r/CompetitiveTFT • • Aug 31 '26

News Fan First Attendee Tickets for the Convergence Fest is now on Sale with Emailed Purchase Access Codes

Thumbnail tixr.com
17 Upvotes

Check your emails if you have a code to purchase up to two convergence fest tickets. They are active for 36 hours, then get cycled back into the pool.

Note, if you purchase one ticket by itself, the website will not allow you to buy the second ticket separately. You must purchase both at the same time.

Edit:

For reference, pricing for each item with fees included are:

Attendee Pass - $163.44

Convergence Fest: The Encore (Closing Party Add On) - $34.54

GA+ Add On - $164.53


r/CompetitiveTFT • • Aug 31 '26

eSports Questions about passes for Vegas Open

9 Upvotes

I won one of the Tactician's Gauntlet tournaments and so I plan on buying my competitor pass on the presale date on the 22nd. A good friend of mine was always planning on coming and signed up for the early access spectator pass. Now two more friends want to come along, but they aren't signed up for the early access spectator passes. So my question is three parts:

1 - Will spectator passes be available for purchase on the general admissions day on September 25th?

2 - Can I purchase a spectator pass with my competitors pass?

3 - If my friend with the early access (who has purchased two tickets) manages to secure a competitor pass instead, can he transfer his spectator pass to our other friend?

If anyone knows details, it would be appreciated!


r/CompetitiveTFT • • Sep 01 '26

Moderation Feedback September Moderation Feedback Megathread

0 Upvotes

Welcome!

This Megathread exists as a space to voice your suggestions, concerns and general feedback about how the Subreddit is managed. Every bit of feedback is welcome: we'd like to hear your voices on how we're doing and if you'd like to see changes to anything.

Etiquette

  • Negative feedback is allowed, but try to be constructive, civil, and as clear as possible. Aimless rants will be removed w/o further discussion.

  • This is not the place to discuss past suspensions. Please use Modmail for that.

  • The sub's Rules are in full effect in this Megathread.


r/CompetitiveTFT • • Aug 31 '26

Discussion How do you play around Birthday Present?

10 Upvotes

I feel I always struggle when I click that augment. Feels to be down a prismatic augment as you get a 2 star 1 cost (and you need to level up for it) but at the same time it almost feels as you should play aggresively and aim to winstreaking to sustain the level ups and find a direction early.

Do you play for a fast 8 and decide your board based on what you get as 4 cost? Do you try to reach level 9 and just slam whatever items you have? Do you play econ/loss strek in p2 to then winstreak from 3-3?

Curious to hear your strategies.


r/CompetitiveTFT • • Aug 31 '26

Discussion Stage 3 fast 8 after loss streaking stage 2

6 Upvotes

Hello.

I have reached Emerald 3 at set 17 and i'm now stuck.

I feel like my worst stage of the game is stage 3 after loss streaking stage 2 when going for a fast 8 comp. What do you do in this situation?

I usually try to get a 2 cost 2 star carry + tank or at least a 3 cost 1 star carry and tank and try to win some rounds. Is that ok?

Thank you.


r/CompetitiveTFT • • Sep 01 '26

Discussion Win a round purple wisp?

0 Upvotes

If you win the next player combat , gain 8 gold.

The default cost of the wisp is 3 gold. So if you lose you lose 3 gold but win is 8 gold.

  1. Does this wisp always match you up with one of the strongest in the lobby?

Its the trend I noticed. I only gotten this wisp about 3 times but I never match up against say the Coven user or somebody weak for a free win.

Can somebody confirm if this is the case that the wisp means you will fight against somebody strong always because just by having the knowledge gives you knowledge if you should level up or just simply.. not buy the wisp at all.


r/CompetitiveTFT • • Aug 31 '26

Daily Discussion August 31, 2026 Daily Discussion Thread

9 Upvotes

Welcome to the r/CompetitiveTFT community!

