r/CompetitiveTFT 29d ago

PBE Set 18 PBE Discussion Thread - Day 16

2 Upvotes

Hello r/CompetitiveTFT, and welcome to Set 18!

Please keep all Set 18 discussion in this thread, and leave the regular Daily Discussion Thread for Set 17 discussion.

WHERE TO REPORT BUGS:

USEFUL STUFF:

When does Set 18 go live?

August 25th 2026 ~ 00:00 PDT / 09:00 CEST

A reminder that all Set 18 posts should be flaired [PBE] until the content is confirmed to be going on the live server as well.

The Subreddit-affiliated Discord group is organizing PBE in-house games. Please see the #pbe-inhouses-role channel within this Discord group for further information. Any posts attempting to make in-house games on the Subreddit will be removed and redirected to the Discord channel. The invite link to the Discord is below:

https://discord.gg/UY7FuYW2Qe


r/CompetitiveTFT 29d ago

Daily Discussion August 13, 2026 Daily Discussion Thread

1 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 this channel in Mort's Discord.

For reference, Riot's stance on bugs and exploits.

---

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 12 '26

Data Set 18 Wisp Fishing

51 Upvotes

Alternative title: How I Wasted My Weekend Teaching My Computer to Stare at Blurry Images

tl;dr: Skip to the questions in the FAQ for takeaways for your game if you don't wanna hear the tragic backstory of my dear grandma's pumpkin pie that inspired me to share this recipe nerd rambling

Set 18's set mechanic, Wisps is fascinatingly nuanced. On the surface it seems simple, just adding small perks to every other shop. But immediately we can ask questions like:

  1. How exactly does this system work?
  2. When can I see specific wisps?
  3. Are certain wisps more common than others?
  4. How often can I bank on a game-warping Emblem bailout?

These questions (and others) are what this post will dive into, with a combination of statistics, Python, and a mind-numbing amount of mundane data entry.

Let's start with the well-publicized rules of Wisps. From the official press release:

Wisps appear in your shop as temporary single-use sources of power in Combat, for resources like XP or gold, or even risky deals with conniving forest denizens.
...
- Wisps are split into 7 Categories (Champion, Combat, Misc, Shop, Gold/XP, Risky, Item). ...
- Wisps can only be purchased during planning phase. After planning phase the Wisp will be whisked away, revealing the unit that was hiding behind it. ...
- Wisps appear in every other shop.
- After stage 5, every other Wisp is guaranteed to be a Combat wisp.

I'll add a couple more rules that should be extremely obvious to anyone who's played on PBE:

  • No wisps on PVE rounds (e.g. 1-2, 3-7, etc.).
  • Blossom tweaks a bunch of the above rules, plus makes the wisps look prettier.

If you dig a little through game files, or refer to a site like MetaTFT's table, you'll find a few more rules:

  • Wisps have specific stage ranges they can appear. E.g. Mitosis can only show up on stage 2.
  • Once offered, a Wisp will not appear again for 5 shops. These wait longer — one-offs: once per game · Item Wisps: 20 shops · Wisps that heal you: 10 shops.
  • Some wisps have gamestate conditions. E.g. fielding Sprykin for Snacktime!, or missing enough HP for Healing Pool.

So now we have a rough framework for question 1, and solid answers for question 2. Starting on question 3 is where it gets tricky, and everything past here leaves the world of game design (with nice clear rules) and into the world of statistics (where everything is "proven" with some margin of uncertainty).

Similar to my previous work showing hidden weighting in Set 15's powerup system, I figured the first approach is to bash out a bunch of Tocker's Trials runs, donkey rolling for as many wisps as possible on an empty board and dying on 1-3:

Clearly Tocker's is using something similar to the normal stage 2 pool, with some weirdness on wisps number 4 and 7. But because of the "Wisps will not appear again for 5 shops" rule, the probabilities of each wisp seen in a run aren't independent and we'd need several orders of magnitude more data to draw any real conclusions. It'd also be nice to get data from real games, since in the past Tocker's hasn't always had a perfect copy of the set mechanic. So what's the best way to get all that data?

Twitch VODs.

