TFT Rolling Odds Chart: Master Shop Odds by Level

Learn TFT rolling odds by level with this guide. Optimize your shop rolls and gold with our TFT odds chart.
In Teamfight Tactics, every gold spent on a shop refresh is a gamble. But it's not pure luck—it's math. The TFT rolling odds chart reveals the probability of finding champions of each cost tier based on your level. Understanding these odds by level is the difference between a smooth power spike and a wasted economy. If you've ever rolled 50 gold at level 5 hoping for a four-cost carry, you know the pain. This guide breaks down the shop odds by level, so you can roll with confidence.
### Why Rolling Odds Matter
Each time you refresh your shop, the game generates five independent slots. Each slot selects a cost tier according to your current player level, then pulls a random champion from that tier's shared pool. These probabilities shift as you level up. Rolling at the wrong level is one of the quickest ways to flush your gold down the drain. Knowing the exact percentages for each level allows you to time your rolls for maximum efficiency. Whether you're slow-rolling for a three-star three-cost or fast-8ing for a four-cost carry, the numbers dictate your strategy.
### The Official Shop Odds Table
While the exact percentages can change between sets and patches, the table below reflects Set 18 (Enchanted Wilds) as of patch 18.1, current in September 2026. Always check the in-game tooltip or patch notes for the most up-to-date values. Each of your five shop slots rolls independently using these probabilities:
- Level 7: 1-cost 25%, 2-cost 30%, 3-cost 43%, 4-cost 10%, 5-cost 0% - Level 8: 1-cost 20%, 2-cost 25%, 3-cost 30%, 4-cost 30%, 5-cost 3% - Level 9: 1-cost 15%, 2-cost 20%, 3-cost 25%, 4-cost 33%, 5-cost 15% - Level 10: 1-cost 10%, 2-cost 15%, 3-cost 20%, 4-cost 40%, 5-cost 25% - Level 11: 1-cost 5%, 2-cost 10%, 3-cost 15%, 4-cost 50%, 5-cost 35%
These numbers highlight the key thresholds. For instance, at level 7, three-cost champions hit their peak at 43%, while four-costs double from level 6's 5% to a workable 10%. The real jump for four-costs comes at level 8, where they leap to 30%—a threefold increase. Level 9 is the first level where five-costs appear at a meaningful rate: 15% per slot.
### Level 7: The Three-Cost and Early Four-Cost Threshold
Level 7 is a pivotal breakpoint. Stage 4-1, when most players hit level 7, is one of the most common roll-down timings. If your composition relies on a three-cost carry, this is the level to roll. With 43% odds per slot, you'll see three-costs frequently. Four-cost carries also become realistic targets here, though level 8 is more efficient for them. The odds are just 10% per slot, so you'll need more gold to find a specific four-cost. But if you're playing a three-cost reroll comp, level 7 is your sweet spot.
### Level 8: The Sweet Spot for Four-Cost Carries
At level 8, four-cost champions appear at 30% per slot. Across five shop slots, you have roughly an 83% chance of seeing at least one four-cost champion per shop. This is the classic "fast 8" strategy—aggressively leveling to 8 and rolling down. It's the premier level for four-cost carries. Five-cost units also appear at 3%, meaning you'll occasionally find legendaries while searching for four-costs. The math is simple: 1 - (0.70)^5 = 83.2%. That means about 5 out of every 6 shops will contain a four-cost unit. However, seeing a four-cost is not the same as seeing the specific one you need. With 14 distinct four-cost champions in Set 18, each four-cost slot has roughly a 1/14 base chance of being your target, modified by pool availability. This is why you often need 30-50 gold of rolling to find specific units even at favorable levels.
### Level 9 and Beyond: Chasing Five-Costs
Level 9 is the first level where five-cost champions appear at a meaningful rate: 15% per slot (~56% chance per shop). Reaching level 9 costs roughly 60-80 gold in experience from level 8. You need to be healthy enough to justify the investment. Level 9 is where players chase two-star legendaries and cap their boards for a first-place finish. Four-costs also climb to 33% here. Levels 10 and 11 are even rarer, pushing five-cost odds to 25% and 35%, respectively, and four-costs to 40% and 50%. Your shop becomes dominated by high-cost units, but reaching these levels only happens in extended games.
### Key Takeaways
Roll for units at the level where their cost tier has the highest practical odds. Don't roll for four-costs at level 5 or one-costs at level 8. Level 7 is efficient for three-cost carries and the earliest reasonable point to roll for four-costs. Level 8 is the best level for four-cost compositions, with an ~83% chance per shop. Level 9 is required for reliably hitting five-cost champions, but the gold cost is enormous. Each shop slot rolls independently—five slots multiply your chances significantly compared to a single draw.
Mastering the TFT rolling odds chart is a fundamental skill. By aligning your roll-downs with the optimal levels, you'll conserve gold and hit your key units more consistently. So next time you're tempted to roll at level 6 for a four-cost, remember the odds—and wait for level 8. Your LP will thank you.
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