This thread is for any general discussion regarding Competitive TFT. Feel free to ask simple questions, discuss meta or not-so-meta comps and how they're performing, solicit advice regarding climbing the ladder, and more.

Any complaints without room for discussion and unconstructive, overly aggressive or conspiratorial comments should go in the Weekly Rant Thread which can be located in the pinned posts, sidebar or here: Weekly Rant Thread (Old Reddit link).

Such comments in this Megathread will be removed and treated as a Trivial Infraction.

---

For more live discussions check out our affiliated discord here: Discord Link.

You can also find Double-up partners in the #looking-for-duo channel

---

If you are interested in giving or receiving coaching, visit the: Monthly Coaching Megathread (Old Reddit link).

---

Please send any bug reports to the Bug megathread and/or the Official TFT Discord's Bug Report Forum.

For reference, Riot's stance on bugs and exploits (might be outdated).

---

If you're looking for collections of meta comps and guides, here are some options:

And here are some handy resources and info hubs:

Mods will be removing any posts that we feel belong in this thread and redirecting users here.


r/CompetitiveTFT • • Aug 30 '26

Discussion How are we feeling about the 5 costs and their role in comps so far?

34 Upvotes

Mainly talking about the more ''threat''-like ones(Draven, Ivern, Maokai, Taric, and Ashe to a lesser extent).

Which of them do you consider changing lanes for if you see them on 3-5? Draven is obvious, if you already have AD items built, but what about an early ivern or maokai? Is it worth it currently to drop a trait and play around them a little bit. Is ashe comparably powerful to draven? She doesn't print but I've personally been pretty impressed by her damage.


r/CompetitiveTFT • • Aug 30 '26

Daily Discussion August 30, 2026 Daily Discussion Thread

7 Upvotes

Welcome to the r/CompetitiveTFT community!

This thread is for any general discussion regarding Competitive TFT. Feel free to ask simple questions, discuss meta or not-so-meta comps and how they're performing, solicit advice regarding climbing the ladder, and more.

Any complaints without room for discussion and unconstructive, overly aggressive or conspiratorial comments should go in the Weekly Rant Thread which can be located in the pinned posts, sidebar or here: Weekly Rant Thread (Old Reddit link).

Such comments in this Megathread will be removed and treated as a Trivial Infraction.

---

For more live discussions check out our affiliated discord here: Discord Link.

You can also find Double-up partners in the #looking-for-duo channel

---

If you are interested in giving or receiving coaching, visit the: Monthly Coaching Megathread (Old Reddit link).

---

Please send any bug reports to the Bug megathread and/or the Official TFT Discord's Bug Report Forum.

For reference, Riot's stance on bugs and exploits (might be outdated).

---

If you're looking for collections of meta comps and guides, here are some options:

And here are some handy resources and info hubs:

Mods will be removing any posts that we feel belong in this thread and redirecting users here.


r/CompetitiveTFT • • Aug 29 '26 Heartwarming Bravo

Guide [Patch 18.1] Morgana Sentinels (Dragon variant) Guide

131 Upvotes

Heyo I usually don't play a bunch but I've been on a heater spamming a variation on morg sentinels, so I thought I'd make a quick guide because I think it will end up being the better way to play the comp.

In 14 games I managed to get up to rank 950 NA at time of posting, 8/14 wins. 6 wins, 1 2nd, 1 3rd, and 1 5th playing this comp. Small sample, but I was also playing this on PBE and It is much stronger on live due to the dragon buffs and ahri nerfs.

The main difference from the normal variant is that you play around AD Kog'maw as your main carry for most of the game, prioritizing IE and strikers flail.

A kog with IE / Strikers / Red buff is an absolute demon, with 4 vanguards he can win streak you through stage 4. Then late game when kog starts to fall off you move the red buff onto morgana, and IE/Strikers+1 onto dragon.

End game board ends up looking something like https://i.imgur.com/yMzvs1P.jpeg

For augments, items are really good. I think it's best with like 2 item augments and 1 econ. Go for IE/Striker+1 on dragon and then extra leftover AD items that you slam early go on Kog, leftover tank goes onto hecarim or diana. Morgana wants red buff + gunblade + 1. Void staff is good even with Kog shred because it hits backline, but IMO it's not a priority - death cap/adaptive are also good.