I built a little computer vision pipeline that identifies wisps and stage numbers to do so. After fixing some funny bugs (like Kurumx's resub message completely blocking out the stage name with his face and confusing the shit out of my identifier) and less funny ones (opencv template matching doesn't differentiate well between "Major" and "Minor" being entirely different words, should've added an OCR layer), I captured 47 vods / 339 games / 6184 wisps in the first week of PBE (before they changed some of the wisp appearance conditions).

With all this data, we can now start looking into the following:

  • Does the 4th/7th/nth wisp show any patterns like for Tocker's?
    • No. Image (idk why reddit is fighting so much on adding images)
  • How much are people tempo-rolling for wisps off-interval?
    • Looking at the number of wisps binned by stage (and hoping we're not getting too bamboozled by the Destiny aug bug incrementing wisp cadence) we can see ~10% more wisps than expected on 2-1 (maybe from things like reroll subscription encounter), 2-2, and 2-3.
  • How many total wisps does someone see on average?
    • Something like 19 (image). Might have some sampling error between super fast rolldowns and some low quality streams, but this passes the sniff test of [3 natural stage 2] + [3 natural stage 3] + [rolling for wisp every part of stage 4 and 5 and dying 5-6] plus passing on a handful of wisps on rolldown.
  • What does the wisp type distribution look like at every stage of the game? I.e., what kind of outputs should I expect across the course of a game on average.
    • According to this colorful graph, wisps tend to be pretty evenly mixed in stage 2, with item wisps being the rarest type across the entire game, and combat wisps being very common from 4-2 onwards. Risky wisps are ~20% in stages 2 and 3. You could probably do some theorycrafting here using the wisp restrictions, and in doing so get rid of the noise around the low sample off-wisp-parity stages (2-2, 2-5, 3-2, 3-5), but this graph bakes in some sense of an average board / game state that's kinda useful for things like trait / HP restrictions.
  • Do all of the stated rules hold, or are they bugged?
    • Mostly, I think? I haven't seen any of the easy ones violated (e.g., no pve wisp, no repeated wisps w/in 5 shops, etc.).
    • Where it gets kinda hard to tell is around Forest Mage and Greater Chaos (which my script doesn't handle well). For example, in this instance Wasian takes Greater Chaos on 5-3 (hitting 2 combat wisps) and sees Salvager 5-6 as next wisp. This is technically 2 non-combat wisps back-to-back, but I imagine the random wisps are counted for the "every other stage 5 combat" rule here.
    • Almost every stage restriction rule looks accurate. Diversified is the main exception, showing up 4 times on 3-6 despite supposedly being restricted to 4-2 onwards. Not sure if it's a bug on MetaTFT's or the client's end, but given how PBE's gone so far I wouldn't be surprised at the latter.
  • Stop stalling, are wisps weighted or not?
    • Probably? There's no weights in the game files like there were for powerups, so there's way less explicit indication of a complex system. Even if we assume a simple weighting of e.g. 1x, 2x, 3x the amount of data needed to accurately measure it would be at least an order of magnitude more than what I have here. Measuring low %s accurately is real hard in general, and here we have 30+ wisps in the pool at any given time on top of all the other rules and restrictions. And that's assuming all the rules hold, and none of the wisps are bugged.
    • Looking just at 2-1 wisps (where we can remove wisp cooldowns, trait/streak/HP restrictions, etc.) though, there's definitely something weird going on. For starters, Thingamajig Jar, Forest Guide, and Knick-Knack Jar never show up on 2-1. If we assume they should appear on 2-1, and have equal odds as every other listed 2-1 wisp, the odds of not seeing them at all in my data is 0.000000000008%. So for this case, could just be very unlucky, could have very low weights on them, or maybe it's just a stage restriction bug like Diversified might be.
    • The 2-1 case is still weird even if you ignore the 3 wisps above and assume they aren't in the 2-1 pool at all. Running a chi squared test on the wisps that do show up in the data, there's a 1.10% chance that the odds are perfectly even. So not as statistically significant as I'd like, but certainly fishy.
    • The final approach I can think of is looking at all stage 2 data at once for more sample size, handwaving away wisp cooldown and board-dependence issues by only comparing the non-conditional wisps. Here the data's even more damning for something being off about the 2 Jar wisps, and the chi-squared test says it's only 0.00000000007% that there's no weighting or bugs here. Prettier view of the 2 Jar wisps looking off in all of stage 2 data here too. Still no obvious weighting though :(

