Guide · Chapter 11 ·9 min read

TFT Set 18 Wisps: every Wisp, its cost and when to buy it

Set 18 adds a purchase decision to the shop itself. Wisps are small, single-use and easy to autopilot past — which is exactly why they are worth reading properly.

The one chapter with an expiry date

Everything else in this guide holds across sets. This is the set mechanic for Set 18, Enchanted Wilds, and it will be replaced. It's here because ignoring the set mechanic is a reliable way to lose games you otherwise understand.

Looking up one Wisp? Jump to the full list of all 200, searchable by name, effect or condition.

How Wisps work

A Wisp is a single-use effect you buy from the shop. It occupies the rightmost shop slot, appears on every other shop, and you can buy at most one per round. There are 200 of them in the set, priced from 0 to 45 gold.

Three structural details that matter more than any individual Wisp:

  • They scale with the game. Wisps get stronger and more expensive as stages pass. A 3-gold Wisp in stage 2 and a 20-gold Wisp in stage 5 are doing comparable jobs relative to your income.
  • A refresh rerolls the Wisp too. The fifth slot is part of the shop. If you refresh, you're gambling on the Wisp as well as the units — occasionally that's the reason to refresh.
  • They occupy a shop slot. On a Wisp round you're rolling four champion slots, not five. That's a 20% reduction in your odds of hitting a unit, quietly, on half your rounds — worth knowing during a rolldown.

That last point is the one almost nobody accounts for. If you are doing the arithmetic from the rolling chapter, every other refresh is 20% worse than the table says. It doesn't change what you should do, but it does mean a rolldown in Set 18 needs slightly more gold than the raw odds suggest.

The seven categories

Wisps are colour-coded into seven groups. The distribution is lopsided and that itself is informative — nearly half of them are combat buffs, so most of the Wisps you see will be the least interesting kind.

Champion 16 wisps · 1–45g

Give you units, duplicate units, or star them up. The most direct conversion of gold into board strength in the game.

1g Mitosis Gain a Tiny Duplicator. 5g Solar Gift Gain a Leona, Sejuani, and Kayle. 45g Circle of Elders Gain one of each 5-cost champion.
Combat 94 wisps · 0–15g

Temporary buffs for the coming fight or few fights. By far the largest group, and the easiest to overpay for.

0g Ultra Ascension After 25 seconds, allies gain 300% [DA]. 3g Marksmen's Marks Your marksmen have a 25% chance to double attack. 15g Nature's Wrath Kill EVERYONE without items after 10 seconds.
Shop 19 wisps · 0–10g

Change what the shop shows you — extra slots, forced costs, free refreshes. Multiplies a rolldown rather than replacing it.

0g All Ones Reroll your shop with all 1-cost units. 3g Ride the Wave The next 2 rerolls this round will have 2+ champions fielded last combat. 10g All Fives Reroll your shop with all 5-cost champions.
Gold/XP 14 wisps · 0–10g

Economy. Straight conversions of one resource into another, best taken early when there are rounds left to compound.

0g Coin Flip Flip a coin, gain 1 gold if it's heads. 1g Pocket Change Your 1-star champions drop 1 gold on death. 10g The Chariot Rerolls and XP are half price.
Item 6 wisps · 0–6g

Components, full items and item manipulation. Rare, and usually undervalued relative to a combat buff of the same price.

0g Artifactinate Lose 3 components, including ones built into items. Gain an artifact anvil. 3g Blood and Iron After 20 champion deaths, gain a component anvil. 6g Peddler Open a store where you can buy an item. They cost 0 to 10 gold.
Risky 21 wisps · 0–5g

A cost or a condition attached to a bigger payoff. Read these twice — the downside is real and is the whole reason the price is low.

0g Abandon Ship Sell your board and bench, gain 10 gold, 10 XP, and 5 rerolls. 1g Minor Polymorph A 1-cost you have permanently transforms into a 2-cost. 5g All In If you win your next 3 combats, level up.
Misc 30 wisps · 0–10g

Everything that doesn't fit the other six, from level manipulation to board effects.

