Set 18, Enchanted Wilds, went live on 26 August 2026. Here are all 45 comps — early board, final board, and item priority for each, updated for patch 18.3b (tiers from the 30 September tier list).
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. Companion piece: TFT Set 18: Every Champion and the Items They Want.
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. Every champion has one origin (where they’re from) and one class (what they do):
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.
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 — patch 18.3 alone put reroll back on the menu after three patches of fast-8 dominance. The boards and item priorities stay useful much longer than the letter next to them.
Sources: tftraits.com Set 18, Mobalytics Set 18 reveal, Mobalytics team comps, TFT Academy comps tierlist