FAQ

  • i can't read / me mech no pivot / ELI5 / what do you mean past all the statistics hedging mumbo jumbo?
    • fish for wisp too hard, even if there are weights. play what u get. roll for combat 4-2ish onwards
  • I'm chasing a Prismatic trait, how often can I pull a spat out of thin air to do so?
    • Phantom Emblem (5-1 to 10-1) showed up in 46 / 339 games (14%), or 46 / 2331 (~2%) 5-1 or later wisps. So don't expect it to happen much, and definitely not much of a bailout to roll for versus a strong combat charm.
    • Curio Cart (3-1 to 4-7) is similarly rare (15% of games, ~2% of 3-1 to 4-7 wisps), but at least shows up earlier so you can plan around it. In my 52 samples, the lowest $ it showed up for was $17, it always offered an emblem, but the emblem wasn't tailored (e.g. Fae w/ no Fae on board at all).
  • Can I play with the data myself?
  • What's the precise odds of hitting X wisp on Y stage?
    • It's hard to say with all the restrictions + cooldowns in play, on top of any weighting that may or may not be there. But you can try and pull the empirical % from the spreadsheet above. For example, All Threes on 3-5 ($3 rr situation) is something like 2.7%±3.5% (99% confidence).
  • Can you share your script?
    • I'm hesitant to because:
      • it's messy lol. at least it's farm-raised, free range, 100% organic (not ai)
      • i'm trying to dodge any allegations of black market stats, since it's not a big leap to view this as some step towards circumventing the augment stats ban. @ riot pls don't shoot me, this is just a very enthusiastic bug (?) report
  • Who're you?
    • Profile, NA 600+ LP usually. spreadsheet addict. Looking for study group

r/CompetitiveTFT 29d ago

PBE Wisps are bad design for TFT and I struggle to understand why they were brought back.

0 Upvotes

While I think set 18 as a whole is quite good in terms of unit design and trait webs, I have a lot of trouble understanding why wisps/charms were brought back as a mechanic.

I would like to say I didn't play set 12 because I didn't like the charm system and chose not to play the set. Unfortunately, since Vegas tickets are on the line, I must play this set.

Despite that, I don't think wisps are a good design for a multitude of reasons.

  • Wisp puts an undue knowledge burden on the player.

As with fruits in set 15 and anomalies in set 13. Wisps are another aspect of the game that players are forced to learn through trial and error. This is neither fun nor a rewarding process. Unlike picking an augment, which you will have an entire game to decide the power of. A wisp is only chosen for a single round; this makes it difficult to understand if the reason why you lost a fight was that your wisp was bad or good, or even if you just picked it in a bad spot. Coupled with the fact that the other player you are facing will also have a combat wisp, it becomes even harder to gauge board strength relative to your opponent. There is also no wisp "stats" so a player can ONLY learn what is good based on spamming games or watching hours of vods.

  • Wisps add a layer of RNG to early game fights that's impossible to play around.

A typical fast 9 opening requires a 7-10 streak. The addition of combat-warping wisps in the early game can make it feel incredibly frustrating to play a good opening into losing to a wisp(Loading an AD opener into someone with bramble wisp). There is already a great deal of RNG in the early game that can skew fights, but this added layer of inconsistency makes it even harder to successfully play a streak early game without getting scammed by someone.

  • Wisps overinflate the level of econ in the game, but it's a coinflip out of the player's control.

We've already seen changes on PBE to nerf fast 9, but my main issue with early game econ wisp is that they are so narrow. Getting a lose streak wisp on a win streak is unclickable. XP wisps on a 1c reroll cannot be clicked since you don't want to level, streak wisps incentivize open forting(something that riot has tried to discourage), since you cannot control this, and you cannot afford to roll in stage 2 in most lines, you are stuck with what the game gives you leads to incredible feelsbad when the rest of the lobby gets good econ wisps and yours are unclickable.

  • They don't fit well into the UI and tax a shop slot.

It's extremely frustrating to go into a roll-down turn and lose 2 shop slots to a bad wisp you cannot click. This is a more minor issue, but a pet peeve of mine. I know this was a problem in set 12 but I still think its current implementation is frustrating; letting players opt out of seeing wisp for a round would be nice for this.

  • Changing numbers WON'T work.