0g Touch Grass Gain 5 Gold and disable all actions. After 15 seconds, gain 2 instead. 1g Lesser Chaos Cast a random Wisp. 10g Fake Level You are temporarily level 10.

Every Set 18 Wisp, with its cost and condition

All 200 Wisps, grouped by family and cheapest first. Search by name, by what it does (reroll, emblem, XP) or by condition. 56 of them are conditional: they are only offered when your board already does what the condition says.

— wisps
Wisp Family Cost Condition
Mitosis Gain a Tiny Duplicator. Champion 1g Always offered
Propagate Gain a copy of the first allied champion to die. Champion 1g Always offered
Apprentice Gain a random 2-star 1-cost champion. Champion 3g Always offered
Heated Rivalry Gain a Rengar or a Kha'Zix. They gain 3 takedowns. Champion 3g Always offered
Lost Travelers Gain 3 gold worth of random champions. Champion 3g Always offered
Forest Twins Gain 2 copies of a 2-cost champion you don't have. Champion 4g Always offered
Field of Mice Gain a Tiny Duplicator for each unique 1-cost champion you field. Champion 5g 2 or more 1-costs on board last combat
Forest Guide Gain a random 4-cost champion. Champion 5g Always offered
Solar Gift Gain a Leona, Sejuani, and Kayle. Champion 5g Solar trait active
Journeyman Gain a random 2-star 2-cost champion. Champion 6g Always offered
Big Guns Gain 2 random 1-star 4-cost champions. Champion 8g Always offered
Smurfing Gain a random 5-cost champion. Champion 8g Always offered
Three Me Gain a random 2-star 3-cost champion. Champion 9g Always offered
Grandmaster Gain a random 2-star 5-cost champion. Champion 18g Always offered
Hero of Prophecy Permanently gain a copy of the same random 5-cost every round. Champion 35g level 10 and have 0 copies of at least 1 5-cost
Circle of Elders Gain one of each 5-cost champion. Champion 45g Always offered
Prolific Power Your champions gain 8% Attack Damage and Ability Power. Combat 0g Always offered
Ultra Ascension After 25 seconds, allies gain 300% [DA]. Combat 0g Always offered
Verdant Vitality Your champions gain 125 Health. Combat 0g Always offered
Bark Armor Your champions gain 150 shield for 10 seconds. Combat 1g Always offered
Better Bestie The BFF rider gains 15% Attack Speed and 150 Health. Combat 1g sprykin trait active
Borrowed Gear A champion gains a temporary recommended item. Combat 1g Always offered
Breeze Your team gains 12% Attack Speed. Combat 1g Always offered
Crystal Ball Reveal your next opponent. Your team gains 12% Attack Speed. Combat 1g 4 or more players left
Found Friend Gain a Training Dummy with a Giant's Belt. Combat 1g Always offered
Hugify Your highest Health unit bulks up, gaining 350 [HP]. Combat 1g Always offered
Hummingbird Your highest [AS] unit shrinks, gaining 20% [AS]. Combat 1g Always offered
Rain Your team gains 1 mana regen. Combat 1g Always offered
Stealthy Your 2 strongest Fighters or Assassins are untargetable for 6 seconds. Combat 1g Always offered
Aftershock After 10 seconds, stun all enemies for 1.5 seconds. Combat 2g Always offered
Barrier Allies gain 1000 Shield, decaying over 5 seconds. Combat 2g Always offered
Big Boom The first ally to die explodes, dealing 20% Max Health magic damage. Combat 2g Always offered
Blood Hunt Rivals dash on takedown and deal 150 physical damage to their target. Combat 2g Rival trait active and at least 1 item on a Rival unit
Bunch O' Belts Your champions gain 7 temporary, non-removable Giant's Belts. Combat 2g Always offered
Diversified Your team gains 30 Health for each active trait. Combat 2g at least 4 non-unique traits active
Downpour Your team gains 2 mana regen. Combat 2g Always offered
Flow Your champions are Unstoppable and gain 15% Attack Speed for 10 seconds. Combat 2g Always offered
Friendly Flora All allies gain the Flora Fatalis bonus at 50% effectiveness. Combat 2g Flora Fatalis trait active
