A tier B 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 6 Slow RollRiftbeast
How to Play
Riftbeast Reroll slow rolls at level 6 for a three-star Pebbles, the most important unit to hit in this shell. Activate five Riftbeast as soon as possible for the team-wide bonus.
Core Units
Pebbles
1-cost Carry
Gromp
2-cost Carry
Murkwolf
2-cost Carry
Ancient Sentinel
4-cost Carry
Scuttlecrab
2-cost Frontline
Brambleback
4-cost Frontline
Krug
3-cost Frontline
Gnar
5-cost Frontline
Early Game
Scuttlecrab, Brambleback, and Krug are cheap Riftbeast bodies from the start. Use your Alpha Mark augment charge on Pebbles if you have one.
Mid Game
Hold at level 6 and slow roll for Pebbles, Gromp, Scuttlecrab, and Murkwolf copies, prioritising Pebbles above the rest.
Late Game and Final Board
A three-star Pebbles with AP items becomes a genuine damage threat despite his one-cost price tag, backed by Gromp as a second caster.
Best Items
Pebbles wants Rabadon's Deathcap and Blue Buff; Gromp runs Jeweled Gauntlet and Void Staff.
Best Augments
Building an Army I and Component Buffet suit the early roll-down; A Magical Roll II and Heroic Grab Bag support the mid game; Golden Ticket and The Baron's Lair close it out.
Positioning
Scuttlecrab, Brambleback, Krug, and Gnar wall the front. Keep Pebbles and Gromp in the back row.
Flex Units and Alternative Carries
Murkwolf and Ancient Sentinel are flexible carries if their items come before Pebbles' do.
Strengths and Weaknesses
Very cheap and easy to execute since every core unit is a one or two-cost. Its lower cost ceiling is why it sits at B despite the ease of pulling it off.
Want to actually climb with this?
The free breakdown gets you started. The guide gets you to gold-plus.
This page covers the Riftbeast Reroll 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.