Guides
FundamentalsEconomy, leveling, positioning, how Enchanted Wilds works and how to read the stats.
Fundamentals
Economy
Every 10 gold you hold at the start of a round earns 1 more, up to 5 at 50 gold. Win and loss streaks pay extra, so commit to one or the other early instead of trading rounds evenly.
Leveling
Each level adds a unit slot and raises the odds of higher-cost champions. Level on the standard beats when your board is weak, and push levels when you are healthy and rich to find your 4 and 5-costs first.
Rolling
A refresh costs 2 gold. Reroll comps roll at the level where their core cost is most likely (about 6 for 2-costs, 7 for 3-costs); fast-8 and fast-9 plans save gold and roll once they arrive.
Positioning
Tanks in front, carries in a back corner behind a tank. Scout the lobby: move your carry away from enemy assassins and hooks, and spread out against area damage.
Items
Slam good items early to save health, then move them to your carry later. Components that fit many champions keep you flexible; use the chart below to plan what to build.
Pivoting
Play what the game gives you. Your items, your augments and what other players are contesting should decide your final comp more than a plan made in stage 1.
Enchanted Wilds mechanics
A shifting forest where rival clans fight for territory and magical Wisps empower whoever earns their trust. 65 champions, 13 origins, 12 classes and 11 one-unit traits.
Wisps
One-time effects sold in the rightmost shop slot of every other shop, one per round. They range from combat power and economy to items and risky gambles, and later in the game every other Wisp offered is a combat one.
Lux, the Avatar
A 5-cost who comes in nine origin forms. Her chosen trait counts twice, you can field only one Avatar, and only one player per lobby can own an Avatar of a given trait.
Riftbeasts and the Elder Dragon
Jungle monsters are playable. The Elder Dragon takes two team slots and adds two to Riftbeast, and the top Riftbeast breakpoint raises your maximum team size.
The Carousel
The pre-Set 17 Carousel is back, with better odds of higher-cost champions.
The team builder follows these rules: the Avatar's doubled trait, one Avatar per board, and the Elder Dragon's two slots and Riftbeast bonus.
Reading MetaForge stats
Average place is the mean final placement, from 1 to 8. A random board averages 4.50, so anything under 4.2 is doing well. Top 4 and win rates show consistency and ceiling.
Δ compares a row with the boards it was picked from, so an item with Δ −0.30 on a champion means that champion places 0.3 better with it. Rows built from fewer games are faded.
Grades use a shrunk average that pulls small samples toward 4.50, so a comp with 15 games can't outrank one with 1,500 on luck alone.
All numbers come from the final boards of ranked games, grouped by patch using Riot's release dates.


