Teamfight Tactics – How To Level Up Correctly

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  • Why should you Level?
  • Levelling Tips

Success in Teamfight Tactics revolves around outvaluing your opponents and creating the strongest board of champions possible. To achieve this, players must level up, giving themselves greater opportunities to find more valuable units. There are several popular strategies involved with this process, and understanding the basics of levelling will aid you in your quest to climb the ranks!

This guide will explain the fundamentals of levelling in Teamfight Tactics, breaking down exactly what each level grants, as well as some popular meta strategies.

Why should you Level?

Levelling up provides two benefits:

  • Increases how many units you may place onto your board
  • Alters your odds in the champion shop

More units on board is nearly always a good thing, and unless you are planning on loss streaking, maximising your onboard power is something you should be aiming for in each round. Keeping up with your opponents in levels

With each level, the chances of finding certain Unit Costs are also affected. These odds are known and can be seen in this table:

Level 1 Cost % 2 Cost % 3 Cost % 4 Cost % 5 Cost %
One 100 N/A N/A N/A N/A
Two 100 N/A N/A N/A N/A
Three 75 25 N/A N/A N/A
Four 55 30 15 N/A N/A
Five 45 33 20 2 N/A
Six 25 40 30 5 N/A
Seven 19 30 35 15 1
Eight 15 20 35 25 5
Nine 10 15 30 30 15

While this may seem like a number overload, the main thing to take away is that there are certain breakpoints where it becomes most efficient to try and Three Star certain units. Remaining at a level and spending all or the majority of the gold (also known as Rolling Down) is the best way to maximise your chances of finding key champions, and you should be aware of the pros and cons of each popular levelling strategy to make the best use of this information.

Levelling Tips

You will earn Two XP per round for free, and you can spend Four Gold to buy Four XP as many times as you like. The amount of gold required to spend until you level up is told to you in-game, and the amount of experience required for each level is as follows:

Level XP Requirement Unit Cap
One Start of the game 1
Two After the first minion round 2
Three 2 3
Four 6 4
Five 10 5
Six 20 6
Seven 36 7
Eight 56 8
Nine 80 9

Before Round Two-One you will be Four XP off reaching Level Four. This is nearly always worth spending gold on, as the majority of your opponents will be fielding four units, and you want to at the very least give yourself a chance of win streaking.

Standard Levelling provides the greatest flexibility in strategy, as it allows to you either save or invest gold depending on your champion shop luck and how well the game is progressing. Your level targets are:

  • Level Four on Round Two-One
  • Level Five by Round Two-Seven
  • Level Six by Round Three-Two
  • Level Seven by Round Four-One
  • Level Eight by Round Five-One

The popular strategy of rushing Level Eight is primarily to increase your odds of finding Four and Five cost units, as certain builds rely on using these champions as the core of their team. You are looking to hit Level Eight early on in Stage Four, and this can be difficult if you did not maintain a good win/loss streak. The strategy is very powerful as you are normally given the pick of the high-tier units but is riskier than levelling slowly.

Hyper Rolling requires you to spend all your gold either before or during Round Three-One, as this is your last round before levelling up to Level Six, which will severely impact your odds of finding One and Two cost units. This can be a great way of giving you a strong board, and pushing your opponent's health down to secure a Top Four finish, however, it is rarely effective in claiming a victory, as you typically spend too many resources on low-tier units. However, if you receive terrible luck in your shop and cannot Three Star your board, you will most likely place very low, as you will not have the gold to carry yourself into the later rounds.

Slow Rolling will involve you spending your gold at either Level Six or Seven, depending on your team comp. This is where you have the best odds of finding Three Cost champions, and builds that favour Slow Rolling will use these units as key components. Slow Rolling gives you the flexibility of having large gold reserves, but it can lead to you having a weak board in the early game, so be careful not to lose too much health before Rolling Down.

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