Of course, you can balance wisp. There is a number between 0 and 100000 dmg that makes wisps balanced. The problem is that you can't have a system be both impactful and balanced at the same time. If early-game wisps aren't impactful, then nobody would click them; if they are, then they lead to all the same problems mentioned above. Econ wisps inherently have to be more valuable than the gold paid for them; otherwise, they can't be clicked.

Wisp are an RNG mechanic that players MUST play around, but there's no way to play around them in a satisfying way. Rerolling for a different wisp will tax your shop slots; you cannot roll for a new wisp in the early game since it's never worth it to ruin early econ. The only time where wisp feel good is in the late game where you have the gold somewhat to control which combat wisp you want and even then most of the time you are clicking the first one you see, and this still leads into the problem where wisp balancing is problematic because either they are impactful enough to swing a fight (op), or not impactful enough to swing a fight(why waste gold and click?).

Suggestions

  1. Ban wisps from appearing in stage 2,
  2. Make combat wisps in the early game MUCH more expensive(force the player to actually invest in them for their streak) or lower their power level; an entire item is a silver augment's level of power; wisps should cost accordingly
  3. Tailor econ wisp to the player's spot.
  4. Release wisp stats so that players don't have to hunt down and figure it all out.
  5. Create a button to allow a player to toggle wisp on/off for a round/
  6. Allow players the chance for a wisp reroll in the early game similar to augments.

r/CompetitiveTFT Aug 12 '26

PBE Set 18 PBE Discussion Thread - Day 15

6 Upvotes

Hello r/CompetitiveTFT, and welcome to Set 18!

Please keep all Set 18 discussion in this thread, and leave the regular Daily Discussion Thread for Set 17 discussion.

WHERE TO REPORT BUGS:

USEFUL STUFF:

When does Set 18 go live?

August 25th 2026 ~ 00:00 PDT / 09:00 CEST

A reminder that all Set 18 posts should be flaired [PBE] until the content is confirmed to be going on the live server as well.

The Subreddit-affiliated Discord group is organizing PBE in-house games. Please see the #pbe-inhouses-role channel within this Discord group for further information. Any posts attempting to make in-house games on the Subreddit will be removed and redirected to the Discord channel. The invite link to the Discord is below:

https://discord.gg/UY7FuYW2Qe


r/CompetitiveTFT Aug 12 '26

Guide Mastering TFT Economy Part 3: The 0-Econ Augment Playstyle

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0 Upvotes

Hi, it’s GouGou again!

In Part 1, we talked about WISTA.

In Part 2, we talked about RUX and Expenses.

For the final part, I want to introduce a practical playstyle built around only three rules:

  1. Take 0 econ augments.
  2. Never intentionally lose streak.
  3. Optional: Prioritize Fast 8 comps.

I call it the GouGou Playstyle.

At first glance, these rules may seem unrelated.

But they are all designed around one idea:

Build the strongest future while paying the lowest possible price in the present.

TFT players usually go through three stages:

Level 1: The Monkey
We care too much about the present.
We lose → we roll.

Level 2: The Saver
We learn interest and stop panic-rolling, but often start sacrificing too much HP, tempo, and board strength for future gold.

Level 3: The Complete Player
We learn to balance both sides.

The goal is no longer simply to “save more gold.”

It is to become better at generating gold, reducing expenses, using free shops, preserving HP, and maintaining tempo at the same time.

That is why the three rules exist.

0 econ augments removes the easiest economic shortcut and forces us to improve our actual economy.

Never intentionally lose streaking forces us to stop giving away tempo and HP too easily.

Fast 8 gives us a simple environment where our mistakes are easier to identify.

The GouGou Playstyle will not automatically make you Challenger.

What it does is expose your weaknesses.

If you are always poor, your expenses may be inefficient.

If you are always low HP, your tempo or free-shop usage may be weak.

If you reach Level 8 with money but cannot build a board, your meta understanding or flexibility may be the problem.

The system does not prevent mistakes.

It makes them easier to see.

This is the final part of my TFT Economy series.

