TFT Patch 18.4b Comp Guide: Reroll Lines, Leveling Comps, and When to Pivot
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TFT Patch 18.4b Comp Guide: Reroll Lines, Leveling Comps, and When to Pivot

KUKJIN LEE·October 19, 2026

For Patch 18.4b, start by considering the 3-cost reroll lines built around Azir and Kha’Zix. With the right early copies and items, rolling can finish your board; with stronger economy or contested core units, you can instead work toward Riftbeast or a high-cost Draven board.

The comp name matters less than when your current resources can produce a power spike. Even a good comp struggles if its units arrive late or its items do not fit. Conversely, a well-matched Emblem or Artifact can give a conditional line a much higher ceiling.

Reroll comps refresh the shop to chase specific 3-stars. Leveling comps invest in XP to access higher-cost units. Playing for a top four means securing a positive placement rather than maximizing first-place potential. Use these conditions to narrow your opening plan.

Opening SignalLine to ConsiderMain Upgrade Plan
Early Azir and plenty of Rod componentsRammus–AzirLevel 7 reroll for 3-star carry and tank
Early Kha’Zix and usable AP itemsElderwood Kha’ZixScale Kha’Zix and chase Hecarim 3
Natural Riftbeast units and strong economyRiftbeastBuild trait breakpoints and find Elder Dragon
Win streak and economy Augments support fast levelingHigh-cost Draven boardUpgrade high-cost carries and tanks together
Kayle copies plus a Lunar EmblemEclipse KayleLevel 6 reroll with frontline investment
Veigar and Ornn copies plus mana/AP itemsVeigar–OrnnLow-cost 3-stars backed by a stable frontline
Dark Ritual and early Elise copiesElise–CassiopeiaLevel 6 reroll for the core 3-stars

Azir and Kha’Zix: The Main Reroll Lines

A gold staff and purple star gems illustrating Azir and Kha’Zix reroll scaling

Rammus–Azir Needs Both AP Components and a Frontline

Rammus–Azir lets Azir build damage while the frontline stalls. An early Azir and multiple Needlessly Large Rods make the line easier to enter. Consider Guinsoo’s Rageblade, Rabadon’s Deathcap, and Hextech Gunblade for a mix of attack speed, AP, and healing.

Do not bleed early HP waiting for all three perfect items. Slam a useful item you can make now, then use a later carousel to fill the component gap.

The main level 7 targets are Azir 3 and Rammus 3. Collecting only the carry can leave him without time to attack. Track both units’ copy counts as you roll.

Check your Blackthorn sacrifice too. Its role, cost, and star level determine the stats you receive, so a random unit may not support the plan. If the variant also collects Teemo, chase his 3-star only when it does not delay the two main upgrades.

The strongest entry signals are early Azir, AP components, and reroll support. If several players share your carry, keep an AP leveling line available that can reuse the items.

Elderwood Kha’Zix Rewards an Early Start

Finding Kha’Zix early gives you time to scale him. Rather than pivoting late because you like the final board, use the early hit to plan items and traits.

Look for AP and damage amplification, with options such as Rabadon’s Deathcap and Hand of Justice. Edge of Night is worth considering when survival is the problem. Balance damage and protection around the items you have already made and the opponents you face.

At level 7, prioritize Kha’Zix 3 and Hecarim 3. Forcing Diana and Fiddlesticks 3 as well can exhaust both gold and bench space. Add secondary targets when you naturally have enough copies.

Position to give Kha’Zix a path into the enemy backline. Check whether tanks block that route and which side Hecarim will hold. Instead of memorizing left or right, watch where Kha’Zix actually moves after combat begins.

Other players rerolling different 3-costs do not guarantee your own 3-star. First scout for direct overlap. The presence of several same-cost comps is not enough reason to roll without limits.