Iron Core Your front center champion gains 4% Max Health per front-row unit. Combat 2g Always offered
Lightning Strike Deal 10% max [HP] true damage to enemies. Combat 2g Always offered
Living Soil Every 4 seconds, roots stun an enemy for 1 second. Combat 2g Always offered
Marksmen's Gale Your Marksmen's attacks grant 3% stacking AS. Combat 2g 2 or more marksmen on board
Moonlight Ritual Your lowest star-level 1 or 2-cost champion stars up in combat. Combat 2g at least 1 2* 1 or 2-cost
Moonrise After 10 seconds, increase Lunar's effects by 100%. Combat 2g Lunar trait active
Nature's Ally Every 3 ally deaths, summon a random Riftbeast. Combat 2g Always offered
Petrified Dummy Your first champion to die turns into a 1000 Health target dummy with their defenses. Combat 2g Always offered
Petrify Shields 10% Slow enemies and reduce their shields by 20% for 10 seconds. Combat 2g Always offered
Phantom Armor Gain 1 temporary Warmog's Armor. Combat 2g Always offered
Phantom Vest Gain 1 temporary Bramble Vest. Combat 2g Always offered
Plated Shields Shields are 15% stronger. Allies gain 150 shield for 10 seconds. Combat 2g Always offered
Potted Stonebark Gain a temporary Stonebark Tree. Combat 2g elderwood trait active
Preppers Your stacking items will start off partially stacked. Combat 2g at least 2 stacking items
Quicken On cast, your champions gain 25% Attack Speed for 3 seconds. Combat 2g Always offered
Resistant Tanks reduce each instance of incoming damage by 15. Combat 2g Always offered
Sunfire Sorcery Burn and Wound enemies for 10 seconds. Combat 2g Always offered
Tattered Armor 30% Shred and Sunder enemies for 10 seconds. Combat 2g Always offered
Wrapped in Thorns Your tanks reflect 12% of damage taken to adjacent enemies every 4 seconds. Combat 2g only if you have 2 or more tanks on your team
Bulwark Your tanks gain a 20% Max Health shield upon falling below 50% Health. Combat 3g 2 or more tanks on board
Counterspell Increase all enemies' Max Mana by 15 until their next cast. Combat 3g Always offered
Escalation After 15 seconds of combat, your team gains 30% Damage Amp. Combat 3g Always offered
Heroic Sacrifice Champions with 3 items gain HEROIC POWER, but other allies are sacrificed. Combat 3g Always offered
Homing Fireflies Casters spawn a firefly per 20 mana spent. Each deals 150 magic damage. Combat 3g 2 or more casters on board
Horse's Visit Gain the Horse Primal buff for this combat. Combat 3g primal trait active, horse not chosen
Improved Reach Fighters gain 1 range. Combat 3g 2 or more fighters on board
Ironwood Enemies attacking your highest health champion deal 10% less damage. Combat 3g Always offered
Killing Frenzy Fighters execute targets under 10% Health. They gain 15% Attack Speed on kill. Combat 3g 2 or more fighters on board
Mana-Rich Soil Your casters have 15% less max mana. Combat 3g 2 or more casters on board
Marksmen's Marks Your marksmen have a 25% chance to double attack. Combat 3g 2 or more marksmen on board
Memorial Dummy Your first itemized tank spawns a Dummy with their items on death. Combat 3g 1 or more itemized tank on board
Mercenary Force Gain 3% damage amp for every 10 gold you have. Combat 3g more than 30 gold.
Phantom Gloves Gain a temporary Thief's Gloves. Combat 3g Always offered
Potted Lifebloom Gain a temporary Lifeblossom. Combat 3g elderwood trait active
Regeneration Your team heals 1% Max Health per second. Combat 3g Always offered
Revenge Whenever an ally dies, your champions gain 4% stacking Damage Amp. Combat 3g Always offered
Scrappy 2 champions without items gain a temporary recommended item. Combat 3g Always offered
Solitude's Cloak Champions with no adjacent allies gain 10% Max HP and Damage Amp. Combat 3g can't appear if sunbeam or moonbeam is active