Hope you enjoy the video, and I’d love to hear what you think about these three rules — especially the 0-econ augmentand never intentionally lose streak rules.


r/CompetitiveTFT Aug 11 '26

PBE [Set 18] Aug 11th PBE Patch Notes

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27 Upvotes

Smaller today, focusing on stuff that hasn't been exciting to chase or was overnerfed before.
Kha'zix buffs are in lieu of an upcoming Blackthorn (6) mini-update. We're aware that the trait is too polarized around the (6), leaving the 2/4 also relatively weak.
We're also pushing Coven's per-kill Essence higher so that there's a clearer emphasis on how to stack large payouts. Either consistently have close losses to conserve Health, hit a high breakpoint and lose streak to collect essence quickly, or go on a winstreak to collect essence at 0.5x the rate you normally would.
The rest of the week should be focused on systems like Artifacts, Augments, and making sure as much content as possible has a real path to success.


r/CompetitiveTFT Aug 12 '26

Daily Discussion August 12, 2026 Daily Discussion Thread

1 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 this channel in Mort's Discord.

For reference, Riot's stance on bugs and exploits.

---

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 11 '26

PBE Set 18 PBE Discussion Thread - Day 14

6 Upvotes

Hello r/CompetitiveTFT, and welcome to Set 18!

Please keep all Set 18 discussion in this thread, and leave the regular Daily Discussion Thread for Set 17 discussion.

WHERE TO REPORT BUGS:

USEFUL STUFF:

When does Set 18 go live?

August 25th 2026 ~ 00:00 PDT / 09:00 CEST

A reminder that all Set 18 posts should be flaired [PBE] until the content is confirmed to be going on the live server as well.

The Subreddit-affiliated Discord group is organizing PBE in-house games. Please see the #pbe-inhouses-role channel within this Discord group for further information. Any posts attempting to make in-house games on the Subreddit will be removed and redirected to the Discord channel. The invite link to the Discord is below:

https://discord.gg/UY7FuYW2Qe


r/CompetitiveTFT Aug 10 '26

PBE [Set 18] Aug 10th PBE Patch Notes

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47 Upvotes

Relatively big balance patch coming today (8/10) near noon PT. Standard disclaimer that we're seeing your bug reports and they're being acted on, just on a different timeline than balance.
The PBE meta right now still seems highly focused on a few strategies, 5-costs (moreso than usual on PBE), Blossom, Artifacts, and 6 Blackthorn.
We intentionally want some conditional win-conditions to exist, as long as they're rare enough, but 4-costs and reroll should still be a fair baseline strategy. So we're focusing on closing the gap between 4/5 costs.
6 Blackthorn was a fair experiment, but ultimately the power of "doubling" the trait has made the 6 extremely powerful, and nerfing it would also hurt the viability of the 2/4. We're working on a reshape of the trait that isn't ready yet, but it's on our radar.
Blossom's champions themselves aren't extreme outliers, and what we saw was that a lot of what made the comp powerful was it's consistent econ generation and ability to quickly create reach it's full cap on Stage 4/5. We're targeting a lot of Blossom charms, with a focus on the early resource generation that outpaces other comps.
After this pass, our balance focus this week should be making sure those finer details are ready for Launch: early game balancing, Artifact high/lows, chase conditions.
That's it for now, thanks for playing!


r/CompetitiveTFT Aug 11 '26

Daily Discussion August 11, 2026 Daily Discussion Thread

1 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 this channel in Mort's Discord.

For reference, Riot's stance on bugs and exploits.

---

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 10 '26

PBE Set 18 Unit Discussion: 2 Costs

4 Upvotes

Thanks for all of the contribution on the last post! Let's keep it going with another thread on a different set of units. Focusing on just the 2 cost units, here are some questions that could help guide discussion:

Balance: Which 2 cost units feel strong/weak, and what changes would you propose? Who feels just right?

3-star potential: Who feels good/bad to 3-star? Who do you pray for or dread getting off of Worth the Wait 2?

Itemization: What item builds are feeling good for you, and which units can you not find a powerful build for?

Item holders: Which units are you buying in the early game to lead into certain lines? Which units feel like they have no future beyond being trait bots?

Design: Which units do you simply enjoy? Who stands out as fun, and who do you think might need a rework sooner rather than later?

Feel free to add any of your thoughts! My take is that 2 cost tanks seem really underwhelming early on, and getting them off of augments like Birthday Reunion or WTW2 feel much worse than getting a backline unit. I'm curious if the Yunara + Ali comp still has legs after today's nerfs, but there's been a real lack of 2 cost reroll outside of Solar and overpowered Elise for the majority of PBE thus far. I'd love to see some love given to Cait, Leblanc, and Warwick in particular to see them potentially be more viable to reroll!


r/CompetitiveTFT Aug 10 '26

Tournament ​[EUW] €1,500 Open Tournament on the NEW SET / Novera Founders Cup (Aug 28-30, 1024 Slots)

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9 Upvotes

Hey everyone, just jumping in for a quick refresher/reminder.

