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Things worth looking up between games: where everything is on the screen, what is new in this set, what item parts make, the special items you can't build, which units share a trait in set 18, about when to level, and what the words players use mean.
A picture of the game on a computer, with real units from this set. Pick a part to see what it is for, or switch to the practice round to buy, sell and move units yourself. TFT on a phone has the same parts, packed tighter. On a smaller screen, slide the picture sideways to see all of it.
Your board. The middle. Units placed here fight for you. The big faint numbers at the top count units on the board against units allowed (your level). The front rows meet the enemy first; the back rows are safer.
Look around: pick a part
Press a part of the picture, or a button above it, to learn what it does. Point at a unit, a trait or an item to read about it.
A moment partway through a recommended board (Solar with Karma), as its plan on the Recommended boards page has it at round 4-2: the units it has by then, on their saved spaces, with the items they hold by then. The gold, shop and other players are made up. It is not a real game and never reads one.
What set 18 adds to the usual rules, as it was in patch 18.1. Later patches can change the details.
This set's twist is the Wisp, a one-use buy that turns up in your shop. One appears in every other shop, always in the right-most slot.
You can buy one Wisp a round, and only between fights, while you plan. Once the fight starts it disappears and shows the unit that was hidden behind it.
Wisps come in seven kinds, each with its own colour and icon: unit, combat, misc, shop, gold and experience, risky, and item. Most last one round, and later Wisps are stronger and cost more.
After stage 5, every other Wisp is a combat one. The Wisp a player bought shows next to their health, so you can spot it when you scout.
Each game also opens with one random event, called an encounter, picked from 20 with the same chance each. It's shown on the carousel stage, so it can look like a carousel. It might be a 2-star start, levels that need less experience, free items, better augments, free rerolls each stage, or nothing at all.
Checked on 12 November 2026.
Any two item parts combine into one finished item. Put one part on a unit, then drop a second part on the same unit.
1. Pick an item part you are holding
2. B.F. Sword plus another part makes:
Bloodthirster
with Negatron Cloak
Deathblade
with B.F. Sword
Edge of Night
with Chain Vest
Giant Slayer
with Recurve Bow
Hextech Gunblade
with Needlessly Large Rod
Infinity Edge
with Sparring Gloves
Spear of Shojin
with Tear of the Goddess
Sterak's Gage
with Giant's Belt
Hunter Emblem
with Frying Pan
Fae Emblem
with Spatula
Radiant items are much stronger versions of finished items. You can't build them from parts: they come from certain rewards during a game.
Radiant Adaptive Helm
Gain an additional 30% Mana from all sources. The wearer gains an additional bonus based on their Role: Tank/Fighter: Gain 80 Armor and Magic Resistance. Marksman/Caster: Gain 35% Attack Damage and Ability Power.
Upgrades
Adaptive Helm
Radiant Archangel's Staff
Combat start: Gain 40% Ability Power every 5 seconds in combat.
Upgrades
Archangel's Staff
Radiant Bloodthirster
Once per combat: At 50% Health, gain a 60% max Health Shield that lasts up to 5 seconds.
Upgrades
Bloodthirster
Radiant Blue Buff
Gain 20% additional Attack Damage and Ability Power from all sources.
Upgrades
Blue Buff
Radiant Bramble Vest
Gain 12% max Health. Take 10% reduced damage from attacks. When struck by any attack, deal 200 magic damage to all adjacent enemies. Cooldown: 2 seconds
Upgrades
Bramble Vest
Radiant Crownguard
Combat Start: Gain a 50% max Health Shield for 8 seconds. When the Shield expires, gain 50% Ability Power.
Upgrades
Crownguard
Radiant Deathblade
Upgrades
Deathblade
Radiant Dragon's Claw
Gain 28% max Health. Every few seconds, heal 5% max Health.
Upgrades
Dragon's Claw
Radiant Edge of Night
At 40% Health, briefly become untargetable, shed negative effects, and heal all missing Health.
Upgrades
Edge of Night
Radiant Evenshroud
30% Sunder enemies within 3 hexes. Gain 50 Armor and Magic Resist for the first 20 seconds of combat. Sunder: Reduce Armor
Upgrades
Evenshroud
Radiant Gargoyle Stoneplate
Gain 20 Armor and 20 Magic Resist for each enemy targeting the holder.
Upgrades
Gargoyle Stoneplate
Radiant Giant Slayer
Gain 30% additional Damage Amp against Tanks.
Upgrades
Giant Slayer
Radiant Guinsoo's Rageblade
Gain 16% stacking Attack Speed every second.
