A tier S TFT Set 18 ranked comp for patch 18.2: how to build it, which items and augments to prioritise, and how to position it.
Fast 8InvokerBlossom
How to Play
Bloom and Doom is the current best version of the Invoker Ahri shell: an early Blossom win streak funds a roll for Ahri, Morgana, and a flexible frontline. An Invoker Emblem on Ahri is the single biggest upgrade if you find one.
Core Units
Ahri
4-cost Carry
Morgana
4-cost Carry
Sett
4-cost Frontline
Taric
5-cost Frontline
Ancient Sentinel
4-cost Frontline
Kog'Maw
3-cost Utility
Krug
3-cost Frontline
Karma
1-cost Utility
Pebbles
1-cost Utility
Early Game
Open on 3 Blossom with Karma and Pebbles to win-streak Stage 2. Karma can hold spare items for Ahri while you look for your real pieces.
Mid Game
Push through level 8 and add Sett, Taric, and Ancient Sentinel as frontline. Krug and Kog'Maw are cheap flex pieces that don't need much investment.
Late Game and Final Board
Ahri and Morgana give you two real damage sources — a lobby that denies one carry's items specifically still leaves the other functional.
Best Items
Ahri wants Jeweled Gauntlet, Striker's Flail, and Spear of Shojin; Morgana runs Void Staff and Morellonomicon; Sett and Taric build pure tank stats with Warmog's Armor and Gargoyle Stoneplate.
Best Augments
Jeweled Lotus I and II and Staffsmith suit the early game; Glass Cannon and Cybernetic Uplink support the mid game; Wand Overflow closes it out.
Positioning
Sett, Taric, Ancient Sentinel, and Krug wall the front. Keep Ahri and Morgana in separate backline corners.
Flex Units and Alternative Carries
Kog'Maw and Krug are cheap, low-priority flex slots — swap either for whatever trait piece your lobby is missing.
Strengths and Weaknesses
Two real carries and a cheap, flexible frontline give this comp a strong floor. It's a step below the true Fast 9 picks in raw ceiling, which is what keeps it at S rather than pushing higher.
Want to actually climb with this?
The free breakdown gets you started. The guide gets you to gold-plus.
This page covers the Bloom and Doom 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.