Description
The shop action that discards the visible champion shop and draws a new set, costing 2 gold by default. Players reroll to find copies of specific champions, since combining three of the same champion upgrades them from 1-star to 2-star, and nine copies reach 3-star. The shop also refreshes for free once at the start of each round. Some augments and items grant additional free rerolls or shop refreshes.
Listed in: Economy
Augments (13)
Refine list…
-
Invested+ Prismatic Gain 26 gold. After every combat, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
-
Invested++ Prismatic Gain 40 gold. After every combat, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
-
Upward Mobility Prismatic Buying XP costs 1 less. Gain 2 Health and 1 free rerolls whenever you level up.
-
Win Out Prismatic When you reach level 9, immediately level to 10 and gain 8 free Shop rerolls. Gain 10 XP now.
-
Cognitive Overload Gold Gain 7 gold, 1 2-star 1-cost champion, 1 2-cost champion, 2 3-cost champions, 1 XP, and 1 Shop reroll.
-
Cosmic Restart Gold Call upon the Gods to sell all units on your board and bench. Gain 2 random Emblems and 8 free Shop rerolls.
-
Epic Rolldown Gold When you reach Level 8, gain 20 Shop rerolls. Runeterra Reforged Championship, 2023
-
Timestream Gold Your team gains 100 Health. Timebreakers gain 7 Health and 0.3% Attack Speed every time you reroll (including free rerolls). Gain an Ezreal and a Pantheon.
-
Treasure Hunt Gold Gain a locked chest each Stage between now and Stage 6. Unlock each chest when you spend 20 gold on Shop rerolls. These chests persist until opened.
-
Two Much Value Gold Gain 1 reroll for every 2 unique 2-cost champions fielded last player combat. Gain 1 2-cost champions.
-
Crafted Crafting Silver Whenever you craft a completed item, gain 2 rerolls.
-
On a Roll Silver Whenever you star up a champion that you fielded last combat, gain 1 free Shop rerolls. Gain 6 gold.
-
Patience is a Virtue Silver Gain 4 rerolls now. Each round, gain 1 free rerolls if you did not buy a champion last round.
Traits (1)
Frequently asked questions
-
What does "reroll" actually mean — the button I press, or a type of comp?
Both — and players use the same word for two different things. The action of rerolling is spending 2 gold (default hotkey D) to discard the visible champion shop and draw a new five-slot row from the shared champion pool. A "reroll comp" is a strategic archetype built around that action: deliberately staying at a lower player level so the shop's odds skew toward the cost tier your carries live in, then rolling a lot to find the nine copies needed for a 3-star. Every comp uses the action; only some comps are reroll comps.
-
Why does staying at a lower level help a reroll comp?
Each player level has a fixed shop-odds table that shifts probability toward higher-cost tiers as you climb. At level 5 the shop is roughly 45% cost-1 / 33% cost-2 / 20% cost-3 / 2% cost-4. At level 7 cost-1 odds collapse to 19%, while cost-3 climbs to about 40%. If your carry is a cost-1, every level-up you take cuts your odds of seeing it; staying at level 5 (or 6 for cost-2 carries, 7 for cost-3) is what makes "rolling a lot" actually find the nine copies you need.
-
What's the difference between hyper-rolling and slow-rolling?
Both are ways to execute a reroll comp; they differ in tempo and risk. Hyper-rolling means dumping nearly all your gold in one window (often Stage 3-1, rolling down to ~20 or even 0) to hit your 3-stars in one big turn. Slow-rolling means rolling only your excess above 50 gold each round so interest income stays maxed, hitting upgrades gradually over many rounds. Slow-roll is more consistent and lets you pivot if the comp doesn't land; hyper-roll spikes harder when it works but leaves you broke if it doesn't.
-
Is "Hyper Roll" the strategy or the separate game mode?
Both — and it's a real source of confusion. Hyper-rolling started as a strategy name (spend everything in one window to chase 3-stars). Riot then shipped a dedicated lab mode called Hyper Roll, named after that strategy. The mode is its own thing: starting Health is 20 (not 100), there is no gold interest, your level auto-advances each stage instead of being bought, and damage per loss scales by stage. Discussions of "hyper-rolling" in standard ranked refer to the strategy; the mode lives behind a separate queue.
-
How does the shared champion pool affect my odds when I reroll?
All eight players draw from the same finite pool: roughly 30 copies of each cost-1 champion, 25 cost-2, 18 cost-3, 10 cost-4, and 9 cost-5. Every copy held on someone's board or bench is removed from the pool — when one opponent contests your cost-1 carry, you each effectively split ~30 copies, and a 3-star (9 copies) becomes much harder to assemble for both of you. Reroll comps benefit structurally from large pools, which is why cost-1 reroll is the most reliable variant and cost-3 reroll is the hardest.
-
When should I stop rolling for a 3-star and just level up?
When the math (and the lobby) stops favoring you. Trigger points cited by guides: you've already hit the 3-stars you needed and rolling further is throwing gold at a coin flip; you've bled past roughly 30 Health and need a level-8 board to stop losing rounds; your carry is heavily contested and a 3-star is no longer realistic. The principle is that a reroll comp's power spike is conditional on hitting; if you're not hitting and you're getting hit, leveling buys you new units (and bigger boards) faster than continuing to roll buys you 3-stars.
-
Why is cost-3 reroll harder than cost-1 reroll?
Two compounding reasons. First, the pool is smaller — 18 copies of each cost-3 vs 30 of each cost-1, so any contestation hurts more. Second, cost-3 odds peak at level 7 (~40%), but reaching level 7 also means you're paying steep XP costs and your gold-roll value is lower, while cost-1 reroll comps thrive at the cheaper level 5 (45% cost-1 odds). Cost-3 reroll generally requires you to be ahead on Health or already holding several natural copies before committing — it's more of a "top-half" specialization than a beginner-safe baseline.
-
Does the shop reroll for free between rounds, and what about "free reroll" effects?
Yes — the champion shop automatically refreshes once at the start of every round at no cost. Beyond that, every reroll you trigger manually costs 2 gold. Some augments and items in the current set's catalog grant additional free shop refreshes on top of the round-start one; those are entity-specific and rotate per set, so check this page's entity list for the live patch's free-reroll sources. The free round-start refresh itself is a permanent base-game rule and not patch-volatile.