Set 17 is done. On August 26, 2026, Teamfight Tactics rolls over to Set 18: Enchanted Wilds, arriving on PC and mobile with patch 18.1.
It brings a woodland and celestial theme, a rebuilt trait pool, and Wisps: a new shop mechanic that changes how you spend gold every single round.
But the headline is not any of that. Set 18 is the first set running on a completely different game engine.
When does TFT Set 18 release?
| Set name | Enchanted Wilds |
| Live on PC and mobile | August 26, 2026 |
| Patch | 18.1 |
| PBE testing began | July 28, 2026 |
Note the PBE window: four weeks instead of the usual two. Riot extended it specifically because of the engine migration, which tells you how large that change is.
Your Set 17 rank does not carry over. Every new set resets ranked, so everyone starts the climb from the same place on day one.
That reset is the single best opportunity of the entire set. Nobody knows the meta yet, the standard comps have not been solved, and the players who normally beat you are guessing exactly as much as you are.
The biggest change: TFT moves to Unreal Engine
Set 18 is the first Teamfight Tactics set built on Unreal Engine. It replaces the in-house Hextech engine that has run the game since 2019.
This is not a visual patch. Riot described it as replacing the entire framework of the game, and called it an unprecedented project given TFT's size and live-service nature.
What it unlocks:
- 3D lobbies and 3D shared-draft carousels, which the previous engine could not render
- Easier attachment of UI elements to traits and champions, which widens what future sets can do mechanically
- A dedicated TFT PC client, targeted for October
What it costs, short term:
Riot has openly warned that more bugs than usual may appear on live servers. That is an unusually direct admission, and worth planning around if you care about your rank in the opening weeks.
Cosmetics are also migrating gradually rather than all at once. Seven years of accumulated tacticians, arenas and booms have to be rebuilt for Unreal, so expect your collection to arrive in waves rather than on day one.

macOS support is dropped at launch
This is the one that catches people out, so it is worth stating plainly: from patch 18.1, TFT no longer supports macOS. Set 17 is the last set playable natively on a Mac.
The cause is the same engine migration. The new Unreal build requires a Windows environment, and the Mac client could not come along with it.
Riot has not framed this as permanent. The developers have said they are working to support the OS again in a future update, but they have not committed to a return date. If you play on a Mac, treat it as an open-ended pause rather than a cancellation.
Your account is not affected either way. Riot's migration FAQ confirms accounts are not reset or deleted, and purchases and earned content stay tied to your Riot account.
Longer term, Riot has said a major Augment system overhaul is scheduled for Set 20, designed around what Unreal makes possible. Set 18 is the foundation for that, not the finished product.
The Carousel is back
Set 17 replaced the Carousel with Realm of the Gods. Set 18 reverses that: the Carousel returns, and with it the shared draft round that TFT ran on for years before Set 17.
It is not a straight copy-paste of the old version:
- Priority goes to the lowest health totals, so falling behind still buys you first pick
- The Shared Draft has been reworked rather than restored untouched
- You can always move freely during Carousel rounds
For a lot of players this is the single most welcome change in the set. The Carousel is where comebacks start, and Set 17 removing it was one of its most contested decisions.

What is Enchanted Wilds?
The set is built around four overlapping identities rather than one flat theme.
The woodland core. Elderwood, Fae, Blossom, Flora Fatalis, Greenfather, Old Growth and Thornmaiden form the backbone of the set.
A celestial pair. Solar and Lunar sit opposite each other, and combining them unlocks a hidden trait called Eclipse. Hidden traits are always where the early-set tech lives, so expect that one to be overtuned or underrated for the first fortnight.
An arcane cluster. Eldritch, Coven and Spellweaver cover the caster side of the roster.
A beast group. Riftbeast jungle monsters, topped by the two-slot Elder Dragon.
Wisps: the new mechanic
Wisps are the headline addition, and they are a reworked version of the Charms mechanic from Set 12.
How they work:
- A Wisp appears in the rightmost shop slot every other round
- You can only buy one during the planning phase
- One Wisp per round, maximum
Each Wisp is a single-use purchase. They are grouped into categories, colour-coded so you can read the shop at a glance:
| Category | What it does |
|---|---|
| Champion | Direct roster help |
| Combat | Temporary fight buffs |
| Shop | Rerolls and shop manipulation |
| Gold / XP | Economy and levelling |
| Item | Component and item support |
| Risky | High cost, high payoff gambles |
| Misc | Everything else |
They scale with the game. Wisps get stronger the longer the game runs, and from Stage 5 onward every other Wisp is a Combat Wisp. That means the mechanic quietly changes role: early on it is an economy and tempo tool, late on it becomes a fight-winning one. Skipping Wisps entirely in the early game is defensible. Skipping them from Stage 5 is not.
The important shift is tempo. Because a Wisp shows up every other round and can only be bought in planning, your gold decisions now have a second competing sink alongside rolling and levelling. Players who default to "roll everything at 50 gold" are going to bleed value in the first weeks.
Blossom is the trait to watch. It is the only trait in the set that directly manipulates Wisps: after combat your Wisps are empowered, and Blossom champions gain Attack Damage, Ability Power and max Health. That turns the shop itself into a scaling engine, which is a genuinely new axis for a vertical trait.
The roster: 65 champions
Enchanted Wilds ships with 65 champions spread across the five cost tiers:
| Cost | Champions |
|---|---|
| 1 cost | 14 |
| 2 cost | 13 |
| 3 cost | 14 |
| 4 cost | 14 |
| 5 cost | 10 |
The number worth noting is the three-cost tier. At 14 units it is the deepest in the set, and it holds several three-trait flex units.
That matters more than it sounds. A deep, flexible three-cost tier usually means the set rewards levelling to 7 and rolling for a strong three-cost board rather than fast-eighting for five-costs. If the early meta feels slow and reroll-heavy, that is why.
Every trait in Set 18
You will see both "25 traits" and "35 traits" quoted around the internet. Both numbers are correct, they just count differently, and the distinction actually matters when you are reading a comp guide.

Origins (9)
Blossom, Coven, Elderwood, Eldritch, Fae, Inferno, Lunar, Primal, Solar
Classes (12)
Adaptor, Brawler, Defender, Executioner, Hunter, Invoker, Juggernaut, Rapidfire, Ravager, Spellweaver, Summoner, Vanguard
Other common traits (3)
Flora Fatalis, Riftbeast, Rival
Nine origins plus twelve classes plus these three gives you the 25 common traits.
Special traits (10)
These belong to a single champion each: Apex Predator, Attuned, Avatar, Bounty Seeker, Caustic, Emerald Aspect, Greenfather, Monolith, Old Growth, Thornmaiden.
Add those and you reach 35 total. So when a guide says 25, it means the traits you actually build verticals around. When it says 35, it is counting the single-champion ones too.
The hidden one
Eclipse, unlocked by fielding Solar and Lunar together.