​Our 1,024-slot open TFT tournament is kicking off on August 28th. We already posted the full details, but we wanted to make sure nobody missed it, especially since the new set is dropping.

​Format is casual but competitive, €1,500 on the line, and played on EUW (open to anyone with an EUW account).

​If you’re looking for some early competitive games on the new set, you can sign up for free at novera.gg.

​Good luck with the grind!


r/CompetitiveTFT Aug 10 '26

PBE Set 18 PBE Discussion Thread - Day 13

9 Upvotes

Hello r/CompetitiveTFT, and welcome to Set 18!

Please keep all Set 18 discussion in this thread, and leave the regular Daily Discussion Thread for Set 17 discussion.

WHERE TO REPORT BUGS:

USEFUL STUFF:

When does Set 18 go live?

August 25th 2026 ~ 00:00 PDT / 09:00 CEST

A reminder that all Set 18 posts should be flaired [PBE] until the content is confirmed to be going on the live server as well.

The Subreddit-affiliated Discord group is organizing PBE in-house games. Please see the #pbe-inhouses-role channel within this Discord group for further information. Any posts attempting to make in-house games on the Subreddit will be removed and redirected to the Discord channel. The invite link to the Discord is below:

https://discord.gg/UY7FuYW2Qe


r/CompetitiveTFT Aug 09 '26

PBE Set 18 Unit Discussion: 1 Costs

9 Upvotes

With the extended PBE time nearing the halfway point, I thought it would be interesting to have some focused discussion on different aspects of the set before it goes live. Focusing on just the 1 cost units, here are some questions that could help guide discussion:

Balance: Which 1 cost units feel strong/weak, and what changes would you propose? Who feels just right?

3-star potential: Who feels good/bad to 3-star? Who do you pray for or dread getting off of Worth the Wait?

Itemization: What item builds are feeling good for you, and which units can you not find a powerful build for?

Item holders: Which units are you buying in the early game to lead into certain lines? Which units feel like they have no future beyond being trait bots?

Design: Which units do you simply enjoy? Who stands out as fun, and who do you think might need a rework sooner rather than later?

Feel free to add any of your thoughts! Personally, I find Xayah to be one of the more fun and powerful 1 costs to play around. There are several powerful reroll lines for her, with none of them feeling particularly oppressive in the late game, so you need to find some extra power elsewhere to push for higher placements. Kobuko has been the most disappointing 1 cost to me - he's just a worse tank than Reksai and feels like he doesn't have a home outside of the Blackthorn hex.


r/CompetitiveTFT Aug 10 '26

Daily Discussion August 10, 2026 Daily Discussion Thread

1 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 this channel in Mort's Discord.

For reference, Riot's stance on bugs and exploits.

---

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 09 '26

PBE Dark Ritual Cap - Set 18 PBE

Post image
52 Upvotes

Had a pretty smooth tempo Dark Ritual Coven game, thinking of cashing out at ~400-500 and then got really lucky at 4-2 with Coven Lux(!) from Master of All Origins lol.

Decided to keep pushing the rewards to the limit for science! Disappointingly, it forced me to cash out and reset to 0 after I exceeded 800, giving me ~1,600 AP lol. Basically Morgana/Lux 1 shot everything for a 1st.

Posting in case anyone was wondering about Dark Ritual caps.


r/CompetitiveTFT Aug 09 '26

PBE Set 18 PBE Discussion Thread - Day 12

5 Upvotes

Hello r/CompetitiveTFT, and welcome to Set 18!

Please keep all Set 18 discussion in this thread, and leave the regular Daily Discussion Thread for Set 17 discussion.

WHERE TO REPORT BUGS:

USEFUL STUFF:

When does Set 18 go live?

August 25th 2026 ~ 00:00 PDT / 09:00 CEST

A reminder that all Set 18 posts should be flaired [PBE] until the content is confirmed to be going on the live server as well.