Riftbeast and Draven: Building a Higher Late-Game Ceiling

A dragon, gold, and rising steps illustrating Riftbeast and Draven leveling plans

Riftbeast Must Preserve Enough HP to Reach Elder Dragon

With natural Riftbeast copies, you can increase the trait in stages and aim to add Elder Dragon late. Gold and XP Augments can be valuable because the cap needs levels and purchases.

That does not mean going straight to level 9 every game. If 7 Riftbeast still loses heavily and the frontline collapses, roll at 7 or 8 to strengthen the board. Saved gold does nothing if you die before finding Elder Dragon.

Do not automatically put the Alpha Mark on the most expensive unit. Sentinel’s Alpha effect can help the team regenerate mana and cast reliably, but not if Sentinel dies immediately. Consider splitting incoming attacks across multiple frontline units.

If Pebbles or Gromp upgrades first, use that unit to hold the midgame. Rather than developing every Riftbeast equally, itemize the units that actually win your fights. When low on HP, upgraded carries and 2-star frontline may be your top-four plan; add Elder Dragon when the game gives you room.

A Draven Cap Needs Upgraded Tanks as Well as a Carry

A high-cost Draven board uses economy to level and assemble expensive units. A healthy win streak or gold/XP Augments make that easier. Let an effective midgame unit hold AD items before transferring them to Draven.

The key is not simply finding one Draven; it is giving your high-cost units complementary jobs. Good backline items cannot compensate for an entirely 1-star frontline. Maokai, Taric, and the supporting units help the board realize its late-game strength.

Taric’s link changes how you use his shield. Protect the main carry when enemy backline access is the threat; if the frontline must hold first, consider a link that triggers the shield in time to matter.

If you are low on HP and missing key upgrades at level 8, improve the current board before saving blindly for 9. The ability to survive the next few rounds is part of the cost of reaching your cap.

Let Your Items Determine the Carry in a Leveling Comp

Aphelios–Nidalee, Elderwood Ezreal, and Soraka boards are possible pivots. AD and melee carry items point toward Aphelios or Nidalee, while AP-heavy drops can support Soraka and other magic carries.

Invoker Morgana–Ahri is another conditional option when Emblems, mana support, and positioning fit. Swapping a carry name is not enough: check frontline duration and cleanup damage. A pivot reallocates the items and units you already own.

Conditional Reroll Lines: Follow the Emblem or Item Setup

Lunar and Solar Emblems with magic items illustrating conditional reroll routes

Kayle Wants the Lunar Emblem and a Real Frontline

Eclipse Kayle can roll at level 6 for Kayle and Sejuani. A Lunar Emblem makes the trait setup more flexible. Build attack speed and sustained damage for Kayle, with defensive items that let Sejuani buy her time.

You may also collect Leona and Varus, but if those 3-stars are far away, leveling after the main hits may be better. Bench pairs are not obligations. Compare the cost of waiting for another 3-star with the gain from the next trait breakpoint.

An opener rich in Xayah and Ornn can support another reroll route: finish low-cost units first, then pass items toward Kayle. Multiple 3-star targets require enough natural copies and reroll support.

Veigar–Ornn: The Frontline Enables the Damage

Consider low-cost reroll when Veigar and Ornn arrive naturally and you can make mana/AP items such as Blue Buff and Jeweled Gauntlet. After making useful Veigar damage items, invest in the units keeping him alive.

Playing Ornn does not mean every tank item must go to him immediately. A tougher 2-star tank can preserve HP now. His Artifact plan is separate from the immediate need for a frontline that survives.

Track HP losses while waiting for 3-stars. Being one copy away and being heavily contested call for different spending decisions.

Elise–Cassiopeia Requires Dark Ritual

Treat Elise–Cassiopeia as a conditional Dark Ritual comp. The Augment is central to the setup, so do not evaluate it as an ordinary Elise board.

Roll at 6 for Elise 3 while collecting Cassiopeia. Elise can use a sustained-fight setup such as Gargoyle Stoneplate, Guinsoo’s Rageblade, and Titan’s Resolve; Cassiopeia can use Spear of Shojin with AP and healing options.

