PROJECT PBE SET 11

Initial Vision, Approach, and Execution

PROJECT PBE was our inaugural initiative, born from the desire to create a more competitive environment for the PBE (Public Beta Environment) cycle in Teamfight Tactics (TFT). The goal was to provide top players and dedicated competitors with a meaningful reason to engage with the new set during the offseason.

Inspired by Champions Queue from the League of Legends professional scene, PROJECT PBE sought to establish a structured, high-level practice environment where elite players could compete against one another. However, we recognized the challenges that led to Champions Queue’s decline, including long queue times (sometimes exceeding an hour), inconsistent participation from professional players, varying levels of gameplay seriousness, and a restrictive entry system.

To address these issues, PROJECT PBE implemented key solutions:

  • A large talent pool of over 300 professional players per set, ensuring consistent, high-level competition.

  • International participation, leveraging the global nature of the TFT professional scene.

  • A time-gated, one-week event format, maintaining engagement, minimizing queue times (averaging 5 minutes or less), and keeping the competition exciting.

  • A prize pool, incentivizing serious and competitive gameplay.

Even in its first iteration, PROJECT PBE attracted an incredibly talented roster of players, including:

  • Cash, who was Rank 1 global and Rank 1 Brazil (BR)

  • 5454, a finalist at the TFT Vegas Open.

  • Haruru, the Rank 1 player in Taiwan (TW).

  • Spethom, the winner of the Mecha Cup in North America (NA).

  • and many more

The top 300 players who participated resulted in an LP cutoff of 507, highlighting that the event successfully fostered a highly competitive environment. The achievement of this initial iteration demonstrated the demand for a structured, competitive space during the PBE cycle and laid a strong foundation for future iterations of PROJECT PBE.

By proving that a high-level practice environment could thrive with the right structure and incentives, we established a blueprint that we continue to refine and expand upon. With each new iteration, PROJECT PBE evolves to better serve the competitive TFT community and further elevate the offseason experience.

First time announcing PROJECT PBE on kai’s YouTube channel
(Feb 2024)

First time announcing PROJECT PBE on kai’s Twitter (Feb 2024)

The custom created Beta Ladder Points (BLP) formula used to calculate scores (no MMR system, just ELO)
(Feb 2024)

Final standings of the 1st iteration of PROJECT PBE (Liquipedia.net, March 2024)

Introducing the PROJECT PBE MAJOR, Reeling in High Expectations, and Sponsorships

For Set 12, we decided to re-run PROJECT PBE with several key changes based on feedback from the previous iteration. One of our major goals was to enhance the competitive experience by introducing the PROJECT PBE MAJOR, a two-day, checkmate-style tournament with a prize pool. This addition not only raised the stakes for players but also helped create a thrilling spectacle for viewers, making the event even more engaging for the growing Teamfight Tactics community.

Alongside the tournament, we aimed to reduce queue times by expanding the player pool from 300 to 900. Our goal was to streamline the queue experience while maintaining a high level of competition. While we adjusted our expectations around the number of sign-ups, we were able to maintain the competitive integrity of the event by keeping the number of participants at 250, similar to the first iteration. This allowed us to retain a strong pool of skilled players, with the top 75% peaking at 753+ LP and the top 50% reaching 1030+ LP.

Despite a slight decrease in LP cutoff compared to the previous set, the event saw a substantial increase in the participation of international professional players, including:

  • YBY1 from Vietnam – Rank 1 VN, Rank 1 NA, multi-Worlds VN representative (3rd, 3rd)

  • HanXing from China – Rank 1 CN, multi-Worlds CN representative (5th, 31st)

  • Rainplosion from North America – NA Worlds representative (7th)

  • Taro from Japan – Rank 1 JP, Worlds finalist (8th)

  • Binteum from Korea – Rank 1 KR, 1st place at EWC, multi-Worlds KR representative (4th, 7th)

And many more exceptionally talented players from across the globe.