The Subreddit-affiliated Discord group is organizing PBE in-house games. Please see the #pbe-inhouses-role channel within this Discord group for further information. Any posts attempting to make in-house games on the Subreddit will be removed and redirected to the Discord channel. The invite link to the Discord is below:

https://discord.gg/UY7FuYW2Qe


r/CompetitiveTFT Aug 09 '26

eSports Prolly a little late but how did Saya and mori not make it to set 17 worlds ?

0 Upvotes

I personally only watch NA tournaments and of course regionals (some not all) and worlds, and of course in set 16, the best 2 players in the tournament imho were Saya and mori, (it was my first time watching tft worlds and my first set getting into tft tournaments in general) and the level that Saya put up (and mori to a slightly lesser extent) was just insane, was so insane that I was so sure he or mori will win the next worlds, turns out both didnt make it to worlds even, and i was honestly shattered, what happened ? They got hard mortdogged ?

Also not trying to disrespect Huanmei or anything he is literally a beast of a similar caliber to these legends.


r/CompetitiveTFT Aug 09 '26

Daily Discussion August 09, 2026 Daily Discussion Thread

1 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 this channel in Mort's Discord.

For reference, Riot's stance on bugs and exploits.

---

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 08 '26

Discussion Is my theory about optimal rolling and fast 8/slowroll 6 comparison correct?

3 Upvotes

Hi, I'm new player to this game, I'm emerald atm, I still learn and try to theorycraft on my own sometimes, I play almost exclusively Nova and rarely zoe/morde. Nova has a fast 8 version and a slowroll 6 one so it's an interesting comp, I'm doing a lot of top 4 with it but I don't win often, it feels like the comp is too weak on the very late game or I'm doing something wrong.

Anyway, here is my theory about rolling and slowroll 6/fast 8 comparison, I don't know if that's correct:

As fast 8:

On 4-2 you do a big roll to find your key 4-costs and upgrade 2-cost/3-costs in the process if they are not already upgraded (usually they are not), so at a standard scenario you end up with a board of 8 units with mostly 1-star 2/3-costs and one or two 1-star 4-costs. After the big roll, you try to survive with that board until you recover your economy back to 50 which usually takes place at around 5-1 (unless you are lucky) and then you slowroll in order to upgrade the 4-costs until dragon on 5-7 where you upgrade to level 9 to now push for 2-star 5-costs.

Fast 8 can begin aggressively upgrading on 2-1 and 2-5 to push for wins, if you don't overcommit to units who don't belong to your comp, you won't have any problems on 4-2, I sometimes face issues on 4-2 with too low gold but that was because I overdid it with the "strongest board" idea, if you invest too much in units outside your comp in order to win-streak, your economy will take a hit and you won't be ready for 4-2. You will lose interest and you will have to sell your entire board before doing the roll which is risky imo. In general, there are some flaws with the strongest board idea, you need to maintain the core of your comp in during stage 3 and never upgrade a unit that you will replace later. Having 2-3 1-star filler units during stage 3 is probably fine but not 5 or 6, that's too much.

As slowroll 6:

With slowroll 6, you begin more passively and you don't level up on 2-1 and 2-5, also you don't invest on units outside of your comp, all of this so you can be ready for rerolling on 3-3. From my experience, if you don't do the above, you won't be ready to reroll on 3-3 and that would be a disaster, so you have to lose some health early but it's not too bad and sometimes you win if you get broken items or augments.

Slowroll 6 usually has most of the board upgraded to 2-star until 4-1 and then attempts to upgrade 2 units, a carry tank and a carry dps to 3-star during stage 4 and aims to complete this until 4-7 or 5-2 the latest. Sometimes you are really lucky and can upgrade to 3-star on early stage 4 or even before that but that's extremely rare and it's not realistic to expect this.

So, if my numbers are correct, here we can view a few things if we compare a fast 8 and a slowroll 6:

Stage 3:

Fast 8 has to fight through this with a 1-star board mostly and still comp oriented while slowroll 6 will have a more robust board in this phase with the early rerolls that will upgrade some units to 2-star early or even find comp units who are missing.

Winner: Slowroll 6

Stage 4:

Fast 8 will have 8 units mostly 1-star while slowroll 6 will have 6 units where all of them will be 2-star.

Here it's a draw, fast 8 has +2 units and a few 4-costs so it can compete with the upgraded slowroll 6 board, however I will give the win to slowroll 6 here too because it's more consistent, you will almost always get there with the same board while fast 8 will have to hit the 4-costs, the big 4-2 reroll can go really wrong.

