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TFT Enchanted Wilds Set 18 Legendary Champions

Ten 5-costs that solve problems, not ten auto-includes.

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Legendary Champions

Enchanted Wilds has ten 5-cost champions. None of them is “play the legendary.” Each one answers a specific board problem: a missing Origin breakpoint, a two-slot dragon, a biome, a bounty, a pair tank, a Health stacker. Buying the first 5-cost you see is how Fast 8 boards miss their actual win condition.

Use this page when you hit level 8 or 9. For the units that get you there, stay on the champion tier list and the comp list. Live numbers are patch 18.1.

The ten legendaries

ChampionTraitsBuy when
LuxAvatar + chosen OriginThe Origin completes 5 or 7 of a vertical you already play
Elder DragonApex Predator, RiftbeastYou have two free slots on a beast board
IvernGreenfatherYou need terrain stats more than a shared Origin
MaokaiOld Growth, JuggernautYou need a scaling tank and have nearby deaths
TaricEmerald Aspect, VanguardYou can pair him with a carry that must live
AsheBlossom, HunterBlossom or Hunter is already online
GnarElderwood, Sprykin, BrawlerYou want a transformer who links those three
KennenInferno, ExecutionerInferno shops or Executioner items are live
AluneAttuned, Lunar, SpellweaverYou want Lunar plus a phase-based team buff
DravenBounty SeekerYou will actually complete bounties

Lux is nine champions in one shop slot

Avatar Lux appears with one of nine Origins and counts that Origin twice. In patch 18.1, copies in your shop lock to the Origin of the Lux you already hold. Changing Origin is not free. Buy the Lux that moves a breakpoint — Blossom 5 to 7, Elderwood 5 to 7, Inferno 3 to 5 — not a random laser.

Live Final Spark bonuses differ from July preview numbers. Patch 18.1 examples: Blackthorn stuns, Blossom bonus damage on the first target, Coven shreds resists, Elderwood grants team Health on cast, Fae heals the lowest ally, Inferno restores mana on takedown, Lunar applies Vulnerable, Primal grants Lux Attack Speed, Solar deals bonus damage per unique 3-star. Confirm the tooltip. Details on Origins sit on the trait rankings.

Elder Dragon and Ivern rewrite the hexes

Elder Dragon takes two team slots and gives +2 Riftbeast. It stuns, cleaves, and can execute when Alpha Marked. Read the Riftbeast guide before you splash it onto a Defender board.

Ivern grows a biome. Trees, rocks, water, flowers, and mushrooms buff whoever stands on them. The God-Willow is last and sits toward the center. Place units on the hexes they need; do not grow flowers under an empty corner. Ivern wants cast speed — Shojin, Guinsoo’s, or Adaptive Helm — because seeds come from casting. Positioning notes live on the positioning guide.

Frontline: Maokai and Taric

Maokai permanently gains maximum Health when nearby enemies die. He is the splash tank for boards that already deal damage. Taric pairs with an ally. The first time either drops below half Health, emerald energy shields nearby units. His cast heals the pair and empowers their next attacks. Put the pair on hexes that will actually be hit. A Taric paired with a backline carry who never drops below 50% is a wasted unique.

Itemize both from the tank recipes on item recipes. Warmog and Gargoyle are the boring correct slams.

Ashe, Gnar, Kennen, Alune

Ashe caps Blossom and Hunter. She is a physical Fast 8 or Fast 9 carry, not an opener. Gnar links Elderwood, Sprykin, and Brawler and transforms into Mega Gnar — disruption plus a frontline body. Kennen wants Inferno Burn and Executioner items; he is a closer when ignited shops already found him. Alune cycles moon phases after each cast: Durability at or below half full, Damage Amp above it. She is a Lunar/Spellweaver legendary, not a second Ahri.

Draven is a mini-game

Bounty Seeker lets you pick an objective and get paid when Draven completes it. Easy bounties pay less. Hard bounties pay items, gold, or units if he is itemized to finish them. Pre-PBE reward tables were examples, not a live contract. If you will not look at the bounty panel, do not buy Draven. A 5-cost with no Origin pair needs the mini-game to justify the slot.

When to roll for 5-costs

Level 8 with a 2-star 4-cost is the default. Level 9 is for uncontested legendaries or Avatar Lux hunts. Opening Encounters that slam two completed items make Fast 8 safer because the 4-cost is already holding something. Do not roll to zero on 8 looking for Elder Dragon if a Combat Wisp is still in the shop — how Wisps work still applies at legendary tempo.

If two other players are already on your 5-cost, take the open legendary that solves a hole. A Maokai on a Blossom board is legal. A dragon on a Veigar board is usually not.

FAQ

Frequently Asked Questions

Quick answers for Enchanted Wilds players.

Who is the best 5-cost in Enchanted Wilds?

Lux is the most flexible. Elder Dragon is the strongest on Riftbeast. Ivern is the strongest when you need terrain.

Should I always buy the first legendary?

No. Buy the one that completes a breakpoint or fills a tank hole. Random 5-costs lose to 2-star 4-costs.

Why does my shop keep showing the same Lux Origin?

Holding one Avatar Lux locks later copies to that Origin in patch 18.1. Plan before you buy the first.

Is Draven a full composition?

No. He is a bounty engine. Play him when you will complete objectives, then itemize from the item recipes.