Upgrades
Guinsoo's Rageblade
Radiant Hand of Justice
Gain 2 effects: 35% Attack Damage and 35% Ability Power. 25% Omnivamp. While above 50% Health, double the Attack Damage and Ability Power. While below 50% Health, double the Omnivamp.
Upgrades
Hand of Justice
Radiant Hextech Gunblade
Heal the lowest percent Health ally for 40% of damage dealt.
Upgrades
Hextech Gunblade
Radiant Infinity Edge
Gain Precision. Precision: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.
Upgrades
Infinity Edge
Radiant Ionic Spark
30% Shred enemies within 2 hexes. When enemies cast an Ability, deal magic damage equal to 300% of the Mana spent. Shred: Reduce Magic Resist
Upgrades
Ionic Spark
Radiant Jeweled Gauntlet
Gain Precision. Precision: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.
Upgrades
Jeweled Gauntlet
Radiant Kraken's Fury
Attacks grant 7% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 30% Attack Speed.
Upgrades
Kraken's Fury
Radiant Last Whisper
Damage from attacks and Abilities 30% Sunder the target for the rest of combat. This effect does not stack. Sunder: Reduce Armor
Upgrades
Last Whisper
Radiant Morellonomicon
Attacks and Abilities deal 2% Burn and 33% Wound to enemies for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
Upgrades
Morellonomicon
Radiant Nashor's Tooth
Attacks grant 4 bonus Mana, increased to 6 if they critically strike.
Upgrades
Nashor's Tooth
Radiant Protector's Vow
Combat Start: Gain 40 Mana. At 40% Health, gain 30 Mana and a Shield equal to 50% max Health.
Upgrades
Protector's Vow
Radiant Quicksilver
Combat Start: Gain immunity to crowd control for 45 seconds. Gain 6% stacking Attack Speed every second.
Upgrades
Quicksilver
Radiant Rabadon's Deathcap
Upgrades
Rabadon's Deathcap
Radiant Red Buff
Attacks and Abilities 2% Burn and 33% Wound enemies for 5 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
Upgrades
Red Buff
Radiant Spear of Shojin
Attacks grant 10 bonus Mana.
Upgrades
Spear of Shojin
Radiant Spirit Visage
Regenerate 4% of missing Health each second.
Upgrades
Spirit Visage
Radiant Steadfast Heart
Gain 10% Durability. While above 50% Health, instead gain 30% Durability.
Upgrades
Steadfast Heart
Radiant Sterak's Gage
At 60% Health, gain a Shield equal to 80% of the wearer's maximum Health that rapidly decays over 6 seconds.
Upgrades
Sterak's Gage
Radiant Striker's Flail
Critical Strikes grant 10% Damage Amp for 5 seconds, stacking up to 4 times.
Upgrades
Striker's Flail
Radiant Sunfire Cape
Gain 16% max Health. Every 2 seconds, deal 2% Burn and 33% Wound to an enemy within 2 hexes for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
Upgrades
Sunfire Cape
Radiant Thief's Gloves
Each round: Equip random Radiant items.
Upgrades
Thief's Gloves
Radiant Titan's Resolve
Gain 4% Attack Damage and 4% Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 20% Damage Amp and gain immunity to crowd control.
Upgrades
Titan's Resolve
Radiant Void Staff
Damage from attacks and Abilities 30% Shred the target for the rest of combat. This effect does not stack. Shred: Reduce Magic Resist
Upgrades
Void Staff
Radiant Warmog's Armor
Gain 36% max Health.
Upgrades
Warmog's Armor
Artifacts are special items with stats and an unusual, strong effect. Like radiant items, they aren't built from parts: they come from certain rewards.
Aegis of Dawn
Every 2.5 seconds, steal 3 Armor from enemies nearby and heal some of the holder's Armor. If Aegis of Dusk is also equipped, trigger this item's effect every 1.25 seconds instead. Healing increases based on Stage.
Aegis of Dusk
Every 2.5 seconds, steal 3 Magic Resist from enemies nearby and deal some of the holder's Magic Resist as magic damage. If Aegis of Dawn is also equipped, trigger this item's effect every 1.25 seconds instead. Damage increases based on Stage.
Blighting Jewel
Dealing magic damage reduces the target's Magic Resist by 3. If their Magic Resist is 0, grant the holder 4 Mana instead. Ability damage can only trigger on each enemy once every 0.5 seconds.
Dawncore
Reduce the holder's max Mana by 10. Subsequent spellcasts reduce max Mana by 5%, to a minimum of 15.
