In Teamfight Tactics (TFT), it’s all about cleverly creating the strongest builds while playing a sort of game of chance against the game’s innate RNG. One of the most game-changing elements in TFT is charged dice, a fairly rare item that can overturn a losing game in a single turn of luck… But he must be damn lucky. So what are these magic dice and how can you use them to win?
How do they work?
Charged Dice are a unique item in TFT that you can use to open a new shop based on a designated unit’s trait types. For example, if you place charged dice on a Warwick, a new shop will be relaunched for free and filled with Chemtech and Challenger type units. However, the shop will be completely randomized, so there’s no guarantee they’ll be any of the champions you want. You might be looking for Lissandra, more Warwick units, an Urgot, even, but you might end up with a Camille, a Twitch, and all the Quinns no one bought. So, while being very useful, the object is ultimately a gamble.
Where do you find them?
Charged dice can only be obtained in two ways: either they can be dropped randomly from loot orbs you get during monster rounds (Krugs, Wolves, etc.), or you can get them from a Hextech increase. The Hextech Augment in question is called High Roller, where you gain two charged dice and four gold. Outside of Set 6, however, they have also been found in Armories, and once Set 6 is completed, this may become the case again.
Now you have gotten yourself a charged die. How can you best use it? Well, there are a few cheats for Loaded Dice, and it mostly depends on what you’re building.
So if you’re building a one-cost build, use the charged dice as early as possible (level 4 or 5, if you can chance it, before you start using your money to boost yourself through levels) and try not to. only use on your transport units or those that are nearly three-star gold. This should help you get that all-gold squad that one-cost builders crave.
If you’re building a standard rolling Prismatic build that relies on getting a lot of a unit type (think Innovators, Challengers, Warlocks), then you want to use it around the middle from game to end game so you can get plenty of variety to try and fill your roster with. The closer you are to seven/eight units, the better.
As for the late game builds, though, which rely on Jayce, Tahm Kench, etc., try waiting to use the loaded dice until it’s much later in the game, say level 8. Obviously, if you’re in danger you should use them to save your ass. But if you manage to save the dice until the end of the game, you can essentially use them as a game version of Neeko’s Help so you can try to get two-star silver versions of your 5-cost units. After all, 5-cost silver units are easily some of the strongest units in the 6 set, and having one could turn your losing board into one of the strongest threats in the game.