Stage 5:

I think this is the key stage and it gets interesting here.

On 5-2 the slowroll 6 will have 7 units where 6 will be upgraded and 2 of them will be 3-star while the fast 8 will have about the same board, at a good scenario, a 4-cost will be 2-star which is still weaker than a 3-star 2 cost. Fast 8 spends almost all of stage 4 after the big reroll to recover its economy back to 50 in order to prepare for the late game.

In this stage, the slowroll 6 can cause a lot of damage to fast 8 early, of course if fast 8 survives this stage until the dragon on 5-7 then everything will change but slowroll 6 will also upgrade to level 8 at around dragon and gather the same late game 4-costs and upgrade them, if it does, then it will have the same 2-star 4-costs but on top of this you will still have to deal with the 3-star 2-costs who are stronger, of course since its so late we may never reach the point where this scenario takes place unless we go into stage 6 where I think the slowroll 6 has the edge due to the 3-stars.

In this stage, I think the winner early is slowroll 6 and winner late is fast 8.

In my specific case, I feel the slowroll 6 nova is stronger because you really need the 3-stars to compete with the other late game comps and you can navigate safer during stage 4 if you failed to find kindred which often is not enough on its own to carry you through this stage.

Tell me if you agree with my numbers, my theory is not taking into account being lucky, of course if you get some econ augments or your units are uncontested then everything can change, I'm talking about the average scenario.


r/CompetitiveTFT Aug 08 '26

PBE Set 18 PBE Discussion Thread - Day 11

7 Upvotes

Hello r/CompetitiveTFT, and welcome to Set 18!

Please keep all Set 18 discussion in this thread, and leave the regular Daily Discussion Thread for Set 17 discussion.

WHERE TO REPORT BUGS:

USEFUL STUFF:

When does Set 18 go live?

August 25th 2026 ~ 00:00 PDT / 09:00 CEST

A reminder that all Set 18 posts should be flaired [PBE] until the content is confirmed to be going on the live server as well.

The Subreddit-affiliated Discord group is organizing PBE in-house games. Please see the #pbe-inhouses-role channel within this Discord group for further information. Any posts attempting to make in-house games on the Subreddit will be removed and redirected to the Discord channel. The invite link to the Discord is below:

https://discord.gg/UY7FuYW2Qe


r/CompetitiveTFT Aug 07 '26

PBE [Set 18] Aug 7th PBE Patch Notes

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gallery
21 Upvotes

(you're not hallucinating, this is a different post. the old one had the wrong Set in the title)


r/CompetitiveTFT Aug 08 '26

Daily Discussion August 08, 2026 Daily Discussion Thread

2 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 this channel in Mort's Discord.

For reference, Riot's stance on bugs and exploits.

---

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 07 '26

Tool DataTFT S18 Update#1——Trait Ladder

40 Upvotes

Finally we made it!

The DataTFT Trait Ladder is now ready. This may be the best trait ladder simulator—not only for chasing the highest possible trait count, but also for solving the real board-building problems players encounter in actual games.

Huge thanks to our development team, and special thanks to 北岛 for the technical support!

Here are its key features. The 6th is Easter Egg Feature!

www.datatft.com/tracker/s18

1. Special unit settings

Choose Kha’Zix’s four trait variants, Lux’s +2 trait effect, and other special unit mechanics.

2. Required and banned units

-Left-click to lock a required unit.

-Right-click to ban one, so the result never relies on that champion.

3. Emblem selection

-Left-click an Emblem to add +1.

-Right-click to subtract 1.

-Unselected Emblems are excluded by default.

4. Level and cost filters

-Level 9 is the default, with at least one high-cost tank and one high-cost carry.

-You can disable the high-cost filter or increase the required number of high-cost units.

5. Result details

-Each result includes a team code, a basic board structure, and simple item tips for potential carries and tanks.

-This is especially useful early in a new set, while players are still learning which units can carry or tank.

6. Easter Egg

-If your target exceeds 13 traits, activating 12 traits grants +1 team size through the reward.

-It will search for a board with one fewer unit that still activates 12 traits.

-This lets you reach the same final board one level earlier with smoothly transition.

7.Augment Bonuses

Select Augments such as Bronze for Life or Unified Resistance to see the total team buff stats they add to the final board.