Lazy Sets vs Designed Sets

Discussion

In terms of set designs, i think there is a very easy way to spot differences if a set is good and fun or bad and boring. Never saw this topic discussed so i will try to make one.

My name is Behitch by the way; i'm not a competitive tft player-- but its my go to game.

So, the Lazy Sets are compiled of heroes with lazy abilities (in my def.) Heroes doesnt have unique abilities or ultimates. Tanks get tankier and auto attackers auto attack more.

From set 15: Malphite, get tankier; Zac, gets tankier; Rell, Garen, Kennen-- Nothing matter in their kit to give them different items. No build paths, no thoughts given. Same with Gnar, attack more, Lucian, ap but attack more, Kayle attack more, sivir attack more (who cares the boomerang),-- i think only kalista and syndra is differeny; you need to think and position them and itemize them differenty.

Lets look at set 16 heroes. Briar, jumps to target; Kog has its E; lulu has polymorph-- Even rumble has its very short flame thrower. Anivia has frost bite, jhin has its 4 shot ultimate.

Of course these are 1 costs and cant be game changing mechanics-- but they have characteristics; they have their ultimates and it changes how the turn ends-if you want to itemize them.

This is even more drastic when you jump to 4 and 5 costs. In set 15 Karma had a boomerang ability- that doesnt belong to her kit; ryze has a squirting ability- again doesnt belong to his kit. Leona, Poppy, sett are just tanks without decent abilities; and Ashe, jinx, Voli just attacks more; and samira--well; attacks more in a more dangerous way. Even 5 costs-- Why is seraphine throwing a ball into them; what ability is that? None of the 5 costs adds a decent value to the comp-- but because they are 5 costs we get them.

Compare this to set 16. Braum has a shield; Ambessa has a dash; Kaisa changes form;Yone has its ult; lux laser; fizz jump, diana dash, lissandra ult-stun; singed run, wukong clone. Every tank and every backliner has a unique ability; all from their respected kits and you need to think about positioning and itemazation.

Even more dramatic at 5+ costs. Freaking Galio coming bench; annie's itemazable tibbers; azir soldiers; fiddle ult cc; Mel's R; Thresh's pull; ziggs ult; Zilean time stuff. When you hit a 5 cost, its exiting. İt can and it will effect the game you are playing. İts not just a 5 cost varus randomly throwing more arrows-- its sth to plan, keep an open mind in stage 4 and 5 and try to adapt. That makes game fun.

These kind of sets- when it feels designed its where the game shines. Giving tank items to tanks and ad/ap to carry's feel lazy. Designed sets gives directions when you hit something; lazy sets just get you power. When abilities does not belong to heroes kits it feels forced.

I think its a good distunguisher to look at the sets we have and plan the other sets. Every champions needs its abilities (or passives) and different build paths. Otherwise it feels like just tanks are tanks and ap/ad carry's are random carry's without any differantiations.

Sorry to write so long; i just want to share my ideas with the community. English is not my first language sooo hope i didnt write gibberish.

Posted Mar 6, 2026, 5:40 PM UTC

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