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
4-cost Carry

Alune
5-cost Carry

Brambleback
4-cost Carry

Ancient Sentinel
4-cost Frontline

Hecarim
3-cost Frontline

Pebbles
1-cost Utility

Taric
5-cost Frontline

Diana
3-cost Frontline

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