GENERAL INFORMATION - FROM RIOT
Hello!
My name is Tomasz, I’m from Poland. I've consistently reached Grandmaster rank in every TFT set, and the last time I achieved Challenger was back in Set 10.
I absolutely love the Chosen/Headliner mechanic, and today I’ve prepared a guide on how to play this new Set, drawing heavily from my experiences in Set 10. (Please note: I am not considering any changes coming with the Revival update.)
I hope you enjoy reading it!
You can also check out my document where you’ll find all the compositions from this set, along with their tier rankings.
TFT Revival: Remix Rumble Returns!
Patch 14.4 (May 14th) – July 29th
Get ready to dive back into the music festival! Remix Rumble returns with fresh updates for both veteran fans and new DJs.
The Revival brings back your favorite lineup:
K/DA, True Damage, Pentakill, Heartsteel, DJ Sona, Maestro Jhin, and Jazz Bard (<3) — alongside the iconic Headliner mechanic and a music mixing system that evolves as you build your comp.
If you need a refresher, check out the original [Remix Rumble Dev Drop and gameplay article]. Now, onto the new rules for the Revival!
Headliner Mechanic
Missed it the first time? Here's a quick summary:
- Headliners are 2-star Champions available directly from the shop.
- They come with an extra trait bonus and a unique Headliner effect.
- How it works:
- A Headliner will appear in every shop if you don't have one.
- If you already have a Headliner, you'll see new Headliner options every four shops.
- Want to pivot? Sell your current Headliner and pick up a new one!
- Headliner Cost:
- Picking a Headliner takes three copies of that Champion from the unit pool.
- Special Conditions:
- For 1- to 3-cost units, no restrictions apply beyond bag size.
- For 4- and 5-cost units, Headliners won’t appear if you already have four or more copies of that unit.
Bag Size Adjustments
We're refining the balance between flexibility and variety. Unlike the Festival of Beasts Revival (which had personal bags), Revival: Remix Rumble returns to a shared pool, but with larger bag sizes for easier rerolling.
New bag sizes:
- 1-cost: 50 copies
- 2-cost: 40 copies
- 3-cost: 30 copies
- 4-cost: 12 copies
- 5-cost: 10 copies
This setup allows you to play your favorite comps even if they're contested — without making every game feel the same.
New Augments
We've remixed some brand-new Augments that celebrate your musical creativity:
- Bring together Akali’s bands.
- Craft your perfect Nu-disco mix with Rave Festival.
- Explore a variety of playlist-inspiring Augments that reward unique team builds!
New Augments for TFT Revival: Remix Rumble
🎤 Band-Themed Gold Augments
Rap Queen
(K/DA + True Damage)
- The first time your strongest Akali casts her Ability, K/DA and True Damage champions gain a percentage of each other's bonuses.
- Reward: Gain an Akali.
Retro Gamers
(Heartsteel + 8-bit)
- Heartsteel champions gain bonus Attack Damage for each 8-bit champion you field.
- Every time you beat a high score, gain Bonus Hearts multiplied by the number of times it’s been beaten.
- Reward: Gain an Aphelios and a Garen.
Metal Punkheads
(Pentakill + Punk)
- When you have three 3-star Punks, you gain a Yorick and a Bloodthirster.
- Punks also gain bonus Damage Amplification for each Pentakill champion you have.
- Reward: Gain a Gnar and a Twitch.
Rave Festival
(Disco + EDM)
- Disco Balls now cast the selected EDM champion's Ability at partial effectiveness.
- Reward: Gain a Jax and a Nami.
🎶 New Trait and Class-Specific Augments
Mesmerizing Performance
(K/DA)
- K/DA champions gain bonus Ability Power.
- After 10 seconds in combat, all enemies and non-K/DA units are forced to dance (stunned) for 2 seconds.
- Reward: Gain a Lillia and a Kai’Sa.
Party Starters
(Crowd Divers)
- Crowd Divers gain Attack Speed.
- They now leap into the enemy backline at 50% Health instead of waiting for death.
- Reward: Gain 2 Crowd Divers.
Shield Bash
(Sentinels)
- Sentinels gain bonus Armor and Magic Resist.
- Every 4 seconds, their next attack deals 75% of their total resistances as magic damage.
- Reward: Gain a Garen.
🎵 Cyber City Influence & New Opening Encounters
Cyber City is bringing new Augment Hacks and Opening Encounter experiences to Remix Rumble Revival! Expect hacks like Black Market Hack and unique opening events tailored to the set.