Stand Alone Champions alone in their row gain 15% Health and 15% Damage Amp. Combat 3g elderwood trait not active
Star Power Your team gains 10% AD and AP, your 3-star units gain 25% AD and AP. Combat 3g at least 1 3* non-tank fielded
Supercritical Your units with Precision gain 25% Critical Strike Damage. Combat 3g at least 1 unit in army has precision
Tiger's Visit Gain the Tiger Primal buff for this combat. Combat 3g primal trait active, tiger not chosen
Training Yard Gain 2 Training Dummies each with a random tank item. Combat 3g Always offered
Turtle's Visit Gain the Turtle Primal buff for this combat. Combat 3g primal trait active, turtle not chosen
Yordle Spirit Allies have a 99% chance to dodge attacks for 4 seconds. Combat 3g Always offered
Backrow Star A random back row champion gains 75% AS for 7 seconds. Combat 4g Always offered
Booster Shot Up to 2 1-star champions temporarily star up during combat. Combat 4g 1 or more 1* 3-5 cost champion on board
Fae Federation ALL your units gain 2 Fae pixies this round. Combat 4g fae trait active
Fellowship Champions gain 4% Max Health Shield and 4% Damage Amp per adjacent ally. Combat 4g Always offered
Giant Growth Your highest health champion gains 600 health and grows in size. Combat 4g Always offered
Giant's Aura Your highest Health ally deals 2% max Health damage per second in an area. Combat 4g Always offered
Hero's Entrance After 8 seconds, the leftmost benched champion joins combat with 2 items. Combat 4g Always offered
Melting Resists Burning enemies lose 3 Armor and Magic Resist per second. Combat 4g inferno trait active
Minion Horde Spawn 4 minions. Combat 4g Always offered
Phantom Splash At combat start up to 2 inactive traits activate at the lowest level. Combat 4g Always offered
Snacktime! The BFF eats enemies he damages under 10% Max Health. Combat 4g sprykin trait active
Blaze Fire spreads across the board, dealing ramping true damage to enemies. Combat 5g Always offered
Clone Companion Clone your highest damage champion. The clone deals 20% damage. Combat 5g Always offered
Combust Your champions explode on death, dealing 20% max health magic damage. Combat 5g Always offered
Killer's Regret Your first 3 champions to die stun their killer for 1 second. Combat 5g Always offered
Late Bloomer A temporary 3 star 1-cost with 1 recommended item joins your team. Combat 5g Always offered
Lightning Storm Every 1 second deal 7% max health true damage to an enemy. Combat 5g Always offered
Treetop Archers Archers fire from the trees, dealing 500 physical damage every 3 seconds. Combat 5g Always offered
Guild of Thieves Gain 2 temporary Thief's Gloves. Combat 6g Always offered
Hireling A temporary 1-star 5-cost with 1 recommended item joins your team. Combat 6g Always offered
Infliction Slow, Burn, Shred, and Sunder enemies for 8 seconds. Combat 6g Always offered
Phantom Emblem Gain a temporary emblem of your most active trait. Combat 6g Always offered
Radiantize After 12 seconds, 1 random equipped item temporarily becomes Radiant. Combat 6g Always offered
Tremors Every 8 seconds, stun enemies for 1 second. Combat 6g Always offered
Hand of Baron Your team gains Baron Buff, increasing their stats. Combat 10g riftbeast trait active
Tornado Summon a tornado that deals 5% Max Health magic damage to enemies. Combat 10g Always offered
Nature's Wrath Kill EVERYONE without items after 10 seconds. Combat 15g at least 3 itemized units on team
All Ones Reroll your shop with all 1-cost units. Shop 0g Always offered
All Twos Reroll your shop with all 2-cost champions. Shop 1g Always offered
Starfall When you reroll the shop, the lowest cost champion becomes 2-star. Shop 1g Always offered
All Threes Reroll your shop with all 3-cost champions. Shop 2g Always offered
