Patch 18.5bLast updated TFTIQ · 2026-10-27

Economy strategies

Every comp spends gold differently. These are the eight lines we track for Set 18, with the round-by-round plan and the comps that play each one.

1-Cost Reroll

4 comps

Round by round

  1. 2-1Do not spend gold on leveling this stage. If you have 2-stars and a good item, you can consider playing to win some rounds. Otherwise lose streak is common for stage 2.
  2. 3-1Roll to 33 gold, buying any unit that will be part of the level 4 or 5 board. You can also buy units that will be part of the level 6+ board, but you can sell those if your bench fills and you need to buy other units. Rolling to 33 gold is advisable because it allows you to save back up to 50g by 3-5.
  3. 3-2Do not level if you haven't hit your 3-star 1-costs yet. If you have your 3-stars, you generally should still stay level 5 if you can win or if leveling to 6 would put you below 20g. Try to get above 40g this round.
  4. 3-3Ideally above 50g, level 5 at this point or level 6 with 3-stars.
  5. 3-5If you haven't hit your 3-stars yet, roll to ~52g each turn. You don't want to roll to perfect 50g as any units you buy in shop will put you below 50g. If you have 8+ copies of an itemized 1-cost, you can roll to 40g or 30g every round instead. Level to 6 once you hit your 3-stars.
  6. 4-1If you haven't hit your 3-stars yet, you must roll until you hit them. You should level to 6 after hitting. In some rare games, you will miss or spend so much gold you can never catch up. These games will usually result in bottom 4 placements.
  7. 4-2Level to 7 if you can stay above ~20g. Otherwise stay level 6.
  8. 4-5Level to 7.
  9. 5-1Level to 8 if you are in bottom half of lobby HP and are losing rounds. If you are higher HP and feel stable, you can wait until next turn.
  10. 5-2+Level to 8 if you haven't already. Roll for any remaining units necessary for the comp. If stable, you can try to go 9. Most games you will end on level 8.
  11. 6-1+Level to 9 whenever possible. This is rare, but can happen in the games you have a chance of winning.

2-Cost Reroll

8 comps

Round by round

  1. 2-1Level to 4 if you have upgrades and a good item to place on one of those upgrades.
  2. 2-5Level to 5, unless on 3 loss streak.
  3. 3-2Level to 6. Roll until stable. "Stable" changes depending on rank, items, augments, composition, and patch, but generally it involves 2-starring your desired 2-cost carry and a tank with items. Major divergence between elos: The lower your elo, the less upgrades you need to be "stable" and thus lower elo players should generally roll less than high elo players on 3-2.
  4. 3-3After your 3-2 rolldown, you should attempt to rebuild your economy to 50g.
  5. 3-5Once you reach 50g (it might be later than 3-5), start slow rolling down to ~52g each turn. Try to avoid rolling to exactly 50g as any unit you want to buy in shop will put you below 50g.
  6. 4-1If you are high HP relative to the lobby, continue slow rolling to 52g each turn. If you are lower HP, you should roll to hit your first 2-cost 3 star on 4-1 or 4-2. If you have to roll below 30g, your placement is usually capped at 3rd or 4th.
  7. 4-5If you are still high HP (70+), you can continue to slow roll. Otherwise, in the majority of cases, you should roll deep for your 3-stars here. If your HP is low, you can even go to 0 gold looking for your 3-stars. If you have your 3-stars and can afford to level to 7 with 10g+, do so.
  8. 5-1Level to 7 if you haven't already.
  9. 5-2+Level to 8 as soon as possible. This may not happen until 5-5 or in some games, stage 6.
  10. 6-1+Level to 9 whenever possible. This is rare, but can happen in the games you have a chance of winning.

