Gaming

TFT Set 18 Comps: All 31 Teams for Enchanted Wilds

August 28, 20265 min read
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Set 18, Enchanted Wilds, went live on 26 August 2026. Here are all 31 comps — early board, final board, item priority and a stage-by-stage plan for each.

Search a champion you keep hitting and it’ll show you every team that wants them. Everything else on this page is below the list.

The comps

New in Set 18: Wisps

Every set has one mechanic that only exists for that set. This one is Wisps.

A Wisp is a one-time effect you can buy from the shop. It sits in the rightmost shop slot with a champion hidden behind it — buy the Wisp and the champion is revealed; skip it and the Wisp vanishes when planning ends, leaving the champion anyway.

  • They appear every other planning phase, at most one per round
  • You can only buy one during planning — once fighting starts, the offer is gone
  • Categories: combat boosts, gold and XP, items, shop effects, and risky ones that gamble for a bigger payoff
  • After the mid game, every other Wisp is a combat Wisp

That last rule is the one people miss. Early Wisps are where you shape your game — take the economy and item ones while they’re offered, because from stage 5 on, the game mostly stops giving you that choice.

Reading the boards

Carry — the one unit the team is built around. It gets the items and the money. Everyone else exists to keep it alive long enough to do damage. It’s the ★ in every board above.

Reroll — instead of saving gold to reach a higher level, you spend it spinning the shop over and over to find three copies of one cheap unit and upgrade it. Comps with “Reroll” in the name are built around this.

Augment — a bonus you pick between rounds that changes a rule of the game for you. A few comps only work with a specific one; those say so.

Traits are why the boards look the way they do — get enough champions sharing a tag and the whole team gets a bonus. Most champions have one origin (where they’re from) and one class (what they do), though a few carry two of one and none of the other:

Origins: Blackthorn, Blossom, Coven, Elderwood, Fae, Flora Fatalis, Inferno, Lunar, Primal, Riftbeast, Rival, Solar, Sprykin

Classes: Adaptor, Brawler, Defender, Executioner, Hunter, Invoker, Juggernaut, Rapidfire, Ravager, Spellweaver, Summoner, Vanguard

So Elderwood Executioners is stacking one of each. The class is also what puts a unit in its row — Defenders and Juggernauts go front, Rapidfire and Spellweavers go back.

Traits and champions

The 35 traits come in three sorts, and the list below is grouped that way.

Origins (13 of them) are where a champion is from — Elderwood, Inferno, Coven. Stacking one of these tends to do something stranger than hand out stats: Elderwood gives you plants to place on the board, Riftbeast floods your next shop with more Riftbeasts.

Classes (12) are what a champion does in a fight — a Defender holds the front, a Spellweaver casts from the back. Stack a class and the whole team gets better at fighting that way.

Uniques (10) belong to one champion each. There is nothing to collect — the trait is on the moment that champion is on your board, so it works more like a second, permanent ability than a tag you stack.

Each of the 65 champions has one ability, which they cast when their mana bar fills. 21 of them also have a passive: something that is simply true all the time, with no casting needed. Nine of the Riftbeasts have a third thing on top — a bonus they only get once you hand them the Alpha Mark.

Search a champion to see what their ability does, or a trait to see who carries it. The wording is Riot’s own, read straight out of the game files, so nothing is lost in a re-telling.

How a game actually goes

Two things run at the same time: the fight rounds, and your gold. Most games are lost on the gold.

The one number to remember is 50. At the end of every round you earn interest — 1 gold for every 10 you are holding, up to 5. So the 50th gold is the last one that earns anything, and any gold you spend below 50 costs you income as well as the gold. That is why 21 of the 31 comps above say some version of “econ above 50 and hold”.

Stage 1 — nothing to decide. Buy the cheap units that look strongest, pick up the item components the monsters drop, and don’t plan your final board yet. You don’t know what the shop will give you.

Stage 2 — choose an opener, and choose a streak. Play the strongest units you own, not the ones your comp wants. Both winning and losing pay: a win streak pays gold and protects your health, a loss streak pays gold and gets you an earlier pick at the carousel, because the lowest-health player chooses first. Drifting between the two is the only option that pays nothing.

Stage 3 — the fork. This is where the comps above split into two kinds of game:

Reroll — 15 of the 31Fast level — 15 of the 31
Levellingstop at 6 or 7keep buying XP
Your goldhold 50, spend only what interest addsspend it
Hunting forcopies of one cheap unit4-costs at level 8
Your healthyou keep it, you are winningyou spend it, you take losses

Three copies of a unit make a 2-star. Nine make a 3-star, and that is what a reroll comp is really chasing — which is why it needs every spare gold and a level it can stop at.

Stage 4 — the game is decided here. If you are rerolling, your 3-star should exist by the middle of stage 4; if it doesn’t, you are behind, and the plans above say so. If you are levelling, you hit 8 here and roll — that is the one big roll of your game, and you want gold left for it.

Stage 5 onward — spend everything. Interest stops mattering once the game is ending; gold you die holding was wasted. Level 9 only if your health can afford it. And remember from the Wisps section that after the mid game almost every Wisp is a combat one, so the economy Wisps are gone — your gold plan has to be finished before then.

When to roll. Roll for a reason, not because you have gold: a named unit, at a named level. Gold above 50 is the free gold, so that is what you roll with. Roll below 50 only for one of two reasons — you are one copy away from the upgrade that wins you the round, or you will die this round if you don’t, and a dead player earns no interest at all.

Three habits that beat any tier list

1. Play what you’re given, not what you planned. The most common way to lose is committing to a comp in round one and forcing it while the shop hands you something else. Pick a direction, keep a backup, switch when the game tells you to. That’s what the search box is for.

2. Items on the carry, first, every time. Spread items across four units and you get four slightly-better units, which is the same as none. The item rows above are in priority order — build the top row before anything else.

3. A bad board with items beats a good board without them. Early on your job is to lose less health, not to have the correct team. Put components on whatever decent unit you have now; you get them back when you sell it.

And treat the tiers loosely. Riot changes numbers roughly every two weeks, and one item nerf can drop a comp two tiers. Since this page first went up, every comp that was rated S has been re-rated and the S tier has stopped existing — which is the best argument going for reading the boards rather than the letters. The boards and item priorities stay useful much longer than the grade next to them.

Drill: rebuild a comp from memory

Reading a comp and remembering it are different things. This runs a comp the way you play it: first the units you hold through stage 2 and 3, then the board you finish on. Pick your comp from the dropdown to drill your main, or leave it shuffled. The wrong options are pulled from comps that share a unit with the answer, so they are the ones genuinely worth telling apart.

Sources: tftraits.com Set 18, Mobalytics Set 18 reveal, TFT Academy comps tierlist

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