A tier A 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 RollAugment-Dependent
How to Play
This comp depends on finding the Double Trouble augment, which duplicates a champion into two board copies. With it, Cassiopeia, Fiddlesticks, and Rammus each occupy two board slots, effectively giving you a seven-unit board from four distinct champions.
Core Units
Cassiopeia
3-cost Carry
Fiddlesticks
3-cost Frontline
Rammus
3-cost Frontline
Soraka
4-cost Utility
Early Game
Play a normal econ opening and hold Cassiopeia, Fiddlesticks, and Rammus copies. Don't commit fully to this specific plan until you know whether the Double Trouble augment is actually available.
Mid Game
Hold at level 7 and slow roll for three-star copies of all three core units. Soraka absorbs leftover AP items while you finish itemising your carries.
Late Game and Final Board
If Fiddlesticks is proving hard to three-star, make Rammus your main tank instead and lean more heavily on Cassiopeia's damage.
Best Items
Cassiopeia wants Spear of Shojin and Jeweled Gauntlet; Fiddlesticks runs Spirit Visage and Gargoyle Stoneplate; Rammus takes Sunfire Cape.
Best Augments
The entire plan depends on the Double Trouble augment; Building an Army and Rolling for Days both suit the early roll-down regardless.
Positioning
Both Fiddlesticks and Rammus copies hold the front. Keep both Cassiopeia copies in the backline.
Flex Units and Alternative Carries
Without the Double Trouble augment, treat this as a smaller-scale version of the standard Defenders of the DoT shell instead.
Strengths and Weaknesses
Very easy to execute once you have the augment, since it's the same reroll plan as Defenders of the DoT but doubled. Its whole identity depends on one specific augment, so it's opportunistic rather than something to plan around from the start.
Want to actually climb with this?
The free breakdown gets you started. The guide gets you to gold-plus.
This page covers the Double Trouble Cass 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.