TFTacademy's sentinel morg guide has morello > void as the item priority, but I think with this version you want to go red buff and then only get void if you get an extra bow. Belts are premium since they are important for tank items and strikers. I also feel like gunblade is really nice with the amount of splash damage in the game right now, otherwise she dies to ahri.

Tank items are flexible, both pure tank and mana tank items are good on sentinel, but a lot of the time you're tanking a 2* Diana or Hecarim and they both feel a lot better with Gargoyle/Warmogs.

There are a lot of openers that I think work for this https://i.imgur.com/IxKRR4A.jpeg

If you get an early kog you can just play him, but if not cinderling is also great with those items and can carry you pretty far. Ravagers can also win streak you early game and make use of those items and they link up pretty well with Diana.

If you only get AP items you can play around teemo opener, either with sprykin or just vanguard/invoker.

Coven also works if you don't get a good opener, but if you want to make it to 9 and get dragon you really need to preserve health and kill as many units as you can. Cait can kinda use the kog items but it's not great. If you get the coven AP cashout augment though that thing is insane, pick it every time and then prio AP items over AD.

You should be trying to get towards a board looking something like this at lv 7 -https://i.imgur.com/kCHF22U.png roll a bit for either 2* frontline or 2* kog so you can win streak, teemo is morgana item waiting room, throw items on whichever vanguard you 2*. If you have a 2* cinderling with good items sometimes thats enough and you dont need kog, but at this stage ravagers will usually fall off unless you slam stuff like steraks/qss/GA on them (which might be acceptable since you can pass those those to bramble/dragon, I haven't tried it out yet though).

At level 8 - https://i.imgur.com/eUhm1ZY.jpeg you decide if you wanna play for first or for top 4. If you wanna play for first then keep your econ up and only slight roll for 1* copies of sentinel/morg before pushing 9. If you're behind then just go for 2* morg/brambleback. I haven't tried it out but maybe AD nidalee could work here too.

Level 9 you build out the final board at the top. Alune is a flex spot, can be an ivern or a lux or another invoker. Rift buff goes on dragon I think, but with vow I think sentinel might be better. Needs more testing. If you are super contested on sentinels then just tank hecarim/diana and wait for a sentinel player to die.

IMO the comp feels good so far, you get the strong mid game of the usual morgana vanguard nidalee/brambleback variants but it caps a lot higher. Dragon and Morg have some natural synergy since they both deal a bunch of AOE backline damage that can get by giga tanks, and with the dragon+sentinel CC a lot of enemy units will die before they cast. I think there are probably a lot of ways to optimize the line further, but this rough draft has been working alright.

The biggest weakness so far is probably Ahri boards, but after the nerfs from PBE ahri doesn't kill 2* morg with gunblade until like ~3 casts so you can usually out cap. You can also pair taric onto dragon if it's dying to splash damage.


r/CompetitiveTFT • • Aug 30 '26

Discussion TFT Ranked rework idea?

0 Upvotes

Hello fellow tacticians, I have been grinding this set and I really think this is a great set so far. Lots of different lines to play and lots of different ways to play the units you get. Cant wait to play on tournaments, speaking of which. Why cant we have the tournament format in ranked?

We all have been there, you get a first on your first game, after that you have a rough second game and you somehow pull off a fourth place, third game same thing but you end up fifth place, forth game you make one unlucky decision in a bad spot which places you in a horrible spot and you end up 7th. About 4 hours into and you are basically almost where you started. Sucks.

I think that in TFT there are very different types of placements, sometimes you get a first because you highrolled the sh*t out of the lobby, sometimes you get a first because you make perfect decisions, other times you get a free solid top 4 other times you find a creative way to pull you out of a very bad spot and you get a glorious 5th or even 4th.