Eternal Pact
Combat start: Form a pact with the highest Health allied champion, if they die, gain 10 Mana regen and 35% Ability Power. When the ally uses their ability, gain 10 Mana. Every 6 seconds, shield your ally for 200% of the holder's Ability Power.
Fishbones
The holder's attacks target random enemies.
Flickerblades
Attacks grant 4% stacking Attack Speed. Every 3 attacks also grant 2% Attack Damage and 2% Ability Power.
Forbidden Idol
Shields have 40% of their value converted to max Health instead.
Gambler's Blade
Gold Collector
Attacks and Abilities execute enemies below 12% of their maximum Health. Executions have a 33% chance to drop gold.
Hellfire Hatchet
Attacks deal 3% of the holder's max Health as bonus physical damage. For every 1% missing Health, gain 1.5% Attack Speed.
Horizon Focus
Stunning an enemy causes lightning to strike them, dealing 30% of their max Health as magic damage.
Hullcrusher
Combat Start: If there are no adjacent allies, gain 400 Health, 10% Attack Damage, and 10% Ability Power.
The Indomitable
The holder's Move Speed is drastically reduced. Gain 15% max Health, stun immunity, and pull the current target into melee range.
Infinity Force
Lich Bane
The holder's first attack after each Ability cast deals bonus magic damage. Damage increases based on Stage.
Lightshield Crest
Every 3 seconds, Shields the lowest percent Health ally for 70% of the holder's combined Armor and Magic Resist for 5 seconds. On death grants this shield to all allies.
Luden's Tempest
100% of overkill damage plus 130 is dealt as magic damage to the two enemies nearest to the target.
Manazane
After casting the first time in combat, gain 100 Mana over 5 seconds.
Mittens
Shrinks the holder, granting them increased movement speed and immunity to Slow, Burn, and Wound. Slow: Reduce Attack Speed Burn: Deal 1% of the target's max Health as true damage every second Wound: Reduce healing received by 33%
Mogul's Mail
Rapid Firecannon
Gain +1 Attack Range, increased by 1 whenever the holder kills an enemy.
Seeker's Armguard
Takedowns increase the holder's Armor, Magic Resist, and Ability Power by 20.
Silvermere Dawn
Grants immunity to Stuns and the holder's attacks Stun the target for 0.8 seconds. The holder's Attack Speed is locked at 0.5.
Statikk Shiv
Every so often an attack deals 15 + 35% of the holder's Ability Power as additional magic damage to 6 enemies.
Talisman of Ascension
After 22 seconds gain 100% max Health and 120% Damage Amp for the rest of combat.
Titanic Hydra
Attacks deal 2% of the holder's max Health plus 4% of their Attack Damage as bonus physical damage to the target and adjacent enemies.
Void Gauntlet
Combat start: Store 30% max Health and 2.5% more every second. On death, unleash the stored Health as magic damage split between enemies nearby.
Wit's End
Attacks deal bonus magic damage. Heals the holder for 25% of all magic damage dealt. Damage increases based on Stage.
Zhonya's Paradox
Once per combat at 40% Health, become invulnerable and untargetable for 3 seconds.
A trait switches on when enough different units that share it are on your board. The numbers are how many units it takes: the first switches it on, later ones make it stronger. Two copies of the same unit count once. Pick a trait to pick out its units in the list below.
Innate: Adaptor abilities change depending on if their Attack Damage or Ability Power is higher. Adaptors gain Ability Power or Attack Damage, depending on which is higher.
Akali
Gromp
Kog'Maw
Master Yi
NidaleeThe ally on the Blackthorn hex is sacrificed before combat, granting your champions Health. Blackthorn champions gain additional stats based on the sacrifice's Role, Star Level, and Cost.
Rek'Sai
Veigar
Warwick
Azir
Malphite
LuxAfter combat, your Wisps are empowered. Blossom champions gain Attack Damage, Ability Power, and 10% max Health.
Karma
Yorick
Yunara
Master Yi
Ahri
Sett
Ashe
LuxYour team gains 120 max Health. Brawlers gain more.
Kobuko
Rek'Sai
Alistar
Krug
Sett
GnarGather Essence by killing champions, plus more by losing player combat. Beginning at 40 Essence, choose to convert Essence to rewards or continue gathering Essence. Each reward requires increasing amounts of Essence.
Camille
Caitlyn
Elise
Cassiopeia
Morgana
LuxYour team gains 12 Armor and Magic Resist. Defenders gain more.
Leona
Ornn
Shen
Fiddlesticks
Rammus
LilliaGain placeable Elderwood plants.