Freeroller Gain 2 rerolls. Shop 2g Always offered
Flash Fire Reroll your shop. Inferno lights 2 shop slots on fire, upgrading them. Shop 3g Inferno trait active
Ride the Wave The next 2 rerolls this round will have 2+ champions fielded last combat. Shop 3g Always offered
Rolling Bones You have a 60% chance to get a free reroll with each kill. Shop 3g Always offered
Roly-Polys For each ally champion alive at 18 seconds, gain a reroll. Shop 3g Always offered
Search Party Each of your shops has a 4-cost in it this round until you buy one. Shop 3g Always offered
All Fours Reroll your shop with all 4-cost champions. Shop 4g Always offered
Jungling Overrun the shop with Riftbeasts. Shop 4g riftbeast trait active
Starting Town Reroll your shop with all 2-star 1-cost champions. Shop 4g Always offered
Border Village Reroll your shop with all 2-star 2-cost champions. Shop 6g Always offered
Refreshing Light Gain a free reroll per star level of each unique Sunbeam champion. Shop 6g Solar trait active
Lucky 7 Gain 7 shop rerolls. Shop 7g Always offered
Middle Path Reroll your shop with all 2-star 3-cost champions. Shop 7g Always offered
Animate Shop For 20 seconds, your shop refreshes for free every 2 seconds. Shop 8g Always offered
All Fives Reroll your shop with all 5-cost champions. Shop 10g Always offered
Coin Flip Flip a coin, gain 1 gold if it's heads. Gold/XP 0g Always offered
Golden Altar Gain gold based on the Eldritch sacrifice's cost and star level. Gold/XP 0g eldritch trait active
Life Debt Gain 1 gold for every 10 missing Player Health. Gold/XP 0g missing at least 70 player health
Truce Gain 1 gold. Your opponent gains 1 gold. Gold/XP 0g Always offered
Barter The next champion sold sells for 200% gold. Gold/XP 1g Always offered
Blood Money Gain 1 gold for every champion you kill. Gold/XP 1g Always offered
Experienced Gain 2 XP. Gold/XP 1g Always offered
Pocket Change Your 1-star champions drop 1 gold on death. Gold/XP 1g Always offered
Die Roll Roll a six-sided die. Gain gold equal to the result. Gold/XP 2g Always offered
Golden Goose Gain 1 gold for every 1000 damage your highest damage champion deals. Gold/XP 2g Always offered
Bronze Spoon Gain 6 XP. Gold/XP 3g Always offered
Slow Study For each ally champion alive at 15 seconds, gain 2 XP. Gold/XP 3g Always offered
Grow Up Gain 16 XP. Gold/XP 10g Always offered
The Chariot Rerolls and XP are half price. Gold/XP 10g have at least 30 gold
Artifactinate Lose 3 components, including ones built into items. Gain an artifact anvil. Item 0g have at least 3 components
Brutal Bargain Lose 8 player health and gain a component anvil. Item 0g Always offered
Premium Swap Meet Sell a 3 star champion to get 3 rerolls and a Lucky Item Chest. Item 0g have a 3* champion
Blood and Iron After 20 champion deaths, gain a component anvil. Item 3g Always offered
Idle Craftsman A component on your bench turns into a completed item it builds. Item 4g have at least 1 component
Peddler Open a store where you can buy an item. They cost 0 to 10 gold. Item 6g Always offered
Abandon Ship Sell your board and bench, gain 10 gold, 10 XP, and 5 rerolls. Risky 0g Always offered
Drought Add 2 to your loss streak. Risky 1g only if you're on no streak or a loss streak
Essence Theft Gain 50% bonus Coven Essence this combat. Risky 1g coven trait active
Fertilize Gain 1 XP for each enemy that dies. Risky 1g Always offered
Flip Frenzy Flip a coin, gain 1 gold if it's heads. Continue until you flip tails. Risky 1g Always offered
Flood Add 2 to your win streak. Risky 1g only if you're on no streak or a win streak
Major Polymorph A 4-cost you have permanently transforms into a 5-cost. Risky 1g Always offered
Minor Gambit If you win the next player combat, gain 2 gold. Risky 1g Always offered
Minor Polymorph A 1-cost you have permanently transforms into a 2-cost. Risky 1g Always offered