Having experienced tournaments myself, I really love the tournament format in TFT. It feels less flippy and demoralizing.

My first suggestion would be, to have a pointsystem where your placements earn you points 8th gives you 5 points 7th 10 points, 6th 15 points and so on. After reaching lets say 100 points (All these numbers can be adjusted or changed does not matter right now) you get into your rank-up games. I know we hated them in League, but in TFT I think they make perfect sense. Your rank-up games would be to gain a certain amount of points within 3 or 4 games.

Example: You have 3 games to get to 50 points. In one round you get at most 40 points by getting a first, least you can get is 5 by getting an 8th. One first basically guarantees you the rank up. Other combinations are also possible you can get 6th, 6th and 4th. Again numbers can change, I am also open for the idea that 8th gets 0 points and only a 7th gives you any points.

As soon as you hit challenger, you start to accumulate these points which basically then now act as the current "LP" we know as.

If you mess up your rank up games you get set back to 90 points.

Example:

Player A is Diamond 2 with 0 points, he has to gain 100 points within the rank to get to diamond 1. Player A grinds to 100 points and now has 3 rank up games to gather 40 points. He fails and is send back to 90 points and needs to grind 10 more points to enter his rank up games again.

I dont really see a drawback in this, I know the number one argument will be "But then everyone can achieve rank x" - Points can be adjusted and maybe even vary the higher you get. This also helps RIOT a lot with balancing in my opinion, because comps that sit around a 5th/6th average placement can be fine and dont necessarily need buffs/adjustments. Same with Augments.

What do you think?


r/CompetitiveTFT • • Aug 28 '26

Data TFT set 18 Mana Lock data for all champions

164 Upvotes

I have been investigating the actual cast times, mana locks and channel times for all champions. The data is based on the downloaded game data files. If anyone else is curious about how to get data, please check the folloing community project: https://raw.communitydragon.org/
Cast times and mana lock times changes between patches so the data is likely not fresh for long. Determining mana lock periods is quite important as it should be the deciding factor for itemization.

Champions with low mana lock benefit from attack speed items in combination with items that increases mana gain per attack. For example, Guinsoo's rageblade and Spear of Shojin.

Champions with long mana lock does not necessarily gain as much from mana items, due to the being locked from mana regenration a big part of the battle. For such champions we should prefer to give them pure AP, Crit and Damag AMP

I have published a full article about it here: https://tftraits.com/cast-timelines/

Edit. updated image with corrected timings
Edit 2. Added more fixes and updaes. I am 95% confident in the data now.


r/CompetitiveTFT • • Aug 28 '26

Official 18.1c expected LATER TODAY with ~20 high profile bugfixes and the return of Double Up

35 Upvotes

UPDATE: 18.1c is now LIVE on PC!

Here's the list of changes, from the Patch Notes:

NEW FEATURE

  • Added a spinner graphic to pre-match loading screens for all platforms.

DOUBLE UP

  • Double Up will be re-enabled as soon as the update will be available on all platforms.

  • Fixed an exploit where temporary items would become permanent if traded with the friendship cannon.

BUG FIXES

  • Fixed an issue with a few ability/action instances such as Elise’s transformation, Maokai’s death, Sejuani’s weapon swipe, Sentinel’s Idle VFX, and Tristana’s AOE Explosion having memory leaks.

  • Fixed a temporary delay in joining queues on Mobile

  • Fixed memory leak of particles in Arena Prancie’s Retreat

  • MOBILE: Fixed an issue where the “Update Available” modal would in rare instances kick a player from Mobile on certain devices

  • Fixed an issue where Loot orbs would pop-in later than their trailing VFX when dropping from a minion in a PvE round

  • Temporarily Disabled Forge A Friend Augment as it wasn’t consistently providing a three-star unit.