3-Cost Reroll

12 comps

Round by round

  1. 2-1Level to 4 if strong.
  2. 2-5Level to 5, unless on 3 loss streak.
  3. 3-2Level to 6, unless it places you below 30g.
  4. 3-5Stay level 6, unless you can stay above 50g on 7 or you are below 40 HP and can stay above 30g on 7.
  5. 4-1Level to 7, roll until board mostly upgraded. Never go below 10g even if missing tank or carry.
  6. 4-2Build up to 50g, slow roll to 50g until 5-1.
  7. 4-5If below ~25 HP, sometimes you must roll until you hit here. Not ideal.
  8. 5-1Roll until you hit 3-star carry and tank. Can go to 0g. Only greed gold if you are above ~60 HP.
  9. 5-2If you hit, you can level to 8. Otherwise stay 7. Holds true for every round for the rest of the game.

Fast 8

27 comps

Round by round

  1. 2-1Level to 4 if you have upgrades and a good item to place on one of those upgrades.
  2. 2-5Level to 5, unless on 3 loss streak.
  3. 3-1Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
  4. 3-2Level to 6, unless you would go below 30g. If you have to stay level 5 due to low gold (rare), then level to 6 on 3-5.
  5. 3-5Level to 7 if you can stay above 30g, otherwise stay level 6.
  6. 4-1Level to 7.
  7. 4-2Level to 8. Roll for desired comp until stable. "Stable" changes depending on rank, items, augments, composition, and patch. Melee carries and tanks get the biggest spike for 2-stars. Usually stable involves 2-star tank or carry and some other supporting 2-stars. Try not to roll below 10g.
  8. 4-5If you are weak (e.g., have no 2-star 4-costs), consider rolling again to 10g here. If you are stable, save gold to go 9.
  9. 5-1If you are low HP and haven't 2-starred your carry and tank, roll to 0g. If you have medium to high HP with an upgraded + itemized 4-cost unit and some other upgrades, save gold to go 9.
  10. 5-2If high HP, consider waiting until 5-5 to go level 9. If medium HP, consider going level 9 if you can roll 20g or wait until 5-5. If low HP and can afford to go 9, do so even if you have almost no gold to roll on 9. If you can't afford to go 9 this game, roll every turn for upgrades.
  11. 5-5+Level to 9 if possible. From this point onward, look to level to 9. Acknowledge games where level 9 is not possible and roll every turn on 8 to preserve placements.
  12. 6-2+For max cap games, you can either roll on 9 or level to 10. If you are itemizing a 5-cost carry and it is 1-starred, roll on 9. If you have all your main itemized units upgraded, level to 10.

Fast 9

4 comps

Round by round

  1. NoteWithout econ augment, fast 9 is almost impossible without win-streak.
  2. 2-1Level to 4 if you have upgrades and a good item to place on one of those upgrades.
  3. 2-5Level to 5, unless on 3-loss streak.
  4. 3-1Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
  5. 3-2Level to 6, unless you would go below 30g. If you have to stay level 5 due to low gold (rare), then level to 6 on 3-5.
  6. 3-5Level to 7 if you can stay above 30g, otherwise stay level 6.
  7. 4-1Level to 7, or 8 if you can stay above 30g.
  8. 4-2Level to 8. Main difference from Fast 8 is how much you roll on 8. Ideally you are high HP and don't need to roll at all. Otherwise, roll for acceptable board and accumulate gold afterward.
  9. 4-5Level to 9 if you are rich enough to roll 40g+. Generally only possible with economy augment or encounter.
  10. 5-1Level to 9 if you can roll 40g+ or if low HP.
  11. 5-2Level to 9 and roll for important 5-costs. For the remainder of game, roll until you hit your 2 star itemized units. Can consider level 10 after hitting.

1 & 2-Cost Reroll

3 comps

Round by round

  1. NoteThis is an uncommon econ strategy. Sometimes there are zero comps in the meta that use it.
  2. 2-1Do not spend gold on leveling this stage. If you have 2-stars and a good item, you can consider playing to win some rounds. Otherwise lose streak is common for stage 2.
  3. 3-1Unlike 1-cost reroll, stay above 50g for entirety of stage 3. Slow roll to ~52g for the remainder of the stage, buying all necessary 1-costs and 2-costs.
  4. 4-1If you haven't hit your 3-stars yet, you must roll until you hit them. Level to 6 after hitting. You should be close to having a 2-cost 3-star unit as well. In some cases, you can level to 6 before hitting all 1-costs if you have many copies of your 1-costs, but not many of your 2-cost.
  5. 4-2Level to 6 if you haven't.
  6. 4-5Level to 7 if you can stay above 20g, otherwise stay level 6.
  7. 5-1Level to 7 if you haven't.
  8. 5-2Level to 8. Most likely end the game on 8, so roll for remaining important units. If far ahead, can save and try to go 9 in stage 6.

