Last Updated: 3/10/2026
Game Mechanics Reference
Overview
This document provides detailed information about Teamfight Tactics game mechanics relevant to rolling calculations. All data is current as of Set 10.
Unit Pool Mechanics
Bag Sizes (Set 10)
Each champion has a limited number of copies in the shared pool:
| Cost | Copies per Champion | Total Distinct Champions | Total Units in Pool |
|---|---|---|---|
| 1-cost | 22 | 13 | 286 |
| 2-cost | 20 | 13 | 260 |
| 3-cost | 17 | 13 | 221 |
| 4-cost | 10 | 13 | 130 |
| 5-cost | 9 | 8 | 72 |
Pool Sharing
The unit pool is shared across all players:
- When any player purchases a unit, it’s removed from the pool
- When a player sells a unit, it returns to the pool
- Units on benches and boards are out of the pool
- Dead units (from eliminated players) remain out of the pool
Star Level Requirements
| Star Level | Copies Required | Total Copies Needed |
|---|---|---|
| 1-star | 1 | 1 |
| 2-star | 3 | 3 |
| 3-star | 9 | 9 (3 × 3) |
Example: To create a 3-star unit, you need to find 9 copies total (which combine into three 2-stars, then one 3-star).
Shop Odds by Level
Standard Shop Probabilities
The probability of each cost appearing in a shop slot varies by level:
| Level | 1-cost | 2-cost | 3-cost | 4-cost | 5-cost |
|---|---|---|---|---|---|
| 1 | 100% | 0% | 0% | 0% | 0% |
| 2 | 100% | 0% | 0% | 0% | 0% |
| 3 | 75% | 25% | 0% | 0% | 0% |
| 4 | 55% | 30% | 15% | 0% | 0% |
| 5 | 45% | 33% | 20% | 2% | 0% |
| 6 | 30% | 40% | 25% | 5% | 0% |
| 7 | 19% | 35% | 35% | 10% | 1% |
| 8 | 18% | 25% | 36% | 18% | 3% |
| 9 | 10% | 20% | 25% | 35% | 10% |
| 10 | 5% | 10% | 20% | 40% | 25% |
| 11 | 1% | 2% | 12% | 50% | 35% |
Key Breakpoints
Level 3: First level where 2-costs appear (25% chance)
Level 5: First level where 4-costs appear (2% chance)
Level 7: First level where 5-costs appear (1% chance)
- Balanced distribution for 2-cost and 3-cost (35% each)
- Common level for rolling down for 3-cost carries
Level 8:
- Best level for finding 3-cost units (36% chance)
- Reasonable 4-cost odds (18%)
- Most versatile level for rolling
Level 9:
- Best level for 4-cost units (35% chance)
- Significant 5-cost appearance (10%)
- Standard level for late-game carries
Level 10:
- Optimal for 4-cost units (40% chance)
- Good 5-cost odds (25%)
Level 11:
- Best for 5-cost units (35% chance)
- Excellent 4-cost odds (50%)
- Very rare to reach in normal games
Headliner Mechanics
What are Headliners?
Headliners are special shop offerings (Set 10 mechanic) that:
- Appear as a full shop of 5 units from the same trait
- Give 3 copies of the chosen unit instead of 1
- Have increased star level (+1 star)
- Cannot appear in consecutive shops (4-shop cooldown)
Headliner Probabilities
The probability of a headliner shop appearing varies by level and cost:
| Level | 1-cost | 2-cost | 3-cost | 4-cost | 5-cost |
|---|---|---|---|---|---|
| 2 | 7.7% | 0% | 0% | 0% | 0% |
| 3 | 7.7% | 0% | 0% | 0% | 0% |
| 4 | 6.2% | 1.5% | 0% | 0% | 0% |
| 5 | 2.3% | 5.4% | 0% | 0% | 0% |
| 6 | 0% | 5.8% | 1.9% | 0% | 0% |
| 7 | 0% | 3.1% | 4.6% | 0% | 0% |
| 8 | 0% | 0% | 5.4% | 2.5% | 0% |
| 9 | 0% | 0% | 0% | 8.2% | 0.3% |
| 10 | 0% | 0% | 0% | 2.5% | 8.8% |
Note: After getting a headliner, the next 4 shops cannot be headliners.
