The "hyper roll" strategy in Teamfight Tactics is to save as much as possible during the first rounds in order to use all of your savings in rerolls to obtain several champions (usually tier 1 and tier 2) at level 3. Popular since the start of the game with the gunslingers in set 1, it is also very popular in set 2. We explain how to execute this strategy, and with which compositions to use it.
How to perform the hyper roll
The basics of hyper roll strategy take place during the first three stages of the game. We explain everything to you step by step.
(Visual from lolchess.gg)
Step 1: Determine your choice of hyper roll (Rounds 1-1 to 1-3)
The first stage takes place during the three rounds against minions: this is when you must determine that you can play a hyper roll composition. Whether you had the right champions, or the ideal items, then you will have to try to sell the superfluous units in order tohave 10 gold from the first or second PVE round.
Step 2: Save (Rounds 2-1 to 2-5)
No matter what, don't spend gold on experience. Your goal is save as much as possible trying to reach interest levels as quickly as possible. To do this, only buy the champions that you will keep in your composition. It's okay if you lose the first few rounds because you can't find any upgrades, as this will allow you to choose your items better on the first carousels. A losing streak will also give you extra gold.
Step 3: Secure victory against the Krugs (Round 2-6)
By Krugs time you should have at least 30 gold, ideally 40. If you don't have units strong enough to beat the Krugs, you can afford to spend about 10 gold in rerolls to have at least 2 level 2 units and some synergies in order to win this round. This round is also an opportunity to look at what your opponents are doing: if many of them are starting on the same hyper roll composition as you, you can consider pivoting to something else.
Don't forget to position your units so that they attack the entire isolated Krug on the right first, since the other two regenerate when it dies. If you have Assassins, put them in the lower left corner. (Image courtesy of Scarra)
Step 4: Roll efficiently (Round 3-1)
If you are the only one to leave on your composition and you are therefore not contested, it is recommended towait for round 3-1 to roll to earn a round of more interest. This round is the last possible time before you reach level 5, which reduces your chance of getting 1 gold champions by 15%.
At this point you must use your gold to refresh (roll) available champions to get the ones you want at level 3. It will be important to manage the place of your bench correctly, even if it means abandoning the acquisition of certain champions in favor of those that are more of a priority or that you find more. Ideally, you should have at least two level 3 champions at the end of your rolls. It is recommended to use the keyboard shortcut for roll (D by default) in order to save time, and to always keep in mind the units you are looking for so as not to miss them.
Step 5: Save again (Rounds 3-2 to 3-6)
After you hyper roll, you will usually have no more gold in reserve (although you may have kept some if you found your champions easily). At this stage, there is a good chance that you have several champions for whom you only need one or two units to pass them level 3, and it's tempting to keep rolling. Don't do anything prefer to save up to the Lycans to be able to begin to rebuild a beginning of economy.
Step 6: Roll a second time, then level up (Round 4-1)
After defeating the Lycans (Round 4-1), you should have about 30 gold. You will be able roll again to find the few units you are missing, trying to keep 12 gold at the end. Once you find them, use the 12 gold you have set aside to pass level 6. Too bad if you still need a champion or two, you'll usually find them in the rounds that follow, but it's important not to fall too far behind in level. Then start to play normally saving to level up and get your additional units.
Another option is simply, after the Krugs, to build your economy up to 50 gold, then use your excess gold to roll each round (never going below 50), until you get your upgrades, then start leveling up.
Here are all the basics to know that are generally true for any hyper roll compositions you want to play. Now all you have to do is know which ones are possible, when to choose them, and which units to choose first.
Hyper roll compositions
Lights / Prowler
Vayne (1) | Nasus (1) | Jax (2) | Aatrox (3) | Soraka (3) | yorick (4) | Kindred (3) |
Priority hyper roll champions: Vayne, Nasus
Other possible hyper roll champions: Jax, Aatrox
This composition is interesting to hyper roll since it is composed of lots of 1 or 2 range units. Vayne is the main carry of the composition 6 Lumières, and must absolutely be passed level 3 at the risk of running out of steam at the end of the game. In addition, Nasus becomes very tanky at level 3, and Jax can also act as an alternate tank.
- Read also: our guide to the Light / Prowler hyper roll composition.
The prerequisites to start on this composition:
Wood / Druid / Assassin
Ivern (1) | Maokai (1) | LeBlanc (2) | Renekton (1) | Diane (1) | Kha'Zix (4) |
Priority hyper roll champions: Ivern, Maokai, Renekton, Diana
Other possible hyper roll champion: The White
Like the previous one, this build contains a lot of 1 or 2 gold champions that can be obtained at level 3. It allows for a great early and mid-game, but doesn't lean towards anything particularly strong. afterwards, causing her to run out of steam. It is generally possible to reach at least the top 4 with, and then start on Magi with The White.
- Read also: our guide to the Wood / Druid / Assassin hyper roll composition.
The prerequisites to start on this composition:
Predator / Crystal / Poison
Kog'Maw (1) | Skarner (2) | Rek'Sai (2) | Night (3) | Ashe (4) | Twitch (4) | Singed (5) |
Priority hyper roll champions: Kog'Maw, Skarner, Rek'Sai
Other possible hyper roll champions: Warwick
The Predators are units of choice to hyper roll since they cost little and it is possible to add lots of synergies to improve them. Kog'Maw will be the primary DPS for this comp, while Skarner will be the tank with the bonus Glass. One Warwick is not always in the final composition, it can be there if it is level 3.
- Read also: our Predator / Crystal / Poison hyper roll composition guide.
The prerequisites for this composition:
Mage / Ocean / Defender
Vladimir (1) | Taliyah (1) | LeBlanc (2) | Syndra (2) | Thresh (2) | Roads (3) | Nautilus (3) | Fire (4) |
Hyper Roll Champions: Vladimir, Taliyah, syndra
Other possible hyper roll champions: The White, Thresh
This composition, if it remains generally less popular than its versions 3 Magi (which allow you to level up faster to find Brand quickly), can make Vladimir very difficult to kill. With tank items and at level 3, he becomes very strong, and the presence of 6 Mages at the end of the game, coupled with the 4 Océans, makes double spells very interesting.
- Read also: our guide to hyper roll Mage / Ocean / Defender composition.
If you have any suggestions or questions, please let us know in the comments!
All info on Teamfight Tactics (TFT) set 2