HexComps Set 18 · patch 18.6
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GuidesSet 18 · patch 18.6

How to Climb in TFT Ranked: Fundamentals That Win LP

Most players do not climb by winning more games. They climb by turning their fifth and sixth places into thirds and fourths. That comes from a handful of fundamentals applied every game, not from finding a secret comp.

Updated 7 November 2026

Play for top 4, not for first

Ranked TFT rewards a top 4 finish with LP and punishes a bottom 4 finish, so the line between fourth and fifth is the most important line in the game. A first place is great, but a player who takes risky lines for first and lands in fifth half the time will climb slower than a player who reliably finishes third or fourth.

In practice this means valuing stability. When you are in fifth place at 4-5 with a weak board, the right play is usually to roll and stabilise now, not to save for a perfect level 9 board that you might not live to see. When you are comfortably top 4, you have earned the right to greed for first.

Track it honestly. After ten games, count how many of your bottom 4 finishes came from a decision you could have made differently: staying greedy too long, rolling too late, forcing a contested comp. Those are the LP you are leaving on the table.

HP is a resource you spend on purpose

You start with 100 HP, and every point is a resource that can buy gold, XP or time. Losing in stage 2 and 3 is cheap because damage grows with the stage and with the number of enemy units that survive. Losing in stage 5 is expensive. Spend HP early on purpose and protect it late.

Before your big stage 4 decision, know your floor. A fast 9 comp such as Elderwood Draven needs enough HP to lose a few rounds while you save; our comp page says to commit only from a strong win streak with plenty of gold. At low HP the same plan becomes a gamble, and the correct play is to stabilise at level 8.

The most common HP mistake is not losing too much, but losing slowly without a reason: a mediocre board that drops 5 to 10 HP per round in stage 3 while you neither streak nor build economy. If you are going to lose, lose with a plan; if you are not, spend gold to stop the bleeding.

Streaks: commit or do not bother

Win and loss streaks pay bonus gold, and interest pays 1 gold for every 10 you hold, up to 5 at 50 gold. A clean streak combined with full interest is the fastest economy in the game. A broken streak, where you win two and lose one, earns you neither the streak gold nor much HP.

Win streak when your board is among the strongest in the lobby: slam items, level when it keeps the streak alive and use spare gold on upgrades. Loss streak only when your board is clearly weak and you have a plan for the gold, such as a reroll comp or an early level 8. Most of our reroll comps, like Veigar & Ornn Reroll, accept a weak stage 2 because the gold turns into 3-stars in stage 3.

Never play in between by accident. If you are on a three-round loss streak with a plan, do not buy a random unit that wins you one fight and resets the streak. If you are on a win streak, spend a few gold on the upgrade that keeps it going.

Win stage 2 with items and upgrades

Stage 2 decides how much freedom you have later. The strongest stage 2 boards are not built from perfect units but from completed items. A slammed item on a 2-star unit wins rounds that a bench of components never would, and those wins protect your HP and streak gold.

Build items early unless you have a specific reason not to. Our comp pages list the carry's item priority and the components to grab, so you can slam an item that will still be useful later instead of one you will have to throw away. Openers matter too: a 3 Blossom start with Karma, Yorick and Yunara upgrades your Wisps and gives Karma a reason to hold AP items early.

Follow a sensible level curve unless your plan says otherwise. Most of our fast 8 and fast 9 comps go level 4 at 2-1, 5 at 2-5 and 6 at 3-2. Reroll comps deliberately stay lower to keep their odds for cheap units.

Rolling in the end game

The biggest rolldown of the game usually happens in stage 4, and its timing matters more than its size. Fast 8 comps go to level 8 at 4-2 and roll for their 4-cost carries; fast 9 comps reach level 9 by 5-2. Rolling earlier spends gold at worse odds; rolling later can cost HP you cannot get back.

Roll to a goal, not to zero. Before you start, decide what you need: two 2-star carries, a 2-star tank and a finished board. Stop when you hit it and keep the remaining gold for the next level. If you miss and the gold is gone, accept the board you have and position it well.

Late in the game, with four or five players left, every round counts. Never die with gold in the bank: if the next loss could end your game, spend everything on the strongest possible board for this round. Combat Wisps such as Aftershock or Barrier are worth their price exactly in fights like these.

Common mistakes by rank band

The fundamentals are the same at every rank, but the mistake that costs you the most changes as you climb.

  • Iron to Silver: rolling every round with no economy, keeping components on the bench instead of building items, and not knowing which components make which item.
  • Gold and Platinum: forcing one comp regardless of the lobby, sticking with a fast 9 plan at low HP, and spending gold on levels without the board to use them.
  • Diamond and above: small leaks such as missing interest by one gold, late scouting, positioning that never changes and greed in stage 4 that turns a third place into a fifth.

Whatever your rank, pick one mistake from your band and fix only that for a week. Trying to improve everything at once usually means improving nothing.

Using HexComps in your games

Before you queue, open the comp tier list and pick two or three comps per item type: an AP pair, an AD pair and a reroll. The tier list on our home page can be filtered by style, so you always know which reroll and which fast 8 option the current patch supports. Read Play it when and When to pivot on each comp page; those two sections are where most of the decision-making lives.

During the game, keep the item cheat sheet open on a second screen or phone: pick two components and it shows the finished item, so you never slam the wrong one. Each comp page also lists the components to grab on the carousel, its levelling plan and the board it should have in stage 3.

Between games, use the team builder. Drag in the final board of the comp you want to learn, check that every trait breakpoint is active and try positioning it against the boards that beat you. Every comp page has a button that opens its board in the builder, and you can share the result with a link. After each patch, read our patch notes page to see which comps moved up or down before you queue.

Climbing checklist

  • Before the game: two or three comps per item type, chosen from the current tier list.
  • Stage 2: build items early, keep the strongest board and decide whether you are streaking.
  • Stage 3: scout boards and benches before you commit; keep interest unless you are rerolling.
  • Stage 4: roll at your comp's planned level, roll to a goal and stop when you reach it.
  • End game: position against the boards still alive and never die with gold.
  • After the game: name one decision that cost you placement and fix it in the next game.

Climbing is mostly the discipline to do the boring things every game. If you finish top 4 more than half the time, your rank will follow; the comps and patches only decide how fast.

Comps that use this

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