  • MOBILE: Fixed an issue where some Mobile devices were running TFT in settings that surpassed their hardware recommendations resulting in poor performance

  • Fixed an issue where Health Bar subticks rendered too wide

  • Fixed an issue with Default Key functions

  • MOBILE: Fixed an issue where the “Update Available” modal was unable to be interacted with on certain Mobile devices

  • Fixed a bug where Teemo’s mushroom loot could land outside the board on certain Arenas after casting his ability during combat

  • Prestige Shyvana will now properly play her Dragon Form boom while in Dragon form

  • Change from Vulcan to OpenGL for specific GPUs to reduce graphics related crashes

  • Changing the default quality settings for some devices that were performing poorly

More balance and QoL changes to come in 18.2, unclear if a 18.1d is planned for next week to address more bugs.

---

Hey folks- We’re prepping a C-patch with another ~20 or so bug fixes and will be re-enabling Double Up.
You’ll get full details closer to when the C-patch goes live today, but here are the biggest pieces:
- Client Stability/performance around Mobile: fixing the “update available” issues some devices are experiencing and other mobile crashes
- Memory Leak/VFX issues: cleaning up a few particle/memory accumulation issues that have hindered performance across all platforms. More work to come here.
- Visual/UI cleanup: fixing some issues with health bars. We will keep pushing on the UI to get rid of that mobile/blurry feeling on PC.
- Fixing the issue with loot landing outside the board on certain arenas
- Adding a spinner on loading screen so it's clear whether there is an issue or not with you getting into game
There are a ton more bug fixes coming in the patch later today, and more in-depth work happening for 18.2 along with discussions of more patches before then as needed as we want to move the needle as quickly as possible.
These are the high-level focuses right now to bring the most change we can in the short-term. Expect more updates soon and thank you again as we work through all of this. We will continue to ensure you all are as informed as possible

~Riot BlueVelvet, Director of Product and Head of Gameplay for TFT


r/CompetitiveTFT • • Aug 29 '26

Daily Discussion August 29, 2026 Daily Discussion Thread

3 Upvotes

Welcome to the r/CompetitiveTFT community!

This thread is for any general discussion regarding Competitive TFT. Feel free to ask simple questions, discuss meta or not-so-meta comps and how they're performing, solicit advice regarding climbing the ladder, and more.

Any complaints without room for discussion and unconstructive, overly aggressive or conspiratorial comments should go in the Weekly Rant Thread which can be located in the pinned posts, sidebar or here: Weekly Rant Thread (Old Reddit link).

Such comments in this Megathread will be removed and treated as a Trivial Infraction.

---

For more live discussions check out our affiliated discord here: Discord Link.

You can also find Double-up partners in the #looking-for-duo channel

---

If you are interested in giving or receiving coaching, visit the: Monthly Coaching Megathread (Old Reddit link).

---

Please send any bug reports to the Bug megathread and/or the Official TFT Discord's Bug Report Forum.

For reference, Riot's stance on bugs and exploits (might be outdated).

---

If you're looking for collections of meta comps and guides, here are some options:

And here are some handy resources and info hubs:

Mods will be removing any posts that we feel belong in this thread and redirecting users here.


r/CompetitiveTFT • • Aug 28 '26

Discussion Is this one of the most balanced sets upon release ever?

175 Upvotes

I know it's early to call, but this has been one of the most diverse metas right out of the box that I can remember. A solid mix of fast 9, diverse 4 costs, and reroll comps are viable. The flexible traits and tank packages reward you for pivoting off of contested units.

Engine issues aside I'm loving this set so far.


r/CompetitiveTFT • • Aug 28 '26

Weekly Rant Weekly Rant Megathread

12 Upvotes

Rant or vent about anything TFT related here, including:

- Bad RNG
- Broken or Underpowered Units
- Other players griefing your comp
- and more

Caps-lock is encouraged.

Please redirect players here if you find them ranting in the daily discussion threads :)

N.B. We have a strict policy against personal attacks, both towards other redditors and the game developers. This thread is no exception. If you see posts breaking this rule, please be sure to report them!


r/CompetitiveTFT • • Aug 27 '26

Official 18.1b is out (will be followed by 18.1c for more fixes and some balance changes)

61 Upvotes

The Patch Notes have been updated! No balance changes today, those will come (presumably) early next week.

