Set 18 · Enchanted Wilds ·Reference Updated · every 6 h

TFT Set 18 shop odds and system tables

Roll odds, XP costs, pool sizes and the gold tables in one place. These are the game’s rules, not statistics — they only change when Riot changes them.

Shop odds by level

Each of the five shop slots rolls independently against this table, every time you refresh. A 2-gold refresh is five separate draws, not one.

Level 1-cost2-cost3-cost4-cost5-cost
1 100% — — — —
2 100% — — — —
3 75% 25% — — —
4 55% 30% 15% — —
5 45% 33% 20% 2% —
6 30% 40% 25% 5% —
7 16% 30% 43% 10% 1%
8 15% 20% 32% 30% 3%
9 10% 17% 25% 33% 15%
10 5% 10% 20% 40% 25%
11 1% 2% 12% 50% 35%

Read the two spikes. 3-costs peak at level 7 (43%) and 4-costs peak at level 8 (30%) before 5-costs start stealing slots at 9. Almost every roll plan in TFT is one of those two numbers: a 3-cost comp rolls at 7, a 4-cost comp rolls at 8, and rolling for a 4-cost at level 7 on 10% odds is the most common way players lose a game’s worth of gold.

XP and leveling

You gain 2 XP free at the end of every round, and can buy 4 XP for 4 gold as often as you like. That makes XP exactly 1 gold each, which is the cleanest conversion rate in the game and the one to hold in your head.

Reach level XP from previous Rounds if you never buy Gold if you buy it all Cumulative XP
2 free — — 0
3 2 1 4 2
4 6 3 8 8
5 10 5 12 18
6 20 10 20 38
7 36 18 36 74
8 60 30 60 134
9 68 34 68 202
10 68 34 68 270

The jump from 36 to 60 between levels 7 and 8 is the wall the whole midgame is built around. It is why “fast 8” is a plan that needs saving for rather than a thing you do, and why arriving at 8 with no gold left to roll is the classic way to be level 8 and still lose. The leveling chapter works through the timings.

Champion pool

Every player in the lobby draws from one shared pool of 1,227 champions. Copies bought by opponents, sitting on their benches, or held as 2★ units are all gone from your shop until they sell them.

Cost Copies of each Distinct champions Total in pool Cost of a 3★
1 30 14 420 9g
2 25 13 325 18g
3 18 14 252 27g
4 10 14 140 36g
5 9 10 90 45g

Nine copies make a 3★, which is the number that decides what is realistic. Nine of a 1-cost out of thirty is routine. Nine of a 4-cost out of ten means owning almost every copy in the game — possible, and the reason a 3★ 4-cost ends lobbies. It is also why a single contested opponent hurts far more at 4-cost than at 1-cost: they aren’t slowing you down, they are removing a fixed fraction of everything that exists.

Gold, interest and streaks

Income has three parts and they stack: a base that ramps early and then flattens, interest on what you’re holding, and a streak bonus that does not care whether you are winning or losing.

Base income

RoundGold
1-2+2
1-3+2
1-4+3
2-1+4
2-2 onward+5
Winning the round+1

Interest

Gold heldBonus
0–9+0
10–19+1
20–29+2
30–39+3
40–49+4
50++5

Streaks

StreakBonus
2+1
3+1
4+1
5+2
6 or more+3

Win and loss streaks pay identically. Two in a row is +1, five is +2, six or more is +3, whichever direction it goes. The bonus caps; the streak doesn’t. What you must not do is alternate — a player trading wins and losses collects nothing while both of their neighbours collect +3 a round.

Maximum income at 50 gold on a six-streak is 5 base + 5 interest + 3 streak + 1 for the win, so 14 gold a round against a floor of 5. That gap is the whole economy game, and it is worked through properly in the economy chapter.

Where these numbers get used

Where these numbers come from. Placements, win rates and pick rates are aggregated from ranked Teamfight Tactics games — the same dataset the NoxuTFT desktop app reads, refreshed every six hours. Champion costs, traits, item recipes and trait breakpoints are game data from Riot. Tier letters are relative to this set: S is the top 10% by average placement, not an absolute threshold, and champions are ranked inside their cost bracket because a 5-cost's average only looks good for having been reached from a winning position. NoxuTFT is not affiliated with Riot Games.