Polymorph A 2-cost you have permanently transforms into a 3-cost. Risky 1g Always offered
Take One With Ya If you lose and kill at least 1 unit, gain 4 XP. Risky 1g Always offered
Comfort Food Gain 2 HP. If you lose the next player combat, gain 4 more. Risky 2g Always offered
Major Gambit If you win the next player combat, get 10 gold. Risky 2g Always offered
Trophy Hunter Gain 100% more takedowns on Rivals. Risky 2g Rival trait active and at least 1 item on a Rival unit
Cutpurse Every 5 seconds, your champions have a 20% chance to drop 1 gold. Risky 3g Always offered
Golden Road After 3 Player Combats, gain 3 gold per fight won. Risky 3g Always offered
Payday For each ally champion that survives combat, gain 2 gold. Risky 3g Always offered
Ritual Complete If you win combat, complete the current Coven ritual. Risky 3g coven trait active
Component Bounty If you win the next player combat, gain a component anvil. Risky 4g Always offered
All In If you win your next 3 combats, level up. Risky 5g Always offered
Good Loss For the next 3 player combats, gain 6 XP if you lose. Risky 5g Always offered
Doodad Jar Gain 1 random consumable that gives Armor, Magic Resist, or Health. Misc 0g Always offered
Early Fix Gain 1 reforger. Misc 0g Always offered
Forest Mage Fill your shop with 5 Wisps. You can cast 1 of them. Misc 0g Always offered
Knick-Knack Jar Gain 1 random consumable that give Attack Damage or Attack Speed. Misc 0g Always offered
Salvager Any units you bench have items removed and broken apart. Misc 0g Always offered
Sinister Deal Lose 3 player health. Gain 2 gold. Misc 0g Always offered
Thingamjig Jar Gain 1 random consumable that gives AP or Mana Regen. Misc 0g Always offered
Touch Grass Gain 5 Gold and disable all actions. After 15 seconds, gain 2 instead. Misc 0g is start of round reroll or first 2 seconds of planning
Blast Potion Gain an equippable one-time use Blast Potion. Misc 1g Always offered
Consumable Open a store where you can spend gold to buy a consumable. Misc 1g Always offered
Faerie Flight Attract 100% more Fae pixies this combat. Misc 1g fae trait active
Health Potion Gain an equippable one-time use Health Potion. Misc 1g Always offered
Knick-Knack Bag Gain 2 random consumables that give Attack Damage or Attack Speed. Misc 1g Always offered
Lesser Chaos Cast a random Wisp. Misc 1g Always offered
Mana Potion Gain an equippable one-time use Mana Potion. Misc 1g Always offered
Protective Ritual Reduce any player damage taken by 3 this round. Misc 1g coven trait active
Double Up The next Wisp bought activates twice and costs double. Misc 2g Always offered
Greater Chaos Cast 2 random Wisps. Misc 2g Always offered
Healing Pool Gain 5 Player Health. Misc 2g missing at least 10 player health
Terraforming Gain 5 Greenfather seeds at the start of combat. Misc 2g greenfather trait active
Doodad Bag Gain 3 random consumables that give Armor, Magic Resist, or Health. Misc 3g Always offered
New and Improved Gain a pocket recombobulator. Misc 3g Always offered
Potioncraft Gain three equippable one-time use Potions. Misc 3g Always offered
Thingamjig Bag Gain 3 random consumable that gives AP or Mana Regen. Misc 3g Always offered
Minor Blood Ritual Lose 3 Player Health. Gain a lesser champion duplicator. Misc 4g Always offered
Blood Ritual Lose 9 Player Health. Gain a champion duplicator. Misc 5g Always offered
Doodad Sack Gain 5 random consumables that give Armor, Magic Resist, or Health. Misc 5g Always offered
Knick-Knack Sack Gain 4 random consumables that give Attack Damage or Attack Speed. Misc 5g Always offered
Thingamjig Sack Gain 5 random consumable that gives AP or Mana Regen. Misc 5g Always offered
Fake Level You are temporarily level 10. Misc 10g not level 10
The same list, in game