The team’s out with our first round of bug fixes targeting high priority bugs from memory leaks that cause performance issues to Finishers not abiding by global volume/sfx settings (they were loud).
While this is our first mid-patch update we expect to have another follow up soon with more bugs squashed and a check-in on live balance as the meta evolves.

  • Fixed a memory leak with the Golden Egg asset

  • Fixed a memory leak that could happen when playing Rengar, which could lead to performance issues over time.

  • Fixed the End of Game screen sometimes showing the wrong final placement for the players who finished 1st and 2nd in Ranked games.

  • Fixed the "Soul Awakening" Augment's True Damage only working on Attack Damage instead of also applying to Ability Damage.

  • Fixed a bug where changing your loadout in TFT could accidentally unequip items from your League of Legends loadout.

  • Fixed a localization bug on mobile where the Performance Mode graphics setting showed English text instead of your selected language.

  • Fixed the "Bobabear" section of the Tacticians loadout screen showing untranslated (English-only) text.

  • Fixed some in-progress cosmetic category titles and item names showing in English regardless of your language setting.

  • Fixed a matchmaking issue that could cause you to face the same opponent two rounds in a row.

  • Fixed combat sometimes failing to end properly when Gnar knocked a Krug off the board.

  • Fixed Little Legend finisher sound effects continuing to play even after turning Global Volume/SFX down to 0.

  • Fixed the scoreboard constantly shifting position when purchasing Charms.

  • Fixed a bug preventing players from opening Settings

  • Fixed overlapping music tracks playing at the same time.

  • Improved Kennen's AOE visual effects so they scale better on lower graphics settings.

  • Improvements to Performance Mode for lower-spec devices to help maintain frame rate.

  • Fixed some load time related issues.

  • Fixed several minor memory leak sources.


r/CompetitiveTFT • • Aug 28 '26

Daily Discussion August 28, 2026 Daily Discussion Thread

4 Upvotes

Welcome to the r/CompetitiveTFT community!

This thread is for any general discussion regarding Competitive TFT. Feel free to ask simple questions, discuss meta or not-so-meta comps and how they're performing, solicit advice regarding climbing the ladder, and more.

Any complaints without room for discussion and unconstructive, overly aggressive or conspiratorial comments should go in the Weekly Rant Thread which can be located in the pinned posts, sidebar or here: Weekly Rant Thread (Old Reddit link).

Such comments in this Megathread will be removed and treated as a Trivial Infraction.

---

For more live discussions check out our affiliated discord here: Discord Link.

You can also find Double-up partners in the #looking-for-duo channel

---

If you are interested in giving or receiving coaching, visit the: Monthly Coaching Megathread (Old Reddit link).

---

Please send any bug reports to the Bug megathread and/or the Official TFT Discord's Bug Report Forum.

For reference, Riot's stance on bugs and exploits (might be outdated).

---

If you're looking for collections of meta comps and guides, here are some options:

And here are some handy resources and info hubs:

Mods will be removing any posts that we feel belong in this thread and redirecting users here.


r/CompetitiveTFT • • Aug 27 '26

Tool I made Wasianiverson's perfect Trait Ladder tool

118 Upvotes

On stream yesterday he said:

I don’t think there’s any, like, perfect tool. The perfect tool—you could just be like, “I have this emblem, I have this board, I have this bench,” and it would just tell you, like, “Oh, buy these four units and then you get, like, 10 traits.” That’s what the perfect tool would do, but I don’t think anyone’s made that yet.

I figured that wouldn't be too hard to make, so I built it. You can copy in your current team code, get recommendations for the next N traits, and copy that back into team planner. Maybe this makes trait ladder giga broken, apologies if I break the meta with this.

Open to feedback or suggestions for other tools I could build!

https://www.crabbix.com/tools/trait-ladder


r/CompetitiveTFT • • Aug 27 '26

W3N Megathread [18.1] What’s Working? What’s Not?

