XP

Description

The player-side progression resource. Spending gold on XP buys it; each level raises the team-size cap and shifts shop odds toward higher-cost champions. Augments grant XP directly or trigger off "level up" to accelerate the curve.

Listed in: Economy

Augments (28)

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Role
Tier
XP effect

  • Gain a 2-star champion and 1 gold each time you level up. The champion's cost tier is your level minus 4 (max: 5-cost).
  • Going Long Prismatic
    You no longer gain interest. Gain 10 gold now. Round start: gain 4 XP.
    
    Interest is extra gold you gain per 10g saved.
  • Level Up! Prismatic
    When you buy XP, gain an additional 2. Gain 6 immediately.
  • When you level up, gain a number of free shop refreshes equal to your level +1. Gain 6 gold.
  • Buying XP costs 1 less. Gain 2 Health and 1 free reroll whenever you level up.
  • Gain a random 2-star 2-cost champion. At Level 6, gain a random item component. At Level 9, gain a random 2-star 5-cost champion.
    
    Inkborn Fables Tactician's Crown, 2024
  • Allies gain 15 Armor and Magic Resist, increased by 2 per player level.
    
    Gizmos & Gadgets Championship, 2022
  • Gain a component anvil when you reach level 5, 6, 7, and 8.
    
    Component anvils offer 4 choices.
  • If there are no champions on your bench at the end of player combat, gain 3 XP.
  • Gain 4 1-cost champions now. If your bench is full at the end of player combat, gain 3 XP.
  • Gain 7 gold, 1 2-star 1-cost champion, 1 2-cost champion, 2 3-cost champions, 1 XP, and 1 Shop reroll.
  • When you reach Level 8, gain 20 Shop rerolls.
    
    Runeterra Reforged Championship, 2023
  • Epoch Gold
    Now, and at the start of every stage, gain 4 XP and 2 free rerolls.
  • Now, and at the start of every stage, gain 8 XP and 2 free rerolls.
  • Now and at the start of the next 3 rounds, gain 7 XP.
  • Now and at the start of the next 3 rounds, gain 10 XP.
  • Gain 2 XP at the start of player combat rounds. Your 5-cost champions gain 12% Health and 12% Attack Speed.
    
    Cyber City Tactician's Crown, 2025
  • Gain 10 free Shop rerolls. When you reach level 9, gain 3 free Shop rerolls and a Champion Duplicator.
    
    Galaxies Championship, 2020
  • After player combat, gain 2 XP if you won or 3 XP if you lost.
  • Gain 3 gold. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.
  • Gain 4 gold and 10 XP now. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.
  • For the next 5 combats, your team size is 1, but the champion you field has massively increased stats. Gain 1 XP for every kill they get. Afterwards, gain 2 item components.
  • Disable your Shop for the next 3 rounds. Then gain 32 XP.
  • Gain a random 2-cost champion now. Gain the same one again every time you level up.
  • Gain 8 gold and 1 XP.
  • Gain 12 gold and 3 XP.
  • When you reach Level 9, gain 27 gold.
  • Gain 10 XP.

Champions (1)

  • Fungus Among Us
    Throw 2 clusters of mushrooms that deal 60 / 90 / 135 Ability Power magic damage to the 3 nearest enemies. Then hurl a giant mushroom that deals 135 / 200 / 310 Ability Power magic damage to the target.
    
    Each cast has a 10 / 12 / 15% chance to forage an extra mushroom that can be collected for bonus effects.
    
    Red: 1 Reroll
    Green: 1 Tactician Health
    Yellow: 2 XP

Frequently asked questions

  • How much does buying XP cost, and how much do I get?

    Pressing the Buy XP button costs 4 gold and grants 4 experience toward your next level. The price is flat across the entire game and does not scale with your current level or stage. On top of any purchases, you also receive 2 free experience at the end of every round, so a single Buy XP plus the round-end tick effectively delivers 6 XP per round if you spend 4 gold. The 4-for-4 ratio is what makes pre-leveling at the end of a round (so you start the next planning phase already at the new level) such an efficient pattern.

  • Do I get free XP every round automatically?

    Yes. Starting after the first wave, every round ends with a passive +2 experience added to your total at no cost. That stipend is the baseline reason your level rises even if you never press Buy XP - left alone, the passive ticks alone will eventually carry you toward the mid-game cap, just slowly. Most players combine the passive with targeted Buy XP purchases at key stages so they hit each level exactly when their plan calls for it, rather than waiting on the +2 alone.

  • How much XP does each level actually require?

    Each level needs a fixed amount of experience to reach the next, charged incrementally rather than cumulatively. Reaching level 3 takes 2 XP, level 4 takes 6, level 5 takes 10, level 6 takes 20, level 7 takes 36, level 8 takes 60, level 9 takes 68, and level 10 takes another 68. Levels 1 and 2 are granted automatically (start of game and after the first wave). The jump from 7 to 8, and again 8 to 9, is where the curve gets steep - the gold cost to push past level 8 is the main reason fast-9 strategies require an economy lead.

  • What is the level cap, and does my level limit my board size?

    The cap is level 10 in standard TFT. Your level also sets your unit cap - you can field exactly as many champions on the board as your current level. Level 1 is 1 unit, level 7 is 7 units, level 10 is 10 units. That coupling is why leveling is not just about shop odds: every level you take is also another roster slot, so opportunity cost of staying low (for reroll odds) is one fewer unit on the field versus an opponent who pushed levels.

  • How does my level change the shop odds I see?

    Each level has its own probability table for the cost tier of champions in your shop. Higher-cost units appear at higher levels: cost-4 units only start showing at level 5 (2%), and cost-5 units only at level 7 (1%). Cost-1 odds drop steeply as you climb - 75% at level 3, 45% at level 5, 19% at level 7. The peak window for cost-3 is level 7 (~40%), for cost-4 is level 9-10 (30-40%), and for cost-5 is level 10 (25% or higher). Picking your level deliberately is how you bias the shop toward whatever cost tier your carries live in.

  • When should I push level 9 fast versus slow-rolling at a lower level?

    Fast-9 trades early-game strength for end-game cap: you save gold through stages 2-3, take stage-4 damage hits, and spike on 5-1 by leveling to 9 and rolling for 5-costs. It works best with an economy augment, a stable streak, or extra starting health. Slow-rolling instead keeps you at a low level (5/6/7) where your carry's cost tier has the highest odds, and rolls only your gold above 50 each round to preserve interest. The decision is mostly determined by which cost tier your planned carries live in and how much HP you can afford to spend.

  • Why does level 9 feel like such a big spike compared to level 8?

    Two reasons stack. First, level 9 is where cost-5 odds jump meaningfully (about 12% versus 3% at level 8) - it's the first level where rolling actively into 5-costs is realistic rather than lottery. Second, level 9 adds another board slot, so you usually swap a weak filler into a 4- or 5-cost upgrade, not a one-for-one trade. The 68 XP gap from 8 to 9 is the steepest on-purpose: Riot prices the spike to make it a real economy decision rather than something every comp clears by default.

  • Does Hyper Roll work the same way? Can I buy XP there?

    No - leveling in Hyper Roll mode is automatic. Every player auto-levels at the start of each stage and there is no Buy XP button, so all eight players are always the same level as one another. The XP-cost table, the 4-gold purchases, and the per-round +2 tick described above only apply to standard Teamfight Tactics. Other lab and rotating modes can also override leveling rules, so when a guide quotes XP costs or pre-leveling timing, check whether it is talking about ranked/normal play or a mode-specific ruleset.