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 8HunterRiftbeast
How to Play
The Hunters stacks three independent carries — Ashe, Nidalee, and Sivir — behind a cheap Riftbeast opener, then looks for a Hunter Emblem to push whichever one is best itemised over the top.
Core Units
Ashe
5-cost Carry
Nidalee
4-cost Carry
Sivir
4-cost Carry
Malphite
4-cost Frontline
Ancient Sentinel
4-cost Frontline
Kog'Maw
3-cost Utility
Krug
3-cost Frontline
Cinderling
1-cost Utility
Rek'Sai
1-cost Frontline
Early Game
Cinderling and Rek'Sai are cheap Riftbeast pieces to open on while you win-streak toward your carries.
Mid Game
Push through level 8 while adding Ancient Sentinel and Krug as frontline. A Hunter Emblem is the single biggest upgrade this comp can find — hold it for whichever carry needs it most.
Late Game and Final Board
Ashe, Nidalee, and Sivir give you three independent damage sources, so this comp is unusually resilient to a lobby that denies any one item line.
Best Items
Ashe wants Spear of Shojin and Last Whisper; Nidalee runs Spear of Shojin and Sterak's Gage; Sivir takes Infinity Edge and Striker's Flail; Malphite and Ancient Sentinel build pure tank stats.
Best Augments
Big Grab Bag and the Primal augment line suit the early game; Caretaker's Favor and Swordsmith support the mid game; Carve a Path closes it out.
Positioning
Malphite, Ancient Sentinel, Krug, and Rek'Sai wall the front. Keep Ashe, Nidalee, and Sivir spread across separate backline corners.
Flex Units and Alternative Carries
Kog'Maw and Cinderling are the flexible early utility slots.
Strengths and Weaknesses
Three carries that don't compete for the same items make this one of the most forgiving S-tier picks when your lobby denies a specific line. It needs real gold to field all three properly, keeping it at Medium difficulty.
Want to actually climb with this?
The free breakdown gets you started. The guide gets you to gold-plus.
This page covers the The Hunters 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.