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SPatch 18.1

Mana Go Brrr TFT Set 18 Ranked Comp

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.

Fast 8InvokerCash Out

How to Play

Mana Go Brrr plays around the Invoker trait's gold-generating Essence mechanic, deliberately taking a rough stage 2 to cash out a large gold payout by the end of stage 3. Once cashed out, the extra gold funds a normal Fast 8 push into Morgana, Alune, and Brambleback.

Core Units

Morgana

Morgana

4-cost Carry

Adaptive Helm
Morellonomicon
Archangel's Staff
Alune

Alune

5-cost Carry

Striker's Flail
Jeweled Gauntlet
Brambleback

Brambleback

4-cost Carry

Deathblade
Edge of Night
Sterak's Gage
Ancient Sentinel

Ancient Sentinel

4-cost Frontline

Gargoyle Stoneplate
Adaptive Helm
Hecarim

Hecarim

3-cost Frontline

Pebbles

Pebbles

1-cost Utility

Taric

Taric

5-cost Frontline

Diana

Diana

3-cost Frontline

Kog'Maw

Kog'Maw

3-cost Utility

Early Game

Intentionally lose-streak through stage 2 to build Essence rather than fighting for board strength. This costs health but is designed to convert into a large gold advantage once you cash out.

Mid Game

After cashing out around the end of stage 3, spend the windfall to stabilise your board and level toward 8. Pebbles and Kog'Maw are cheap early bodies that don't need dedicated items.

Late Game and Final Board

Morgana's Wound, Alune's Lunar buff, and Brambleback's raw damage give you three separate ways to close out a game. Because this comp is genuinely flexible after cashing out, it can pivot into whatever your lobby's item drops favour.

Best Items

Morgana wants Adaptive Helm and Morellonomicon; Alune runs Striker's Flail and Jeweled Gauntlet; Brambleback takes Deathblade and Edge of Night.

Best Augments

Good for Something and Power Up suit the early lose-streak plan; Calculated Loss and Patient Study support the cash-out; Forged in Strength and Buried Treasures III round out the late game.

Positioning

Ancient Sentinel, Hecarim, Taric, and Diana wall the front, with Taric paired next to Ancient Sentinel. Keep Morgana, Alune, and Brambleback split across separate backline hexes.

Flex Units and Alternative Carries

This comp can transition into almost any other line after the stage 3 cash-out, since the gold advantage matters more than the specific units by that point.

Strengths and Weaknesses

A genuinely flexible plan once cashed out, since the gold lead lets you pivot into whatever the lobby gives you. The early lose-streak is intentional and can feel uncomfortable to play through, which is the main reason it's rated Medium rather than Easy.

Want to actually climb with this?

The free breakdown gets you started. The guide gets you to gold-plus.

This page covers the Mana Go Brrr 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.

See what's in the guide