TFT CODEX

Game rules

The numbers the game runs on, read out of its own files: what a level costs, what a round pays, what a champion sells for, how the rounds and augments are laid out and which encounter you are likely to get.

From Riot’s own game client, version 18.3.0, files dated 2026-09-25. Nothing on this page is measured from matches.

Levels

The experience each level takes; 4 gold buys 4 XP, and every round gives 2 XP on its own. The level cap is 10.

LevelXP from the level beforeXP from level 1
222
324
4610
51020
62040
73676
856132
968200
1068268

Gold

Every round pays 5 gold once the game is under way; the first rounds pay less (the game’s own table: 0, 0, 2, 2, 3, 4, then 5).

Interest: 1 gold for every 10 you hold at the end of a round, up to 5. The game works this out in its code rather than from a table, so this is the long-standing rule and not a number read from the files.

Win streaks and loss streaks pay the same bonus, on top of the round’s income.

StreakBonus gold
2–4 in a row+1
5 in a row+2
6 or more in a row+3

Selling

What a champion sells for at each star level. A one-star sells for what it cost; above that, anything but a 1-cost gives one gold back less than its copies cost.

Cost★★★★★★
1139
22517
33826
441135
551444

Star levels

A two-star has 1.8× the health of a one-star and a three-star 3.24×. Attack damage and ability numbers rise by each champion’s own table instead; every champion page prints them.

Rounds

What each round of a stage is, as the game lays it out. Stage 1 is 4 rounds and every later stage 7, which is why the round after 1-4 is 2-1.

Stage 1
EncounterIntroIntroIntro
Stage 2
AugmentCombatCombatCarouselCombatCombatKrugs
Stage 3
CombatAugmentCombatCarouselCombatCombatWolves
Stage 4
CombatAugmentCombatCarouselCombatCombatRaptors
Stage 5 on
CombatCombatCombatCarouselCombatCombatDragon

Augment tiers

Each game deals its three augment picks in one of these tier patterns, drawn by weight from the game’s own table, so 48% of games are dealt at least one Prismatic. That is before the game’s encounter: 6 encounters set a pick’s tier outright (Golden Finale, Golden Gala, Golden Prelude, Prismatic Finisher, Prismatic Opener, Prismatic Party).

PickSilverGoldPrismatic
2-126%65%9%
3-232%50%18%
4-26%68%27%
All 18 patterns
PatternGames
Gold → Gold → Gold20.2%
Gold → Silver → Gold16.5%
Gold → Gold → Prismatic11.0%
Silver → Gold → Gold11.0%
Gold → Prismatic → Gold9.2%
Gold → Prismatic → Silver5.5%
Silver → Gold → Prismatic4.6%
Silver → Silver → Gold4.6%
Silver → Silver → Prismatic4.6%
Prismatic → Silver → Gold3.7%
Gold → Silver → Prismatic1.8%
Prismatic → Gold → Gold1.8%
Gold → Prismatic → Prismatic0.9%
Prismatic → Gold → Prismatic0.9%
Prismatic → Prismatic → Gold0.9%
Prismatic → Prismatic → Prismatic0.9%
Prismatic → Silver → Prismatic0.9%
Silver → Prismatic → Prismatic0.9%

Encounters

One of these opens every game, drawn by weight from the game’s own table — “No Encounter” is one of them. The percentage is its share of the weights, which is its chance of being drawn.

2 Cost Start7%

Start with a random 2-cost champion this game.

Completed Item Anvil7%

Start with a completed item anvil.

Component Anvils7%

Start with 2 component anvils.

Final Showdown7%

The final two players gain 70 gold for an epic final fight.

Golden Gala7%

All augments offered this game will be gold tier.

Howling Abyss7%

Start with 5 random 1-cost units.

Upgraded Start7%

Start with a 2-star champion this game.

3 Cost Start6%

Start with a random 3-cost champion this game.

Cheaper Levels5%

Each level costs 2 XP less.

Gold Subscription5%

Every stage, gain a random amount of gold. All players gain the same amount.

Golden Finale5%

The last augment offered this game will be gold tier.

Golden Prelude5%

The first augment offered this game will be gold tier.

Prismatic Finisher5%

The last augment offered this game will be prismatic tier.

Prismatic Opener5%

The first augment offered this game will be prismatic tier.

Scouting Party5%

Gain +1 Augment rerolls this game.

Item Forge3%

All players start with 2 completed item anvils.

No Encounter3%

There is no encounter this game.

Reroll Subscription3%

At the start of every stage, gain free Shop rerolls.

Emblem Ensemble2%

Start with 3 random emblems.

Prismatic Party2%

All augments offered this game will be prismatic tier.

Roles

How a champion gains mana and what its class gives it, in the game’s own words, with the champions of each.

Magic Tank

Attacks grant 5 Mana. Gain Mana from taking damage. More likely to be targeted.

Alistar, Amumu, Elise, Fiddlesticks, Hecarim, Kobuko, Leona, Lillia, Malphite, Maokai, Ornn, Rakan, Rek'Sai, Sejuani, Sentinel, Shen, Taric

Magic Caster

Attacks grant 7 Mana. Gain 2 Mana Regen.

Ahri, Alune, Cassiopeia, Gromp, Ivern, Karma, LeBlanc, Lux, Pebbles, Soraka, Teemo, Veigar, Zyra

Attack Caster

Attacks grant 7 Mana. Gain 2 Mana Regen.

Ashe, Cinderling, Ezreal, Kog'Maw, Sivir, Varus, Yunara

Attack Fighter

Attacks grant 10 Mana. Gain 5-30% Attack Speed (based on Stage).

Akali, Brambleback, Camille, Elder Dragon, Rengar, Warwick

Attack Tank

Attacks grant 5 Mana. Gain Mana from taking damage. More likely to be targeted.

Krug, Rammus, Scuttlecrab, Sett, Vi, Yorick

Attack Marksman

Attacks grant 10 Mana.

Aphelios, Draven, Mama Beak, Tristana, Xayah

Attack Specialist

Specialists generate resources in a unique way.

Caitlyn, Gnar, Master Yi

Magic Assassin

Attacks grant 10 Mana. Take 15% less damage from all enemies except the current target.

Kennen, Kha'Zix

Magic Fighter

Attacks grant 10 Mana. Gain 5-30% Attack Speed (based on Stage).

Diana, Morgana

Magic Marksman

Attacks grant 10 Mana.

Azir, Nidalee

Attack Assassin

Attacks grant 10 Mana. Take 15% less damage from all enemies except the current target.

Murkwolf

Magic Specialist (no mana)

Specialists generate resources in a unique way.

Kayle