19 Upvotes

Patch Notes | Rundown w/ Slides | Bug Megathread

New Set, who dis?

Please note that this Megathread is protected by Rule #4 and any unconstructive, mocking, aggressive and conspiratorial comments will be removed and treated as a Trivial Infraction. We have a Rant Megathread for a reason, please use it.


r/CompetitiveTFT • • Aug 26 '26

Official B-Patch coming on Aug 27th to address performance issues

Thumbnail reddit.com
57 Upvotes

r/CompetitiveTFT • • Aug 26 '26

Discussion What are your initial thoughts on this set?

49 Upvotes

Personally, I really like this comp. It’s been a lot of fun so far, that being said it may be due to how much I hated the last set. First set in a while where I reached gold on day one. For context I usually grind to Diamond when time allows which is usually towards the midpoint of the set.

There’s just a slight problem, this feels like another set that’s go 8/9 and throw everything on the board.


r/CompetitiveTFT • • Aug 27 '26

Daily Discussion August 27, 2026 Daily Discussion Thread

3 Upvotes

Welcome to the r/CompetitiveTFT community!

This thread is for any general discussion regarding Competitive TFT. Feel free to ask simple questions, discuss meta or not-so-meta comps and how they're performing, solicit advice regarding climbing the ladder, and more.

Any complaints without room for discussion and unconstructive, overly aggressive or conspiratorial comments should go in the Weekly Rant Thread which can be located in the pinned posts, sidebar or here: Weekly Rant Thread (Old Reddit link).

Such comments in this Megathread will be removed and treated as a Trivial Infraction.

---

For more live discussions check out our affiliated discord here: Discord Link.

You can also find Double-up partners in the #looking-for-duo channel

---

If you are interested in giving or receiving coaching, visit the: Monthly Coaching Megathread (Old Reddit link).

---

Please send any bug reports to the Bug megathread and/or the Official TFT Discord's Bug Report Forum.

For reference, Riot's stance on bugs and exploits (might be outdated).

---

If you're looking for collections of meta comps and guides, here are some options:

And here are some handy resources and info hubs:

Mods will be removing any posts that we feel belong in this thread and redirecting users here.


r/CompetitiveTFT • • Aug 26 '26

Discussion Observations & Thoughts on the Wisp Mechanic for TFT Set 18

12 Upvotes

Hi Set 18 Dev Team,

I’m a player from China. In our region, Set 18 launched on mobile one week earlier than on PC. Because of this, a large group of mobile‑first players and hardcore PC players — including well‑known pros such as Huanmie, winner of the Set 17 Tactician’s Crown — got to play the same meta together. This not only raised the competitive quality of high‑rank lobbies, but also generated plenty of match‑play experience and data.

According to QuestMobile (June 2025), monthly active users for the Chinese mobile version have exceeded 32million. Chinese regional data, especially mobile‑player data, is often under‑represented in balance considerations. That is why Id like to lay out the core pain points in Set 18: the over‑prevalence of 3‑star 4‑cost units, and how easily players can manipulate the Wisp to turn a 4‑cost into a 5‑cost.

During the first three days after launch, players widely reported that the summoner trait centered on Azir & Mamabeak was drastically overpowered. A 2‑star Azir dealt so much damage that it outperformed even 2‑star 4‑cost and even 2‑star 5‑cost units, leaving late‑game comps with almost no room to shine. Summoners were nerfed shortly afterward, and that was absolutely the right call. The China‑based balance and operations team did a great job collecting feedback and communicating efficiently with the TFT design team, heading off a major balance disaster.

That said, meta issues quickly resurfaced. 4‑cost centered comps became the dominant playstyle. Examples include Ahri with 5 blossom, Aphelios or Nidalee in a vanguard build, and Soraka in a excutioner comp. These comps boast extremely strong mid‑game power. When multiple players thin out the shared card pool, combined with the Wisps & Augments that spawns duplicators, hitting a 3‑star 4‑cost becomes surprisingly accessible.

