The black hole comp that can literally consume everyone
Dark Star is one of the most thematically satisfying traits in TFT Set 17: Space Gods, and it backs up the spectacle with real board pressure. Six units, a Supermassive carry mechanic, and a 9-piece chase breakpoint that ends games at level 10. The trait scales from a solid early-game 2-piece all the way to a board-wide black hole that executes the entire enemy team. Here is everything you need to know to play it well.

Dark Star board at 6-piece
How does the Dark Star trait work?
According to Mobalytics, the Dark Star trait has four breakpoints: 2, 4, 6, and 9 pieces.
- (2) Dark Star: Creates a Black Hole that consumes enemies at 10% max health.
- (4) Dark Star: Keeps the black hole and adds 30% AD and AP for all Dark Star units.
- (6) Dark Star: The strongest Dark Star unit goes Supermassive, gaining 100% effectiveness from the trait, and creates 2 additional minor Black Holes.
- (9) Dark Star: All Dark Star units become Supermassive. At level 10, the trait triggers CONSUME EVERYONE, executing the entire enemy board.
The 9-piece is a chase trait that requires 3 spatulas to reach, which makes it extremely rare. Realistically, you are playing this as a 6-piece comp in most games, with your itemized carry becoming the Supermassive unit.
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The Supermassive bonus at 6-piece gives the strongest Dark Star unit 100% effectiveness from the trait. Make sure your best-itemized unit is also your highest-power Dark Star champion so the game selects the right one.
Who are the Dark Star champions?
Dark Star has units at every cost tier, which means the trait can be assembled gradually as you level and has a clear upgrade path toward legendary units. Here is the full roster based on information from Mobalytics and Metabot:
Cho'Gath (1g, Brawler)
Cho'Gath deals magic damage scaled from both Health and AP to the lowest-health enemy in range, then permanently gains bonus maximum health on kill. He is a strong early tank who benefits from being starred up. Rolling him to 3-star is a legitimate early-game strategy, as the permanent health stacking compounds over a long fight.

Cho'Gath grows with every kill
Lissandra (1g, Shepherd + Replicator)
Lissandra fires a dagger toward her current target that deals AP magic damage on first contact, then explodes to deal secondary AP magic damage to nearby units. The Replicator trait, if active, causes her to cast the ability twice. She is a flexible early unit who can slot into Replicator boards as well as Dark Star.
Mordekaiser (2g, Channeler + Vanguard)
Mordekaiser gains an AP-scaling shield through his Indestructible ability. Each second the ability is active, he gains more shield and deals AP magic damage to adjacent enemies. When the ability ends, any remaining shield converts to healing. According to Mobalytics, his shield is less likely to break in the early game, which makes the healing conversion more impactful then. In the late game the shield tends to pop before it expires, reducing the heal.
Kai'Sa (3g, Rogue)
Kai'Sa has a passive that grants mana on takedowns, helping her chain casts in extended fights. Her active, Bullet Cluster, fires missiles in a hex radius around her current target, dealing AD physical damage per missile. The Rogue trait adds mobility and assassination potential.
Karma (4g, Voyager)
Karma is the primary carry for most Dark Star games before you hit Jhin. Her Singularity ability gathers black hole energy and deals AP magic damage split between the main target and the enemies closest to them. The target also takes additional direct AP magic damage on top of the split damage. Voyager gives her damage amplification, which stacks well with the 30% AP bonus from the 4-piece Dark Star breakpoint.
danger
Karma is your main carry at level 8. Build her with AP-scaling items and position her where the Supermassive bonus will land on her at 6-piece.
Jhin (5g, Eradicator + Sniper)
Jhin is the legendary win condition for this comp. The Eradicator trait reduces enemy armor and magic resistance by 14%, making him function as built-in armor shred and magic penetration on a single unit. His Space Opera ability has two components: a passive that converts bonus attack speed into bonus attack damage (since his attack speed is fixed), and an active that summons spectral hands firing alongside him. Each hand deals AD physical damage per shot and removes armor. The final shots in each sequence deal increased damage and pierce through enemies in a line with reduced damage per target hit.
According to Mobalytics, a similar Jhin in Set 10 was a strong carry, which suggests this version has a proven baseline to build from.
warning
Jhin's fixed attack speed means stacking attack speed items on him is a waste. Every point of bonus attack speed converts to attack damage instead, so prioritize AD and crit items.
How should you level and build toward Dark Star 6?
The general game plan, as outlined by Mobalytics, follows a clear progression:
Early game (levels 1-6):
- Lead with Cho'Gath as your primary tank and Lissandra as your early damage dealer.
- Activate the 2-piece Dark Star bonus immediately for the black hole execute mechanic.
- If you accumulate multiple copies of either 1-cost unit, consider rolling for 3-star upgrades to stay healthy.
- Build around the Brawler, Replicator, and Shepherd traits to strengthen your early board.
Mid game (levels 7-8):
- Transition toward Karma as your main carry.
- Aim to hit Mordekaiser and Kai'Sa to reach the 4-piece Dark Star bonus for the 30% AD and AP.
- Level to 8 and roll down for Karma if you have not hit her yet.
Late game (levels 9-10):
- At level 9, roll for Jhin to complete the 6-piece Dark Star lineup.
- A 2-star Xayah as a secondary Sniper pairs well with Jhin and strengthens the late-game board.
- If you can somehow acquire 3 spatulas, the 9-piece breakpoint at level 10 ends the game outright.
What secondary traits does Dark Star pair with?
The Dark Star units bring several secondary traits that can form supporting synergies without needing extra units:
- Brawler (Cho'Gath): Extra HP for your frontline, which stacks well with Cho'Gath's health-stacking passive.
- Replicator (Lissandra): Causes Lissandra to cast her ability twice, doubling her early damage output.
- Shepherd (Lissandra): Supports ability-heavy boards.
- Vanguard (Mordekaiser): Additional frontline durability.
- Sniper (Jhin): Damage amplification based on distance, which rewards back-row positioning for Jhin.
- Eradicator (Jhin): The 14% armor and magic resistance reduction benefits your entire team, not just Jhin.
The Sniper trait is worth noting specifically because Jhin already wants to sit in the back row, meaning the distance-based damage amplification from Sniper activates naturally without any board manipulation.
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The Realm of the Gods mechanic in Set 17 replaces traditional carousels at stages 2-4, 3-4, and 4-4. Choosing the right God Favor at these stages can provide items and blessings that directly accelerate your Dark Star build, particularly anything that grants AP items for Karma.
Is Dark Star worth playing in Set 17?
Dark Star sits in a strong position as a vertical trait with units at every cost tier. The 2-piece black hole execute is useful from the first round you activate it, the 4-piece AD and AP bonus makes your mid-game board genuinely threatening, and the 6-piece Supermassive mechanic gives you a defined carry to build around.
The main risk is that the comp is a fast-8 strategy that bets heavily on hitting Karma and then Jhin. If the lobby is contested on either unit, your transition from 4-piece to 6-piece gets expensive. Staying healthy through the early game with strong 1-cost units and secondary traits is what buys you the gold to make that transition cleanly.
For more TFT Set 17 strategies and the latest comp rankings, browse more guides at GAMES.GG.