1 & 3-Cost Reroll

0 comps

Round by round

  1. NoteThis is an uncommon econ strategy. Most of the time, there are zero comps in the meta that use it.
  2. 2-1Do not spend gold on leveling this stage. If you have 2-stars and a good item, you can consider playing to win some rounds. Otherwise lose streak is common for stage 2.
  3. 3-1Roll to 33 gold, buying any unit that will be part of the level 4 or 5 board. You can also buy units that will be part of the level 6+ board, but you can sell those if your bench fills and you need to buy other units. Rolling to 33 gold is advisable because it allows you to save back up to 50g by 3-5.
  4. 3-2Do not level if you haven't hit your 3-star 1-costs yet. If you have your 3-stars, you generally should still stay level 5 if you can win or if leveling to 6 would put you below 20g. Try to get above 40g this round.
  5. 3-3Ideally above 50g, level 5 at this point or level 6 with 3-stars.
  6. 3-5If you haven't hit your 3-stars yet, roll to ~52g each turn. You don't want to roll to perfect 50g as any units you buy in shop will put you below 50g. If you have 8+ copies of an itemized 1-cost, you can roll to 40g or 30g every round instead. Level to 6 once you hit your 3-stars.
  7. 4-1If you haven't hit your 3-stars yet, you must roll until you hit them. You should level to 6 after hitting. In some rare games, you will miss or spend so much gold you can never catch up. These games will usually result in bottom 4 placements.
  8. 4-2Level to 7 if you can stay above ~30g. Otherwise stay level 6.
  9. 4-5Level to 7. Slow roll for the next full stage for 3-cost 3 star.
  10. 5-2Level to 8 if you've hit your 3-cost 3 star. Stay level 7 and roll for it otherwise.
  11. 5-5Level to 8 if you've hit your 3-cost 3 star. At this point, you're likely dead if you haven't hit it yet.

2 & 3-Cost Reroll

0 comps

Round by round

  1. NoteThis is an uncommon econ strategy. Sometimes there are zero comps in the meta that use it.
  2. 2-1Level to 4 if you have upgrades and a good item to place on one of those upgrades.
  3. 2-5Level to 5, unless on 3 loss streak.
  4. 3-2Level to 6. Roll until stable. "Stable" changes depending on rank, items, augments, composition, and patch, but generally speaking it involves 2-starring your desired 2-cost carry and a tank with items. Major divergence between elos: The lower your elo, the less upgrades you need to be "stable" and thus lower elo players should generally roll less than high elo players on 3-2.
  5. 3-3After your 3-2 rolldown, you should attempt to rebuild your economy to 50g.
  6. 3-5Once you reach 50g (it might be later than 3-5), start slow rolling down to ~52g each turn. Try to avoid rolling to exactly 50g as any unit you want to buy in shop will put you below 50g.
  7. 4-1Unlike 2-cost reroll, you generally cannot afford to dip below 50g this stage. If you have to due to HP, you're likely going to end up in a bottom 4 placement. Slow roll to ~53g this stage, picking up your 2-costs and 3-costs.
  8. 4-2In some metas, this econ strategy levels to 7 here and slow rolls at 50g until stage 5. If you have high HP, you can defer going level 7 until 4-5.
  9. 4-5Level to 7 if you didn't on 4-2 and continue to slow roll above 50g.
  10. 5-1Roll to 0g, trying to hit your key 2 and 3-cost 3 stars. You'll want your carry and tank upgraded at a minimum.
  11. 5-2From this point onward, attempt to level to 8 and add any key remaining units to your board.

Economy strategies and level curves for Set 18; the game stays the source of truth.