Impact on Calculations
Headliners significantly improve odds because:
- They give 3 copies instead of 1
- They effectively “skip” 2 states in the Markov chain
The calculator accounts for:
- Probability of getting a headliner on each shop
- The 4-shop cooldown after a headliner
- The 3-copy jump in the state transition
Rolling Mechanics
Shop Refresh
- Cost: 2 gold per reroll
- Shops per reroll: 5 unit slots
- Shops per gold: 2.5 shops per gold spent
Example: 40 gold = 20 rerolls = 100 shops
Shop Generation Process
-
For each of the 5 slots: a. Roll for cost tier (based on level) b. Roll for specific champion (uniform among remaining champions of that cost) c. Check for headliner eligibility
-
Pool depletion is immediate: If you buy a unit, it’s removed before the next shop
Lock Mechanic
Players can “lock” their shop:
- Costs 0 gold
- Preserves current shop when leveling or waiting
- Units are still out of the pool while locked
- Doesn’t affect rolling calculations
Strategic Implications
Contested Units
When multiple players want the same unit:
- Pool depletes faster
- Odds decrease for everyone
- Earlier rolling has advantage
Example: If 3 players are rolling for the same 4-cost carry:
- Pool of 10 copies
- Each player getting 3 copies means only 1 left
- Last player has very poor odds
Level vs. Roll Decision
Leveling Advantages:
- Better odds for higher-cost units
- More board strength immediately
- Better economy in long run
Rolling Advantages:
- More shops for current odds
- Can hit units before others
- Cheaper (2 gold per roll vs. 4+ for levels)
Break-even Analysis:
- Level 7→8 costs 24 gold
- That’s 12 rerolls = 60 shops at level 7
- Compare: 36% chance at level 8 vs. 35% × 60 shops at level 7
Optimal Rolling Levels
For 1-cost: Level 3-5
- Highest odds, but usually not worth rolling for
For 2-cost: Level 5-6
- 33-40% odds
- Common for early reroll comps
For 3-cost: Level 7-8
- 35-36% odds
- Standard carry level
- Most common roll-down timing
For 4-cost: Level 8-9
- 18-35% odds
- Level 9 strongly preferred
- High-roll territory at level 8
For 5-cost: Level 9-10+
- 10-25% odds
- Usually need level 10+ for reasonable odds
- Very expensive to roll for
Economy Considerations
Gold Generation
- Base: 5 gold per round
- Interest: +1 gold per 10 gold saved (max +5 at 50 gold)
- Win/Loss Streak: +1 to +3 gold
- Total: Typically 6-13 gold per round
Rolling Costs
| Action | Gold Cost | Opportunity Cost |
|---|---|---|
| 1 reroll | 2 | ~0.4 interest (if at 50g) |
| Level up (7→8) | 24 | ~5 interest rounds |
| Level up (8→9) | 32 | ~6 interest rounds |
Common Roll Timings
Stage 3-2 (Krugs):
- ~30-40 gold available
- Level 6-7
- Rolling for 2-cost or 3-cost carries
Stage 4-1/4-2:
- ~50-60 gold available
- Level 7-8
- Main roll-down timing for 3-cost carries
Stage 4-5/5-1:
- ~60-80 gold available
- Level 8-9
- Rolling for 4-cost carries or 3-star 3-costs
Stage 5-5+:
- Variable gold
- Level 9-10
- Desperation rolling or 5-cost hunting
Set-Specific Considerations
Set 10 Updates (as of 26/11/23)
Bag Size Changes:
- 1-cost: 22 copies (was 29)
- 2-cost: 20 copies (was 22)
- 3-cost: 17 copies (was 18)
- 4-cost: 10 copies (was 12)
- 5-cost: 9 copies (was 10)
Impact:
- Higher-cost units are more contested
- 3-starring 4-costs and 5-costs is harder
- Pool depletion matters more
Distinct Champions:
- All costs have 13 distinct champions except 5-cost (8 champions)
- More diverse pool than some previous sets
Historical Context
Previous sets had different bag sizes. If using this calculator for older sets, you would need to update the constants in the code:
const totalUnits = [22, 20, 17, 10, 9]; // Set 10
const distinctChamps = [13, 13, 13, 13, 8]; // Set 10Advanced Mechanics
Shop Uniqueness
Within a single shop (5 units), you cannot see:
- The same champion twice (unless one is a headliner)
- Exception: Different star levels of the same champion can appear
Carousel Priority
Carousel units:
- Are removed from the pool while on carousel
- Return to pool if not picked
- Don’t affect shop odds during carousel round
Selling Units
When selling units:
- They immediately return to the pool
- Other players can find them in their next shop
- Useful for “passing” units in coordinated play
Probability Edge Cases
Zero Units Left
If all copies of a unit are out:
- Probability becomes 0
- Shop cannot generate that unit
- Calculator handles this with
Math.max(0, ...)
Pool Exhaustion
If an entire cost tier is exhausted:
- Game rerolls for a different cost
- Very rare in practice
- Calculator assumes this doesn’t happen
Headliner Conflicts
If a headliner would give you a unit that’s exhausted:
- Headliner doesn’t appear
- Normal shop is generated instead
- Probability calculations remain valid
Next Steps
- How to Use: Apply these mechanics practically
- Mathematical Background: Understand the probability math
- Technical Implementation: See how this data is used in code