Roll Odds by Level
Every time you refresh your shop, the game rolls five independent slots. Each slot picks a cost tier based on your current player level, then offers a random champion of that tier from the shared pool.
Spending gold at the wrong level is one of the most common ways players waste resources. Knowing these probabilities is essential for rolling efficiently.
Shop Odds Table
Each of the five shop slots rolls independently using these same probabilities.
| Level | 1-Cost | 2-Cost | 3-Cost | 4-Cost | 5-Cost |
|---|---|---|---|---|---|
| 2 | 100% | 0% | 0% | 0% | 0% |
| 3 | 75% | 25% | 0% | 0% | 0% |
| 4 | 55% | 30% | 15% | 0% | 0% |
| 5 | 45% | 33% | 20% | 2% | 0% |
| 6 | 30% | 40% | 25% | 5% | 0% |
| 7 | 16% | 30% | 43% | 10% | 1% |
| 8 | 15% | 20% | 32% | 30% | 3% |
| 9 | 10% | 17% | 25% | 33% | 15% |
| 10 | 5% | 10% | 20% | 40% | 25% |
| 11 | 1% | 2% | 12% | 50% | 35% |
Set 18 (Enchanted Wilds) values as of patch 18.1. Exact percentages may shift between sets and patches. Always check the in-game tooltip or current patch notes for precise numbers.
Key Levels
Level 7: The 3-Cost and 4-Cost Threshold
Level 7 is a pivotal breakpoint. Three-cost champions hit their peak odds at 43%, and four-cost champions double from level 6's 5% to a workable 10%. The real four-cost spike waits for level 8, where they leap to 30% -- a threefold jump.
Stage 4-1 (when most players hit level 7) is one of the most common roll-down timings. If your comp relies on a 3-cost carry, this is the level to roll.
Four-cost carries also become realistic targets here, though level 8 is more efficient for them.
Level 8: The Sweet Spot for 4-Costs
At level 8, four-cost champions appear at 30% per slot. Across five shop slots, you have roughly an 83% chance of seeing at least one four-cost champion per shop.
The classic "fast 8" strategy -- aggressively leveling to 8 and rolling down -- exploits this probability spike. This is the premier level for 4-cost carries.
Five-cost units also appear at 3%, meaning you will occasionally find legendaries while searching for four-costs.
Level 9: Unlocking 5-Costs
Level 9 is the first level where five-cost champions appear at a meaningful rate: 15% per slot (~56% chance per shop).
Reaching level 9 costs roughly 60-80 gold in experience from level 8. You need to be healthy enough to justify the investment.
Level 9 is where players chase two-star legendaries and cap their boards for a first-place finish. Four-costs also climb to 33% here.
Levels 10 and 11: Maximum Rarity Access
Level 10 pushes five-cost odds to 25% and four-costs to 40%, and level 11 goes further still: 50% four-costs and 35% five-costs. Your shop is dominated by high-cost units. Reaching these levels is rare and only happens in extended games.
How to calculate your odds
The chance of seeing at least one champion of a specific cost tier in a single 5-slot shop is:
1 - (1 - tier_odds)^5
For example, at level 8 with 30% four-cost odds: 1 - (0.70)^5 = roughly 83.2%. This means roughly 5 out of every 6 shops will contain at least one four-cost unit.
However, seeing a four-cost champion is not the same as seeing the specific four-cost you need. With 14 distinct four-cost champions in Set 18, each four-cost slot has roughly a 1/14 base chance of being your target (modified by pool availability). This is why you often need 30-50 gold of rolling to find specific units even at favorable levels.
Key Takeaways
Roll for units at the level where their cost tier has the highest practical odds. Do not roll for four-costs at level 5 or one-costs at level 8.
- Level 7 is efficient for 3-cost carries and the earliest reasonable point to roll for 4-costs
- Level 8 is the best level for 4-cost compositions (~83% chance per shop)
- Level 9 is required for reliably hitting 5-cost champions, but the gold cost is enormous
- Each shop slot rolls independently -- five slots multiply your chances significantly compared to a single draw