Checking a Wisp here means alt-tabbing out of the round. NoxuTFT shows this list inside the game, next to the pool counts and the augment grades for the comp you're playing, so the shop decision is made with the timer still running.

See the in-game TFT helper →

What a Wisp actually costs you

The price on the Wisp is not its cost. Its cost is what that gold would otherwise have bought, and in TFT gold has a very well-defined alternative use: two gold is one refresh, four gold is a level's worth of XP.

Champion16 1–45g
Combat94 0–15g
Shop19 0–10g
Gold/XP14 0–10g
Item6 0–6g
Risky21 0–5g
Misc30 0–10g
2g 4g 15g +
The bar is the family's range; the notch is its median. 6 of the 7 families have a median at or under 4 gold — a level of XP — which is why the default answer to a cheap Wisp is yes. The exception is Champion: it runs from 1 to 45 gold, the widest spread in the set and the one family where the price alone tells you nothing.

So the honest test for any Wisp is a single question:

The test

Is this better than {price ÷ 2} refreshes at my current level? A 6-gold Wisp is three refreshes. At level 8 that's fifteen champion slots and roughly a third of a copy of your 4-cost carry. Quite a lot of combat buffs are not worth a third of your carry.

That framing kills most mid-priced combat Wisps immediately and rescues most cheap economy ones. A 1-gold Wisp that gives XP or gold is half a refresh and almost always correct. A 12-gold buff that lasts one fight has to actually win you that fight to break even — which in stage 5, against the player who would otherwise knock you out, it genuinely might.

The conditional ones

56 of the 200 Wisps carry a condition — something your board must already be doing for them to be offered or to pay out. These are usually the best value in the set when the condition is incidentally true, and a trap when you'd have to bend your board to satisfy it. Never reshape a board to unlock a Wisp; it's a one-off effect and your board is the whole game.

The expensive ones

The top end goes up to 45 gold — more than a level. Those are meant to be game-deciding and mostly are, but the price means they compete with your entire rolldown rather than with a couple of refreshes.

WispCostEffect
Circle of Elders 45g Gain one of each 5-cost champion.
Hero of Prophecy 35g Permanently gain a copy of the same random 5-cost every round.
Grandmaster 18g Gain a random 2-star 5-cost champion.
Nature's Wrath 15g Kill EVERYONE without items after 10 seconds.

When to buy one

A short decision procedure that works without knowing all 200:

Is it cheap economy? Buy it.

Gold, XP and champion Wisps in the 1–5 gold range are almost always better than the refresh they replace, particularly in stage 2 and 3 where the compounding is real.

Am I about to lose a round that matters? Consider the combat buff.

A one-fight buff is worth its price exactly when the fight is worth its price. At 80 health in stage 3, rarely. At 15 health in stage 5, frequently.

Does it ask me to change my board? Skip it.

A conditional Wisp you already satisfy is a gift. One you'd have to contort for is a trade of permanent board quality for a temporary effect.

Am I mid-rolldown? Skip it.

During a committed rolldown, every gold has a named target. The Wisp is not one of them, and this is the moment the fifth-slot tax is already working against you.

The general shape: Wisps are strongest at the edges of a game — cheap and compounding early, expensive and decisive late — and weakest in the middle, where your gold has the clearest alternative use.

The same list is in the NoxuTFT app under Statistics → Wisps, searchable in game without alt-tabbing — next to the pool counts and augment grades that make the rest of the shop decision. See what the in-game TFT helper does. The mechanic replaces Set 12's Charms and behaves similarly, so anyone who played that set will find the pricing instincts transfer.

Last chapter, and the one that actually decides your rank: consistency, review and tilt.