What is our Serpen plan?
Decide whether this draft wants to fight early, delay, or trade.
What is our Morgard plan: force, pick, or trade?
Do not walk into late objectives without a clear plan.
Execution risk
Are we repeating a predictable AI pattern?
Avoid giving the AI an easy read on your draft habits.
Does each champion fit the assigned player?
A strong champion can still fail if the player traits or role fit are wrong.
Common Ban/Pick Mistakes
Banning the Strongest Champion Instead of the Most Dangerous One
The best general champion is not always the champion your comp loses to. Ban the pick that breaks your plan.
Picking Sniper Without a Protection Shell
Sniper can carry late, but the draft needs frontline, peel, and objective patience.
Treating Archer and Sniper as the Same Pick
Both are ranged carries, but Archer is usually easier to treat as a safer ranged pressure pick, while Sniper asks for a more deliberate scaling shell.
Forgetting Replacement Picks
If your plan dies when one champion is banned, your draft plan is too thin.
Drafting Objective Fights Without Objective Tools
Serpen and Morgard need lane priority, jungle timing, CC, damage, and a clear fight plan.
Repeating the Same Draft Every Match
Predictable drafts are easier to ban, counter, and pressure. Rotate the plan, not just one champion.
Ignoring Player Traits
A champion that is safe for one player can be risky for another. Draft around the player, not only the champion.
FAQ
What version is this Teamfight Manager 2 ban pick guide for? +
This guide is written for the Early Access launch version. The launch build has 60 champions, and future champion additions or patches can change draft priority.
What should I ban first in Teamfight Manager 2? +
Ban the champion your comp cannot answer. If your comp needs lane priority, ban wave-clear threats like Swordsman or Pyromancer. If your carry is fragile, ban dive and backline access such as Ninja or Executioner-style threats.
What is a safe pick in Teamfight Manager 2? +
A safe pick works in several drafts, contributes before late game, and does not need perfect protection. Archer, Cavalry, Lancer, and Ice Mage can function as safe or flexible picks depending on role fit and matchup.
What should I pick if Archer is banned? +
If Archer is banned, pivot based on your plan: Sniper for scaling front-to-back, Gambler for poke, Pyromancer or Swordsman for lane priority, or Executioner/Ninja if you want to attack the enemy backline instead of playing a standard ranged carry.
How do I draft around Serpen and Morgard? +
Treat Serpen as the early objective check and Morgard as the larger mid-to-late objective. For Serpen, draft lane priority, jungle tempo, and enough damage. For Morgard, draft a clear plan: force 5v5, pick first, or trade side pressure.
Does the AI adapt to my draft habits? +
You should assume predictable habits can be punished. If you always first-pick the same carry, always ban the same champion, or always force the same objective plan, rotate your opener, delay your carry reveal, and prepare replacement picks.