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APatch 18.1

Unrivaled TFT Set 18 Ranked Comp

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 RollRivalAugment-Dependent

How to Play

Unrivaled requires the Unrivaled augment, which lets Kha'Zix and Rengar both benefit from the Rival trait at once instead of just one of them. Without that augment, this comp underperforms badly, so don't force it on sight of just the units.

Core Units

Kha'Zix

Kha'Zix

3-cost Carry

Edge of Night
Hand Of Justice
Rabadon's Deathcap
Rengar

Rengar

3-cost Carry

Edge of Night
Titan's Resolve
Guinsoo's Rageblade
Hecarim

Hecarim

3-cost Carry

Gargoyle Stoneplate
Spirit Visage
Warmog's Armor
Aphelios

Aphelios

4-cost Carry

Kraken's Fury
Red Buff
Last Whisper
Diana

Diana

3-cost Frontline

Ancient Sentinel

Ancient Sentinel

4-cost Frontline

Ezreal

Ezreal

4-cost Utility

Early Game

Diana and Ancient Sentinel are cheap early frontline. Don't commit fully until you know the Unrivaled augment is actually available in your game.

Mid Game

Hold at level 7 and slow roll for whichever of Kha'Zix or Rengar you're leaning on. If Kha'Zix Evolves, prioritise Executioner and Spellweaver trait pieces first.

Late Game and Final Board

With the augment, both assassins plus Hecarim and Aphelios give you four real damage sources. This comp also comes with built-in anti-heal.

Best Items

Kha'Zix wants Edge of Night and Hand Of Justice; Rengar runs Edge of Night and Titan's Resolve; Hecarim and Aphelios round out the damage.

Best Augments

The entire plan depends on the Unrivaled augment; Team Building and Slightly Magic Roll suit the early game regardless; Heroic Grab Bag and Trade Sector support the mid game.

Positioning

Diana, Ancient Sentinel, and Hecarim hold the front. Kha'Zix and Rengar are mobile assassins, so give them forward flank hexes to jump from rather than fixed backline corners.

Flex Units and Alternative Carries

Ezreal is the flexible utility slot; without the enabling augment, drop one of the two assassins for a more conventional single-carry plan.

Strengths and Weaknesses

A very high ceiling with the enabling augment, genuinely risky without it. Pivot into this opportunistically when you see the augment rather than planning around it 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 Unrivaled 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