When to Roll vs Level Up in TFT (Shop Odds by Level)
Learn when to roll in TFT versus level up, with the full shop odds by level and the classic 3-2, 4-1, and 5-1 roll down timings.
Almost every game you lose in TFT comes down to one quiet mistake: you spent gold rolling when you should have leveled, or you leveled when you should have rolled. Knowing when to roll is the single biggest gap between a Gold player and a Diamond one. This TFT leveling guide breaks down the shop odds by level, the roll down timing that top players actually use, and a decision framework you can apply in any set, on any patch.
How TFT shop odds by level actually work
Every time you refresh the shop, the game rolls five slots. What can appear in each slot depends entirely on your level, not on how much gold you have or how long you have played. At level 3 your shop is flooded with 1-cost and 2-cost units. By level 7 the middle of the board opens up and 3-costs and 4-costs become common. This is why leveling is the primary tool for finding stronger units: you cannot reliably buy a 4-cost carry at level 6 no matter how much you roll, because the odds simply are not there.
| Level | 1-Cost | 2-Cost | 3-Cost | 4-Cost | 5-Cost |
|---|---|---|---|---|---|
| 4 | 55% | 30% | 15% | 0% | 0% |
| 5 | 45% | 33% | 20% | 2% | 0% |
| 6 | 30% | 40% | 25% | 5% | 0% |
| 7 | 19% | 30% | 35% | 15% | 1% |
| 8 | 17% | 24% | 32% | 24% | 3% |
| 9 | 15% | 18% | 25% | 30% | 12% |
The core decision: buy XP or buy shops?
Both actions cost gold. Buying XP (4 gold for 4 XP) raises your level, which raises your odds and lets you field more units. Rerolling (2 gold per refresh) buys you fresh shops at your current odds. The trap is thinking of these as opposites when they are really two speeds of the same engine. Leveling is the patient play that compounds; rolling is the aggressive play that cashes in. You almost never want to do both at full tilt in the same stage, because that empties your gold before you have a stable board.
- Unlocks higher shop odds and an extra board slot
- Best when your board is healthy and you are not desperate for a specific unit
- Rewards a strong economy and a win or lose streak that protects your health
- Preferred default when you are unsure
- Finds specific upgrades and completes your carries now
- Best when you are already at the right level for your win condition
- Correct when your health is dropping and you need to stabilize the board
- Dangerous if done at the wrong level or without a plan
VerdictWhen in doubt, level. Rolling with no clear target burns gold you cannot get back. Level first so your rolls hit the right pool.
The standard roll down timing windows
Experienced players do not roll randomly. They roll at set moments tied to the carousel and creep rounds, because those are the points where you have the most gold and the clearest picture of the lobby. Memorize these windows and you will already be ahead of most of your bracket.
- Stage 2Build the engine
This is not a rolling stage. Take your natural units, hit your interest breakpoints, and try to build a win or lose streak. Every gold you save here becomes two or three gold later through interest. Only spend if a shop hands you a pair you were already going to two-star.
- Stage 3-2The first real choice
By now you should be around level 6. If you are healthy and playing a standard comp, keep saving and slow-roll only if you are chasing key 2-cost or 3-cost two-stars. If you are low on health, this is where a small roll down to stabilize your board is fine. Reroll comps that want three-star 1-costs or 2-costs live and die on how they use this window.
- Stage 4-1Level to 7 and roll for 3-costs
The classic push. Level to 7 at the start of stage 4 and, if you have the gold and the board, roll down to complete your 3-cost carries and find early 4-costs. This is the most common roll down timing in the game because 3-cost odds peak at level 7. If you are winning and rich, you can skip this and roll at 8 instead.
- Stage 5-1Level to 8 and roll for 4-costs
Most standard boards want their power spike here. Level to 8 and roll for the 4-cost carries and legendary tank items holders that define your comp. Because 4-cost odds jump hard at level 8, this is where you convert a fragile board into a top-four one.
- Stage 6 and beyondPush to 9 or gamble for 5-costs
If you survived with gold intact, level to 9 for the best board in the lobby and a real shot at 5-cost legendaries. If you are on your last legs, dump everything into a roll for your win condition instead. There is no interest to protect on the final rounds, so leftover gold is wasted gold.
A simple framework for when to roll in TFT
- 1Check your health, not your board
Health is your rolling currency. Above 50 you can afford to be greedy and keep leveling. Below 30 you should be looking hard for a reason not to roll. If you are about to die, holding 50 gold for interest is meaningless.
- 2Identify your win condition
Name the exact unit or trait you are rolling toward before you spend a single gold. If your carry is a 4-cost, you have no business rolling below level 8. If it is a 1-cost three-star, you belong at level 6 or 7 grinding, not pushing levels. Match your level to your target's cost.
- 3Respect the interest breakpoints
Gold earns 1 interest per 10 held, capped at 5 per round. Rolling below the next breakpoint costs you future gold, so try to roll in chunks that keep you near 50, or commit fully once you have decided the game is now.
- 4Roll with a stop condition
Decide in advance how much you will spend. Give yourself a floor, roll to it, and stop. Roll down means going to that floor on purpose, not tilting your entire bank because two shops in a row were empty.
- You are below 30 health and losing fights you should be winning.
- You are already at the correct level for your main carry's cost tier.
- You are one or two units away from a big two-star or three-star spike.
- You are contested and need to hit before the other player empties the pool.
- You have more gold than you can meaningfully spend on XP before the game ends.
Get the Winning Edge
Real-time overlays, automatic match tracking, and exclusive tools — everything you need to climb, free on your PC.
- In-game overlays
- Automatic match tracking
- Desktop-exclusive tools
Help us maintain accuracy! If you notice incorrect stats, missing data, or any issues, your feedback directly improves the quality of our data for the entire community.
Guide FAQ
When should I roll in TFT instead of leveling up?
Roll when hitting an upgrade wins you the current fight or when your health is dropping and you need to stabilize. Level up when your board is healthy and you want better shop odds for the next tier of units. If you cannot name the exact unit you are rolling for, you should almost always level instead.
What level should I be to roll for 4-cost units?
Level 8. Four-cost odds roughly double from level 7 to level 8, so rolling for a 4-cost carry at level 7 wastes gold. The standard timing is to level to 8 around stage 5-1 and roll there. Rolling for 4-costs below level 8 only makes sense if you are desperate and about to die.
Is slow rolling worth it?
Slow rolling is worth it for reroll comps built around three-star 1-cost or 2-cost units, because those units are common in your shop at level 6 or 7. You hold above 50 gold and spend only your interest income each round to keep the pace steady. For standard comps that want 4-cost carries, slow rolling is usually a mistake; you want to save and hit a level breakpoint instead.
Why do my shop odds change when I level up?
Shop odds are tied entirely to your level. Each level shifts the percentage chance of each cost tier appearing in your five shop slots. That is the whole reason leveling matters: you cannot reliably buy expensive units until your level makes them common. Gold and rolling do not change the odds, only your level does.
How much gold should I keep before I roll down?
Try to reach your roll window with around 50 gold so you have earned maximum interest along the way. When you decide the game is now, set a floor, roll toward it, and stop. Rolling to zero is correct only when you are low on health and the current fight decides whether you survive.