Reroll, Hyperroll, Slowroll Explained

Hey all today we are going to review what rolling strategies are in Teamfight Tactics.

What is Reroll?

In my recent How to get to Masters only using Reroll video, many people were asking what reroll was. Essentially, any composition that relies on a 3 star carry is a reroll composition. Both Hyperroll and Slowroll are considered reroll compositions, they are just different methods. A reroll comp can be something like a 3 star Yasuo, 3 star Shyvana, or any 3 star champion. To get a 3 star unit, you will need 9 copies of a champion. We already know that having 3 Yasuos creates Yasuo 2 star, but you will need 3 2 star Yasuos in order to upgrade him into 3 star Yasuo.

As such, these compositions rely on large economies to find all these units. You will also need to stay at optimal levels for rolling for each champion. Each level has different odds or chances to hit each tier of unit. For example, if we check out the Cheat Sheet, we can see in the Champion Roll Odds and Pool Size section that at Level 4, we have a 55% chance to find a 1 cost unit for each slot in our shop. As we level up, the chance to get a 1 cost unit becomes lower and lower. Therefore, it is important to identify the optimal level to roll for each 3 star unit.

In order to find the optimal level, we need a balance of high economy, high health, and high chance of hitting each unit. The optimal levels to find each 3 star unit based on their cost is as follows:

  1. Level 4 or 5
  2. Level 6 or 7
  3. Level 7 or 8

The exact level depends on the pace of the meta and the power spike of each composition. I will tell you which level is optimal for each composition in the Meta Snapshot. For example in the past, Mech Reroll was a strong composition in Set 3. In that meta we rolled at level 6 for 2 cost units. This was because the whole composition fit at 6 units. However, in Set 4.5, Zed reroll, which is a 2 cost unit, we roll at level 7 because we needed an extra space to fit the entire composition.

What is Hyperroll?

Hyperrolling is an outdated, but still useful tactic that revolves around rolling at level 4 for 1 cost units to 3 star. It was very popular in Set 1 and 2, but fell off in favor of Slowrolling in Set 3 and beyond. Part of this was the sheer risk of using a Hyperroll strategy. As the name suggests, you would spend your entire early game building your economy in order to roll all of your gold in one turn to find your desired 3 star units.

The best way to Hyperroll was to play for a huge lose streak (sometimes with an open fort) in Stage 2 and then roll down all of your gold on Stage 3-1. The reason why you rolled down on Stage 3-1 was because you passively level to Level 5 on Stage 3-2, making Stage 3-1 your last chance for high odds to hit 1 cost units in your shop. Your entire game was made during this turn, and you would either hit all of your units very quickly to dominate the rest of the game, or you would be a few units off with 0 gold and likely go 8th place in your game.

On average, you are likely to hit 4 copies of your desired unit during a 50 gold Hyperroll on Stage 3-1, making it worth exploring if you have 5 or more copies of a unit.

Note: You do not Hyperroll if you are looking for a 2 or 3 cost 3 star unit. Instead, you will slow roll.

What is Slowroll?

Slowrolling is similar to hyperrolling, but instead of rolling all your gold during one turn, you instead take a lower risk approach by slowly rolling over multiple turns. The way to accomplish this is by building up a large economy during stage 2 (exactly the same way as hyperroll), and then only rolling your gold if you are able to stay above 50 gold. For example, if you have 60 gold, you would roll until you have 50 gold. This ensures that you have the largest economy possible, which should theoretically allow you to hit 3 stars more consistently. The only downside is that you will naturally reach Level 5 on Stage 3-2, which lowers your odds of hitting 1 cost units.

Essentially, instead of rolling 50 gold at Level 4 on Stage 3-1, you would roll approximately 10 gold a turn from Stage 3-2 to 3-7 for a total of 50 gold at Level 5.

Slowrolling 2 and 3 Cost Units

For 2 cost and 3 cost units, you will instead do a slow roll on the levels stated before and perform the same action of rolling down to 50 gold until you hit your 3 stars. For example, if you are looking for a Neeko 3 star, where Neeko is a 3 cost unit, you would perform your slow roll on Level 7. This means that you would try to build as large of an economy as possible and then reach Level 7 around Stage 3-7, 4-1, or 4-1 and start slow rolling.

Note that you will need to find a time to “all-in” based on how close you are to getting a 3 star and based on how much health that you have. For example, if you slow rolled for Neeko from Stage 3-7 to 5-1, and you are now 30 health, you may want to consider rolling until you hit Neeko 3 star because you are almost dead.

Difference between Hyperroll and Slowroll and which is better?

Mismatchedsocks, one of the best players in North America, wrote a post comparing hyperrolling and slowrolling where he concluded that slowrolling was more consistent and allowed for room to pivot into different compositions. Since this post, people have avoided Hyperrolling like the plague, and only do it if they have a ton of copies of a particular unit on Stage 3-1. For example, if you have 7 Yasuos and just need two more, you could Hyperroll on 3-1 and not completely kill your economy.

In fact, I rarely see anyone doing Hyperroll anymore, but this can change in the future if roll odds change or the game becomes much faster paced. For example, early game compositions do not exist anymore, whereas they were pretty prevalent in Set 1, which favored hyperolling.

Tips for Rerolling

  • When you play a reroll comp, be sure to try to look for more than 1 unit to 3 star. This makes each roll ‘worth’ more because you are looking for more than 1 unit.
  • Generally only go for a Slowroll or Hyperroll for a 1 cost unit if you have at least 5 copies of your desired unit at Stage 3-1.
  • Practice recognizing when to all in and roll down based on current strength of board and current health.

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