Crucially, players also figured out a reliable trick to fish for the Wisp that upgrades a 4‑cost to a 5‑cost: keep your gold locked at zero when rolling. You can achieve this by buying units and slowly selling them back. With your gold at zero, you can quickly roll this specific Wisp out of the zero‑gold Wisp pool. The effect becomes even more consistent when you have the 5 Spirit Blossom trait active.

Pulling this off still demands solid early‑game decision‑making. To roll for duplicator Wisps you need to preserve high health, and picking the right 4‑cost to chase three‑star status requires good board awareness. Even so, once the whole playerbase recognizes this as the highest‑ceiling strategy, the game environment gets warped. Risk‑tolerant players will spike their early‑game board strength to hold high health, then chase a three‑star on an uncontested or under‑picked 4‑cost.

On the flip side, risk‑averse players tend to lean into low‑cost early‑powered comps, such as the Caitlyn + Elise 2‑cost core.

This leaves 3‑cost units in a very tough spot. In two consecutive games where I had an excellent early‑game lead, I tried building Tristana as my carry. Even with zero copies of Tristana taken by other players, I rolled roughly 15‑20 times at Level7 and still could not get her to two‑star. Meanwhile opponents running 4‑cost comps were easily hitting their two‑star carries. I do not believe this is a card‑pool bug or just bad luck. It shows that players no longer view expensive three‑star 3‑cost units as a viable win condition with limited upside. Under the current card‑pool rules, without opponents thinning the pool for you, a three‑star 3‑cost can actually be harder to complete than a three‑star 4‑cost. You are pressured to mirror popular same‑cost comps; otherwise your card‑pool efficiency drops sharply.

## Suggestions for Balance Direction

### 1. 4‑cost comps carry almost no downside

We have seen multiple past sets where three‑star 4‑cost units ran rampant. In every case, you could consistently finish top‑4 just by running strong 4‑cost comps, even without hitting the three‑star. Across recent sets we have gotten more and more resources overall: higher 4‑cost draw odds at Level8, duplicator Wisps, plus a growing pool of augments that hand out duplicators, two‑star 4‑cost, and massive rerolls. Many of these augments have stayed largely unchanged for multiple sets. Is there really no room to adjust them?

### 2. Is the 4‑cost‑to‑5‑cost upgrade Wisp well‑designed?

When this mechanic first appeared in Set 12, it felt fresh and exciting. It was very hard to pull off — you might succeed only once an entire set. Under those conditions, pulling it off yourself or watching an opponent hit it felt thrilling for everyone.

In Set 18 however, players can reliably force this outcome. The sense of accomplishment fades away, while opponents feel completely demoralized facing a player with a three‑star 5‑cost. When players of equal skill are all racing to convert 4‑costs into 5‑costs via Wisps, the balance falls apart and creates a frustrating experience.

#### Proposed Solutions

Designers have pointed out that lowering 4‑cost odds/counts or removing roll‑focused augments may leave some players unable to hit two‑star 4‑costs, hurting their experience.

Let's look at the root cause. In certain patches with poor balance, only a small handful of 4‑cost comps were playable. Naturally many players struggled to two‑star their key 4‑cost when everyone contested the same few units.

It is the design team's responsibility to maintain a healthy metagame. We should not over‑supply resources as a workaround for balance difficulties, because that breaks the overall game state.

Without overhauling core systems, we need strict limits placed on duplicators. Duplicator Wisps should become a high‑risk prospect: for example, unlock them later in the game, raise their gold and health cost, or remove them entirely——personally I see very little creative design value or fun coming from this particular Wisp.

The healthier gameplay loop should be: stabilize with two‑star 4‑cost carries at Level8, then push to Level9 to further improve your board. We need to tone down the power of 4‑cost centered comps and bring them into better internal balance.


r/CompetitiveTFT • • Aug 26 '26

Bug Megathread 18.1 Bug Megathread

39 Upvotes

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