Ornn
Xayah
Alistar
LeBlanc
Hecarim
Ezreal
Gnar
Lux
Yunara
Azir
Ezreal
Soraka
KennenYour team's damage, healing, and shielding attracts Pixies. Each Pixie grants Fae champions Attack Damage and Ability Power, and after they fall below 50% Health, they heal for each Pixie.
Rakan
Xayah
Tristana
Lillia
LuxFlora Fatalis champions harvest enemies on takedown, gaining:
Fiddlesticks
SorakaHunters gain Attack Damage. If a Hunter hasn't swapped targets for 3 seconds, they gain 10% Damage Amp.
Cinderling
Caitlyn
Tristana
Sivir
AsheInferno damage Burns and Wounds enemies for 3 seconds. Inferno Burns stack with other Burns.
Akali
Varus
Shen
Amumu
Kennen
LuxYour team gains Mana Regen, increased for Invokers.
Pebbles
Teemo
Kog'Maw
Morgana
SentinelYour team gains Durability. Juggernauts gain more.
Rakan
Yorick
Scuttlecrab
Sejuani
Vi
Amumu
MaokaiLunar champions and adjacent allies gain Attack Speed and Ability Power. Lunar champions gain 100% more.
Diana
Aphelios
Alune
LuxSteps: 2 units bronze, 4 units gold
Choose one of four Primal Blessings.
Vi
Nidalee
Sivir
LuxYour team gains 10% Attack Speed. Rapidfire champions gain more on every attack, up to 10 stacks.
Varus
Xayah
Kayle
Mama Beak
ApheliosRavagers gain 10% Omnivamp. Additionally, Ravagers deal bonus damage, doubled against units below 50% Health.
Akali
Camille
Murkwolf
Warwick
Diana
Brambleback
Cinderling
Pebbles
Gromp
Murkwolf
Scuttlecrab
Krug
Mama Beak
Brambleback
Sentinel
Elder Dragon
Kha'Zix
Rengar
Leona
Kayle
Sejuani
LuxYour team gains 10% Ability Power. Spellweavers gain more, plus extra Ability Power whenever a Spellweaver casts an Ability.
Karma
Veigar
LeBlanc
Cassiopeia
Fiddlesticks
Ahri
AluneGain the Big Furry Friend. Drop a Sprykin on the BFF to pick its Rider.
Kobuko
Veigar
Teemo
Rammus
Tristana
GnarSummoners empower their summons in different ways. Yorick: +30% Health Azir: +20% Damage Mama Beak: +45% Damage Zyra: +4 Plant Attacks
Yorick
Azir
Mama Beak
ZyraAt Combat Start and after dropping below 50% Health, Vanguards gain a max Health Shield for 10 seconds.
Rakan
Elise
Diana
Hecarim
Sentinel
TaricEvery unit by what it costs in the shop, with its traits. Point at a unit (or tab to it) to read its ability. Cheap units show up early and often; costly ones appear as your level goes up.

Akali
Inferno, Adaptor, Ravager
Camille
Coven, Ravager
Cinderling
Riftbeast, Hunter
Karma
Blossom, Spellweaver
Kobuko
Sprykin, Brawler
Leona
Solar, Defender
Ornn
Elderwood, Defender
Pebbles
Riftbeast, Invoker
Rakan
Fae, Juggernaut, Vanguard
Rek'Sai
Blackthorn, Brawler
Varus
Inferno, Rapidfire
Veigar
Blackthorn, Sprykin, Spellweaver
Xayah
Elderwood, Fae, Rapidfire
Yorick
Blossom, Juggernaut, Summoner
Alistar
Elderwood, Brawler
Caitlyn
Coven, Hunter
Elise
Coven, Vanguard
Gromp
Riftbeast, Adaptor
Kayle
Solar, Rapidfire
LeBlanc
Elderwood, Spellweaver
Murkwolf
Riftbeast, Ravager
Scuttlecrab
Riftbeast, Juggernaut
Sejuani
Solar, Juggernaut
Shen
Inferno, Defender
Teemo
Sprykin, Invoker
Warwick
Blackthorn, Ravager
Yunara
Blossom, Executioner
Azir
Blackthorn, Executioner, Summoner
Cassiopeia
Coven, Spellweaver
Diana
Lunar, Ravager, Vanguard
Fiddlesticks
Flora Fatalis, Defender, Spellweaver
Hecarim
Elderwood, Vanguard
Kha'Zix
Rival
Kog'Maw
Caustic, Adaptor, Invoker
Krug
Riftbeast, Brawler
Mama Beak
Riftbeast, Summoner, Rapidfire
Master Yi
Blossom, Adaptor
Rammus
Sprykin, Defender
Rengar
Rival
Tristana
Fae, Sprykin, Hunter