Updated Opening Encounters:
-
Ahri:
Headliners appear in your shop as if you are 1 level higher. -
Akali:
Headliner champions grant +1 to another one of their traits. -
Zac:
Cyber City elements invade the Remix Rumble Revival—beware of hacks!
Note: As this is an early preview, all numbers and effects are subject to change as the set moves through PBE testing and balancing.
MECHANIC SET 10 - HEADLINER
The Headliner mechanic isn’t exactly easy, especially for players in lower divisions — that’s the feedback I’ve often received.
However, if you think it through a little, it becomes much more manageable!
Let's start with the basics:
You should always pick a Headliner early — preferably a 1-cost or 2-cost Headliner.
There are rare exceptions (around 5–10% of games) where the Headliner you are offered is weak due to the current meta, but in most cases, not picking one early is a mistake.
If you’re planning to use a 2-cost Headliner as your main carry — for example, Senna (True Damage) — it’s often better to pick a 1-cost Headliner at the start.
Then, once you reach Level 6, sell your early Headliner.
This strategy is important because:
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When you have no Headliner, you are guaranteed a new one every shop.
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If you already have a Headliner, you only get a new one every fourth shop.
This way, you ensure you are strong during the early game, and at Level 6 you can quickly find the ideal Headliner you want to build your comp around.
Also, keep in mind:
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Each level has a high probability of finding Headliners of specific costs.
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For example, at Level 6, you have the highest chance to find both 1-cost and 2-cost Headliners (for 2-costs, it’s around 80% at shop level 4).
When it comes to choosing Headliner traits, remember:
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If you are aiming for True Damage Senna, never pick her with a Rapidfire trait — it makes her almost useless.
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If you happen to skip an unwanted Headliner, don’t worry! You can find the right one later, as rerolling Senna into True Damage is definitely possible.
Finally, if you are playing a Level 8/9 tempo strategy:
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You should also pick up random 1-cost Headliners during the game (every fourth shop without one) to keep your board strong.
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If you naturally find a better Headliner, feel free to replace your current one — but never roll specifically just to find a new Headliner during this stage.
You’ll find more detailed information about how to rush Level 8/9 further below!
HOW TO PLAY MID/LATE GAME
This is where things start to get more interesting.
I’ll mainly focus on tempo strategies around Levels 8/9, but I’ll also mention 3-cost reroll approaches.
Let's start with the 3-cost reroll strategy:
If you're starting with a 1-cost or 2-cost Headliner, a good example would be playing the Country composition around Samira and Urgot.
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Early on, you can use Kai’Sa or Corki as your temporary carry until Level 7.
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At Level 7, sell your current Headliner and roll down from 60 gold to around 30 gold, aiming to find Samira or Urgot with the Country Headliner trait (it’s important that the trait is activated!).
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Once you find them, transition into a 5-Country setup and play the full composition from Level 7, rebuilding your economy back to 50 gold and slow-rolling for 3-star Samira and Urgot.
Important notes:
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Country comps are generally very weak if you try to force a 1-star Samira from the beginning and simply add a Tahm Kench Country Headliner.
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Trust me — it’s not worth it.
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This is just one example, but usually when playing toward 3-cost carries, you should start your early game with strong 1- or 2-cost units and plan for a midgame pivot.
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In some cases, you can even rush Level 8 and start slow-rolling there — you will have similar odds for 3-cost units and better odds for 4-cost units (like Thresh, for example).
Regarding 4- and 5-cost carries:
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It's crucial not to roll at Level 5 or 6.
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Focus on preserving your economy instead, following the same early-game strategy with 1- or 2-cost Headliners, depending on your items and carry choice.
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(This should be fairly intuitive based on how your early game develops.)
However, if you are losing very hard, it's okay to roll a bit at Level 7 to stabilize your board and look for a stronger Headliner who can carry you through the next 3–4 rounds.
Still, in most cases, you want to start rolling seriously at Level 8.
At Level 8:
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Sell your Headliner to reset your shop.
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Look for 4-cost Headliners that fit your composition.
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Stabilize your board.
At Level 9:
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(Unless you have strong economic augments that allow you to go 9 for free,) you should stabilize at Level 8 first, then go to 9 when safe.
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At Level 9, sell your Headliner again to look for a 5-cost Headliner.
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Of course, this depends a bit on RNG, but generally, you'll have much better odds at Level 9.
Finally, if you can reach Level 10,
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You will have very high odds of finding a 5-cost Headliner,
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And securing a late-game board with 5-cost units will almost guarantee victory.
LAST PATCH SET 10 - ARCHIVES

INFORMATIONS SPECIAL FOR YOU!
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