A tier S TFT Set 18 ranked comp for patch 18.1: how to build it, which items and augments to prioritise, and how to position it.
RerollLevel 7 Slow RollAdaptor
How to Play
Adapt or Die is one of the easiest comps in the current meta, slow rolling at level 7 for three interchangeable carries in Kog'Maw, Nidalee, and Master Yi. Let your item drops decide which becomes your primary.
Core Units
Kog'Maw
3-cost Carry
Nidalee
4-cost Carry
Master Yi
3-cost Carry
Krug
3-cost Frontline
Sett
4-cost Frontline
Vi
3-cost Frontline
Yorick
1-cost Frontline
Gromp
2-cost Utility
Early Game
Sett, Vi, Yorick, and Gromp are all cheap frontline bodies from the opening rounds. Play a normal econ opening while you build toward level 7.
Mid Game
Hold at level 7 and roll for whichever of your three carries has the best items so far. If you're handed AP components, build an AP Kog'Maw instead of his usual AD line.
Late Game and Final Board
Having three genuinely interchangeable carries makes this comp very forgiving to a contested lobby, since losing the race for one still leaves two other paths to a strong board.
Best Items
Kog'Maw wants Spear of Shojin and Infinity Edge (or AP items if that's what you're given); Nidalee runs Guinsoo's Rageblade and Jeweled Gauntlet; Master Yi takes Edge of Night and Titan's Resolve.
Best Augments
Component Buffet and Building an Army suit the early roll-down; A Magical Roll II and Heroic Grab Bag support the mid game; Call to Chaos and Golden Ticket close it out.
Positioning
Sett, Vi, Yorick, and Krug wall the front. Keep whichever of your three carries is your primary in the safest backline corner.
Flex Units and Alternative Carries
Kog'Maw, Nidalee, and Master Yi are genuinely interchangeable; commit to whichever finds items first rather than fixing one in advance.
Strengths and Weaknesses
Extremely easy to pilot with three fallback carries built in. The tradeoff is a lower ceiling than a comp with one heavily-itemised hyper carry, since your resources are spread across three units rather than concentrated.
Want to actually climb with this?
The free breakdown gets you started. The guide gets you to gold-plus.
This page covers the Adapt or Die fundamentals. The full e-guide covers every transition, contested-lobby adjustment, and augment line piloting decision that separates a 4th from a 1st: the stuff that doesn't fit in a free writeup.