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Levelling and Rolling in TFT: Reroll, Fast 8 and Fast 9

By PivotTFT · Updated 13 October 2026 · 9 min read

All your gold ends up in one of two buttons: XP or rerolls. Levels give you another unit on the board and change which champions your shop shows; rerolls dig for the ones you need right now. Knowing which to press, and when, is most of the difference between a plan and panic-rolling.

What a level gives you

Your level is how many units you can put on the board. You get a bit of XP for free every round, and you can buy more with gold. Each level costs more XP than the last, so going from 7 to 8 is a real investment next to going from 4 to 5.

One more unit on the board is worth a lot: a whole champion's worth of damage or health, and often another trait breakpoint. Early on, that's usually the cheapest way to get stronger.

How your level changes the shop

Your level also sets the odds for each cost in your shop. At low levels you mostly see 1- and 2-costs; as you go up, 3-, 4- and 5-costs show up more often and the cheap ones less. The exact odds change from set to set, but the pattern doesn't:

  • 1- and 2-costs are easiest to find at the lowest levels.
  • 3-costs peak in the middle levels.
  • 4-costs start being realistic around level 8.
  • 5-costs only show up in numbers at the highest levels.

That's why every comp is built around a level. A comp that wants three-star 1-costs stays low on purpose; one that needs two-star 4-costs has to get to level 8 before rolling makes any sense.

Four ways to play the levels

Reroll

Stay low and put your gold into rerolls until your cheap carries hit three stars. It's strong early and mid game and cheap to finish, but it runs out of steam late because the units are cheap. Our comp list marks these as Reroll, with the level each one rolls at.

Standard

Level at the normal pace, roll a bit at each step to keep the board competitive, and hold interest the rest of the time. It's flexible and forgiving, and the right default when your opener doesn't point anywhere in particular.

Fast 8

Keep a board that's good enough, save, and level quickly to 8, then roll for your two-star 4-cost carries. You give up some health early for a much stronger late game.

Fast 9

Go further, to level 9, for 5-costs and the biggest boards in the game. Getting there takes a stable board and a healthy economy, so it suits strong openers and economy augments.

Tip Every comp on the comp tier list has its style and target level next to its name, so you can tell at a glance how it wants to spend its gold.

Planning a roll-down

A roll-down is when you stop saving and spend most of your gold at one level to find your comp. Plan it before you start clicking:

  1. Pick the level. Roll where your key units show up most, not one level early.
  2. Pick where you stop. Decide how much gold you'll keep, if any. At high health you can stop at 20 or 30 and rebuild interest; at low health you might have to spend it all.
  3. Know what you're looking for. Which units finish the board, and which upgrades matter most? A two-star carry usually beats two extra one-star units.
  4. Check the lobby. If other players hold the units you need, your odds of finding them drop. Scout before you commit.

Signs you chose wrong

  • You hit level 8 with a weak board and 20 health: you levelled too greedily for what your board could hold.
  • You're rolling at level 5 and nothing pairs up: your reroll units are contested, or you're rolling at the wrong level.
  • You're sitting on 50 gold at level 6 in stage 4 and losing: that gold isn't doing anything.

None of these loses the game on its own. Spot them early and adjust: level instead of rolling, or roll instead of saving. Changing plan mid-game is what the pivot guide is about.

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