The PROJECT PBE MAJOR itself was a resounding success, marking a major milestone for the event. With commentary from myself (Kai), Subzeroark (NA TFT educational YouTuber), and Clement (popular commentator), the final lobby was a thrilling spectacle for both players and viewers alike. This spectacle not only enhances the event’s appeal but also provides a platform to attract potential sponsors. We see the PROJECT PBE MAJOR as a key opportunity to generate interest from sponsors, which could help increase the prize pool and, in turn, attract even more participants.

This was also the first time we created the event with sponsors in mind. Moving forward, we are actively exploring new ways to attract sponsors and generate more funding for the prize pool. Our ultimate goal is to grow the event by securing sponsorships that will increase participation, elevate the competitive experience, and enhance the overall success of PROJECT PBE.

Looking ahead, we plan to continue refining and expanding the event, ensuring that each iteration maintains the high level of competition that PROJECT PBE is known for, while adjusting expectations to create the most fulfilling experience for all participants.

PROJECT PBE SET 12

Above: Professional player YBY1 streaming his POV during the ladder portion of PROJECT PBE (July 2024)

Below: Kai streaming the tournament, commentating on the games with Subzeroark, Doruwaza, and Clement (July 2024)

Final standings of the 1st PROJECT PBE MAJOR after day 1 (Liquipedia.net, July 2024)

The top players who registered to participate in PROJECT PBE for set 12 based on live ladder performance (July 2024)

Final standings of the 1st PROJECT PBE MAJOR (Liquipedia.net, July 2024)

Players using the custom bot to queue and find games (July 2024)

Initial Vision, Approach, and Breaking Into the Coaching Space

PROJECT MENTR was founded on the belief that existing coaching methods for Teamfight Tactics (TFT) were fundamentally flawed in fostering meaningful improvement. TFT is an incredibly complex game, and true growth requires more than just surface-level coaching—it demands a deep understanding of game mechanics, the ability to unlearn ingrained bad habits, and a structured approach to maintaining consistency.

My journey into coaching began after reaching Challenger in Set 10. Unsure of how to break into the coaching space, I came across a tweet from a Master-tier player seeking coaching. Seeing an opportunity, I offered to coach them for free in exchange for using them as a test subject for a new, more effective improvement model. This experiment quickly validated my approach, as I witnessed significant growth in my student’s gameplay, including the rapid unlearning of detrimental habits.

Although we didn’t continue throughout the entire set—largely due to my personal lack of motivation stemming from dissatisfaction with the set mechanic—the experience confirmed that this coaching framework had real potential. From there, I developed the first structured iteration of PROJECT MENTR: a set-long mentorship program centered around one-on-one coaching. Applicants were required to pass an interview with one of the three mentors they wished to work with to ensure compatibility. If accepted, they would engage in biweekly one-on-one sessions, each lasting at least one hour. The program spanned three months, with a fee of $525 per apprentice. Despite personally operating at a net loss after compensating the mentors, my priority was to test the program’s effectiveness when properly structured.

The results exceeded expectations. Nearly every apprentice achieved new personal bests in their competitive journey, breaking through plateaus and replacing bad habits with stronger fundamental gameplay. Many continued to see rapid improvement in the following set (Set 13), climbing the ranks faster than before.

With extensive feedback from apprentices, I became even more confident in refining the program further. Moving forward, my goal is to optimize PROJECT MENTR to offer unparalleled value—a uniquely structured coaching experience designed to maximize improvement and provide the best possible return on investment for aspiring players looking to elevate their game.

PROJECT MENTR
SET 12

Kai reaches challenger rank (top 200 in North America) for the first time in set 10 (Feb 2024)

Kai reaching out about potentially coaching/working together, utilizing this opportunity to test out PROJECT MENTR at a smaller scale (Feb 2024)

Above: First time announcing PROJECT MENTR on kai’s Twitter (July 2024)

Below: A snippet from the “Meet the Mentors” video (July 2024)

Apprentice ‘Learning TFT’ reaching his new career high of 1164LP during PROJECT MENTR, after peaking 969LP in set 11 (Nov 2024)

Enhancements and Expansion

Following the success of PROJECT MENTR in Set 12, we took the opportunity to refine and enhance the program based on valuable feedback from our apprentices.