Before waiting longer for a Coven cashout, check remaining HP. A larger reward is irrelevant if the next loss kills you. After cashing out, improve frontline and keep the main carry attacking through the fight.

Master Yi and Cassiopeia Need Clear Enabling Conditions

Consider Master Yi with a Brawler Emblem or an Artifact suited to a melee carry. At 7, collect Yi, Vi, and Rengar, while an earlier upgraded melee unit uses the items. Do not lose all your HP waiting for Yi to come online.

Cassiopeia with Rammus and Fiddlesticks is worth considering with a Defender Emblem or frontline-supporting Augments. Three carry items do not fix tanks that die immediately. Allocate later components to Fiddlesticks and Rammus too.

Akali–Camille reroll is another option when early copies and items line up. A few routes you can recognize and enter with good conditions are more useful than memorizing every comp.

Reroll Timing and Positioning Decide the Top Four

A hex-grid board illustrating reroll timing and frontline-backline positioning

Choose the Rolling Level Around Your Target’s Cost

Core Unit CostUsual Rolling LevelCheck First
1-costPrimarily level 5Early copies and direct contesting
2-costPrimarily level 6Can you upgrade carry and tank together?
3-costPrimarily level 7How close are the core 3-stars?
4-cost and abovePrimarily level 8 or higherEnough gold to find both carry and 2-star frontline

These are starting points. HP and current copies determine when to begin or stop rolling. A 3-cost comp does not require spending everything as soon as you reach 7; a 4-cost comp does not require staying weak all the way to 8.

Keep interest and slow roll when safe. Spend for strength when the next loss would be critical. Define what your gold needs to change rather than treating 50 gold as the objective.

Decide Whether to Finish the 3-Star Using Copies and HP

Two level 7 reroll games can look very different: one copy from a 3-star is not the same as having fewer than half the required copies. Before rolling, check:

  • How many copies are missing from the main carry and tank?
  • Is another player collecting the same core units?
  • How many losses can this board survive?
  • Would leveling add a stronger unit or important trait?

If both core units are far away and HP is low, reduce secondary 3-star ambitions. If a key hit is close and would transform the board, concentrating gold on rerolls can make sense. Use a concrete upgrade target rather than a fixed spending amount.

Position Around the Jobs of Your Tanks and Carries

Start with the enemy carry’s position. Kha’Zix and Master Yi need an entry path; Azir needs protection that buys attack time.

Check whether stacking tanks on one side exposes the other, or one area spell can hit your whole backline. Sentinel’s cast direction matters, as do Taric’s link target and shield coverage.

Before abandoning the comp, ask whether moving one or two hexes solves the problem. Watch when the carry dies and which unit stops them, not just whether you won the fight.

Should I Force the Highest-Ranked Comp Every Game?

Even a highly recommended comp is hard to complete with the wrong opener and items. Consider Azir or Kha’Zix first for this patch snapshot, but keep leveling and conditional reroll options when you are directly contested or poorly itemized.

Can I Leave Tank Items Until After the Carry Is Finished?

If frontline disappears too quickly, carry items cannot deliver their value. Once the carry has effective items, prioritize a 2-star tank and defensive equipment alongside further damage upgrades.

Does Strong Economy Mean I Can Go Straight for a Late-Game Comp?

Check HP and board strength as well as gold. A late-game plan is stronger when you can still afford rolls after leveling. If the board is weak, spend partway through to preserve the HP needed to get there.

Choosing a TFT comp means creating a power spike with the resources offered, not protecting your first plan at all costs. Finish a reroll board when copies flow, extend toward a cap when economy supports it, and use Emblems or Artifacts when they open a real route. Knowing why you chose a line makes the next pivot easier.

Regional and version notes

This article preserves the 18.4b comp-selection snapshot. Patch 18.5 is a later balance pass, so these suggestions do not establish current North American win rates or best builds. Some illustrations are retained from the Korean edition and may include Korean labels. Use the English article text for instructions.

Localization sources checked October 22, 2026 (Korea time):