$19.99Teamfight Manager 2 Build a team, win the league
Scout players, draft champions and call the tactics as your squad battles its way up the esports ranks.
Is Teamfight Manager 2 worth it?
Teamfight Manager 2 is worth it if…
- you want the Football Manager itch scratched for MOBAs instead of football
- you enjoy drafting, counters and finding strong combinations before opponents catch on
- you like watching matches play out and tinkering with tactics between them
- you don't mind rough edges, since the game is in active Early Access with regular patches
Screenshots
Matches on a real MOBA map
Matches now play out on a MOBA-style map instead of a plain brawl. You combine top, jungle, mid, bot and support, and the first team to destroy the enemy Relic wins. Between matches you set Team Tactics and Personal Tactics: how your players lane, group and push. The fights themselves are genuinely fun to watch, and team battles stay tense right down to the last champion standing. When a fight goes badly, it is on you to work out whether the draft, the tactics or one player's judgement was to blame.
A champion pool that keeps shifting
Dozens of new champions join the originals from the first game, and many existing skills have been reworked. That means the meta moves under your feet: a pick that dominated last patch may be a trap this one. Reading the changes and finding combinations your opponents have not caught onto yet is a big part of the fun, and there are no useless champions, only combinations waiting to be found. One concrete moment: you lock in a five-tank comp, survive a rough early game, then watch your team force fights on their own terms once the late game arrives.
Scouting, transfers and player AI
Attributes no longer just change damage numbers. They shape how each player's AI makes decisions and controls their champion, so signings feel more like real professionals with habits and tendencies than stat blocks.
What should you know before starting?
Is there a faster way to play?
Deathmatch mode strips out laning and objectives entirely. On a small map with no minions, no recalls and no healing, the team with more kills when time runs out wins. You set the match time and team size from 2 vs 2 up to 5 vs 5, and champion composition and raw fighting decide everything.
How rough is it in Early Access?
Expect some jank. The player AI sometimes makes baffling decisions, like throwing away a gold lead, and that is the most common complaint about the game. The developers patch regularly and respond to feedback, and the game has improved a lot since launch, but patience with imperfect AI is part of the deal.
Does the game get repetitive?
Less than you might think. Between shifting champion balance, a deep transfer market, varied player attributes and Workshop content, runs diverge, and many people treat it almost like a roguelite where no two seasons play out the same. It is the kind of game that turns into one more season, then one more after that.


