One key area for improvement was fostering a stronger sense of community among participants. Many apprentices expressed that they were unaware of who else was in the program, which limited opportunities for peer interaction. While not an initially advertised aspect, a sense of community became an implicit expectation. To address this, we introduced weekly group VOD review sessions, led by myself (kai). These sessions encouraged apprentices to engage with one another, creating an environment where they could discuss the game at a high level alongside others who were equally committed to improving their ranked performance. The results were overwhelmingly positive, as many participants found value in the shared discussions and strategic insights.

Another significant piece of feedback centered on the end-of-set tournament. While appreciated, it felt too distant to have a meaningful impact until it was imminent. To create a more structured and engaging competitive experience, we introduced a mid-set tournament alongside the end-of-set event. This adjustment segmented the competitive aspect of the program, allowing players to engage in tournament preparation throughout the set rather than viewing it as a singular endpoint. Tournament preparation is an often-overlooked skill, and by integrating it into our program, we provided apprentices with a crucial foundation for future competitive opportunities, such as the Tactician’s Trial.

Additionally, as we reintroduced the program, we prioritized developing a retention model to encourage continued participation and long-term growth. One initiative included allowing returning apprentices to join tournament waitlists in the event of absences, ensuring they remained eligible for prizes. Furthermore, we implemented a 5% discount for returning players, reinforcing our commitment to supporting their ongoing development. While mentorship and coaching are essential for growth, we aim to ensure that participants continue to see tangible benefits beyond their individual progress in Teamfight Tactics. Developing an effective retention model is an ongoing challenge, but we are committed to refining and expanding it as new opportunities and improvements arise.

To further enhance the value of PROJECT MENTR, we also introduced End-of-Set Reports—personalized evaluations that provide a structured breakdown of each apprentice’s progress. These reports assess apprentices across six core skill areas, each rated out of 100, with scores personally determined by their mentor. The goal of these reports is to offer apprentices a clear, measurable reflection of their growth throughout the program. Not only do they serve as a confidence booster by showcasing tangible improvement, but they also help validate the investment apprentices have made in their development.

We also recognize the financial commitment required to participate in PROJECT MENTR. The cost of the program increased to $1,175 this set to ensure that mentors are properly compensated for their time, and that the program remains financially sustainable. However, part of that cost is reinvested directly into the program’s competitive ecosystem. We have allocated a total of $1,375 in prizing across both the mid-set and end-of-set tournaments, allowing apprentices the opportunity to earn back a significant portion of their investment. By doing so, we not only enhance the competitive integrity of the program but also provide tangible incentives for players to push themselves and refine their tournament skills.

Despite the financial challenges, we successfully expanded the program from 8 to 16 apprentices, and the response has been overwhelmingly positive. The majority of participants remained engaged, dedicated to their ranked goals, and several achieved significant personal milestones. Their progress is a testament to the effectiveness of our approach—breaking down outdated fundamentals, instilling new strategies, and fostering an environment where players can independently climb and succeed.

As we continue to evolve PROJECT MENTR, our focus remains on enhancing the learning experience, fostering community, and ensuring our apprentices see measurable improvements in both their skills and competitive mindset.

PROJECT MENTR
SET 13

An example report of what an apprentice receives after completion of the program (Feb 2025)

Kai streaming the end-of-set tournament, commentating on the games with mentors Subzeroark and Demacian Raptor (Feb 2025)

Snippet of a coaching session during PROJECT MENTR (Darkshy on YouTube, Dec 2024)

Set 12 PROJECT MENTR mentor roster (Nov 2024)

Newly created “Graduate Hall” section of the official Discord for those who have partook in the program in the past, as part of the new retention model built for apprentices (Feb 2025)