Vi
Primal, Juggernaut
Ahri
Blossom, Spellweaver
Amumu
Inferno, Juggernaut
Aphelios
Lunar, Rapidfire
Brambleback
Riftbeast, Ravager
Ezreal
Elderwood, Executioner
Lillia
Fae, Defender
Malphite
Blackthorn, Monolith
Morgana
Coven, Invoker
Nidalee
Primal, Adaptor
Sentinel
Riftbeast, Vanguard, Invoker
Sett
Blossom, Brawler
Sivir
Primal, Hunter
Soraka
Flora Fatalis, Executioner
Zyra
Thornmaiden, Summoner
Alune
Attuned, Lunar, Spellweaver
Ashe
Blossom, Hunter
Draven
Bounty Seeker
Elder Dragon
Apex Predator, Riftbeast
Gnar
Elderwood, Sprykin, Brawler
Ivern
Greenfather
Kennen
Inferno, Executioner
Lux
Avatar
Maokai
Old Growth, Juggernaut
Taric
Emerald Aspect, VanguardFind your level, then read across to how your game is going. When you're winning a lot, push your levels early so you stay strong and keep the streak going. When you're losing a lot, save your gold, then roll a round earlier than everyone else in stage 4, because you need to win most of those fights to catch up. On a reroll plan, stay at your chosen level until most of your 3-star units are done, and only then level up.
4-2 means stage 4, round 2. These are about when, not exact: it depends on your gold and health.
| Level | Winning a lot | Mixed results | Losing a lot | XP needed |
|---|---|---|---|---|
| 4 | 2-1 | 2-1 or 2-3 | 2-3 | 6 |
| 5 | 2-5 | 2-5 or 3-1 | 2-7 | 10 |
| 6 | 3-1 | 3-2 | 3-2 | 20 |
| 7 | 3-5 | 3-5 or 4-1 | 3-5 | 36 |
| 8 | 4-2 | 4-2 or 4-5 | 4-1 | 56 |
| 9 | 5-2 | 5-2 or 5-5 | 5-2 | 68 |
XP needed is the experience from the level before, for this set. Of the others, level 2 takes 2 (given after the first round), level 3 takes 2 and level 10 takes 68.
Staying at a low level to get cheap units to 3 stars.
A rough guide for set 18, not a rule of the game.
| Unit | 1-star | 2-star | 3-star |
|---|---|---|---|
| 1-cost | 1 gold | 3 gold | 9 gold |
| 2-cost | 2 gold | 5 gold | 17 gold |
| 3-cost | 3 gold | 8 gold | 26 gold |
| 4-cost | 4 gold | 11 gold | 35 gold |
| 5-cost | 5 gold | 14 gold | 44 gold |
A 1-star unit sells for what you paid. An upgraded unit gives back 1 gold less than its copies cost, except 1-cost units, which always give everything back.
From this set's game files. Each level suits one cost best: 2-cost units are most common at level 6 (40%) and 3-cost units are most common at level 7 (40%), which is where reroll plans for them sit; at level 8, 4-cost units fill 30% of the shop, which is why fast 8 plans wait for it before rolling.
| Level | 1-cost | 2-cost | 3-cost | 4-cost | 5-cost |
|---|---|---|---|---|---|
| 1 | 100% | 0% | 0% | 0% | 0% |
| 2 | 100% | 0% | 0% | 0% | 0% |
| 3 | 75% | 25% | 0% | 0% | 0% |
| 4 | 55% | 30% | 15% | 0% | 0% |
| 5 | 45% | 33% | 20% | 2% | 0% |
| 6 | 30% | 40% | 25% | 5% | 0% |
| 7 | 19% | 30% | 40% | 10% | 1% |
| 8 | 15% | 20% | 32% | 30% | 3% |
| 9 | 10% | 17% | 25% | 33% | 15% |
| 10 | 5% | 10% | 20% | 40% | 25% |
| Stage | Base | With 4 units left |
|---|---|---|
| 2 | 2 | 6 |
| 3 | 6 | 10 |
| 4 | 7 | 11 |
| 5 | 10 | 14 |
| 6 | 12 | 16 |
| 7 | 17 | 21 |
| 8+ | 150 | 154 |
A loss costs the stage's base damage plus 1 for each enemy unit still standing, whatever its cost or stars. A fight that runs out of time is a loss for both players. Stage 1 has no fights against other players.
Words you'll hear from other players and in guides, in plain English. Where a lesson teaches the word, its link takes you there.
82 words