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By GamGem ResearchLast updated 1 Oct 2026

Blossom Ashe: The TFT Set 18 Blossom Comp

Set 18 Enchanted Wilds·18.3·ends by 2026-12-11

156,432games · Last 7 days

Six Blossom champions around a five-cost Ashe, with Sett in front and Ahri beside her — Fast 8. The figures on this page are a labelled sample.

Play Blossom Ashe when Attack Damage components and natural Ashe copies appear.

CarryAshe
TankSett
Level8
StyleFast 8
Difficulty
Solid

Level 8 board

Sett★★
Yorick★★
Yunara★★
Sivir★★
Ashe★★
Ahri★★
Karma★★
Caitlyn★★

Change strip

18.3Current
  • First patch this line is tracked on
View full history

Verdict

Avg place2.28
Win rate19.4%
Pick rate16.30%
Top 468.7%62.8 – 73.1
Optimal85
Games4,518

Trait breakpoints

  • Blossom357911
  • Hunter2345
  • Spellweaver246

Slam, hold & substitute

Slam (priority)
Hold (situational)
Substitute (carry)

The Blossom Ashe board, in Riot's words

  • Ashe · Spirit Rift

    Fire an arrow through the most enemies in a line that deals physical damage, scaling down with each enemy hit. If no enemies are hit refund of mana spent. The arrow leaves a trail that deals physical damage per second based on max Health to enemies within and Slows them.

    • Mana: 0/80 (18.4)
    • Percent Health Damage: 1.5% (18.4)
    • Trail Duration: 3s (18.2 · 14/09)
    • DoT Base Damage Per Second (AD): 9/14 AD (18.2 · 14/09)
    • Arrow Damage: 465/700 AD (18.2)
  • Sett · Haymaker

    Passive: Upon falling below a Health threshold the first time each combat, gain 100 mana. Active: Wind up a big punch, rapidly healing before dealing physical damage in a large cone.

  • Ahri · Spirit Bomb

    Launch a spirit bomb at the location nearby that has the most surrounding enemies. It deals magic damage to enemies in an area, scaling down with each hex away from the epicenter.

    • Ability Damage: 455/685 AP (18.2)
    • Ability damage fall off Per Hex: 21% (18.2)
  • Yunara · Cultivation of Spirit

    Dash, then launch an orb at the current target that deals physical damage and splits, dealing physical damage to nearby enemies.

    • Ability Damage: 160/240/370/630 AD (18.2)
  • Karma · Karmic Bond

    Tether the current target, dealing magic damage over time. Then release a burst of power around them, dealing magic damage to all enemies in an area and Slowing them.

    • Explosion Damage: 125/185/300/515 AP (18.3)
  • Yorick · Last Rites

    Passive: On death, spawn a Spirit Walker with a share of max Health which immediately taunts, forcing enemies to attack it. Active: Restore Health and strike the target, dealing physical damage.

  • Caitlyn · Headshot

    Passive: Every third attack is replaced with a Headshot that deals physical damage.

  • Sivir · Boomerang Blade

    Throw a large crossblade that deals physical damage to the current target and bounces several times between nearby enemies, dealing physical damage each bounce. When this kills an enemy, bounce additional times.

    • Ability Damage: 200/300 AD (18.4)

What the traits pay here

  • Blossom (5) · 6 on the board

    Wisps are in every shop, 30% Attack Damage and Ability Power

    After combat, your Wisps are empowered. Blossom champions gain Attack Damage, Ability Power, and 10% max Health.

  • Hunter (3) · 3 on the board

    30% Attack Damage

    Hunters gain Attack Damage. If a Hunter hasn't swapped targets for 3 seconds, they gain 10% Damage Amp.

  • Spellweaver (2) · 2 on the board

    10% Ability Power, +1% Ability Power per cast

    Your team gains 10% Ability Power. Spellweavers gain more, plus extra Ability Power whenever a Spellweaver casts an Ability.

Opener · AD

Preferred
CaitlynYunaraCamilleCinderling
2 Coven2 Hunter1 Blossom
Item path

Opener · AP

KarmaAzirCassiopeiaVeigar
3 Spellweaver2 Blackthorn1 Blossom
Item path

Opener · TANK

YorickViKobukoRakan
3 Juggernaut1 Blossom1 Brawler
Item path

Retained units

  • Early game
  • Mid game
  • Late game

Stage timeline

  1. 2-1Level 4Stabilize
  2. 3-2Level 5Spike
  3. 4-2Level 6Roll Down
  4. 5-1Level 7Complete
  5. 6-1+Level 8Cap

Pivot window

Best pivot before4-2

Don’t force past this. After it the committed items cost more than the new line gains.

Matchup patterns

AgainstTop 4ΔLP
  • Vs Elderwood Ezreal39%-18
  • Vs Coven Morgana63%+21
  • Vs Inferno Kennen59%+14
  • Vs Lunar Aphelios61%+18
  • Vs Sprykin Gnar56%+10

Positioning · Vs Kha'Zix

He leaps to the farthest enemy in reach. Keep the carry off the corner, behind a tank.

Positioning · Vs line damage

Ashe and Varus shoot through a line. Stagger the back row so each shot hits fewer.

Augments

  • Big Grab BagGOOD
  • Duo QueueGOOD
  • Caretaker's AllyGOOD
  • Branching OutGOOD
  • Weight The WorthBAIT
  • Master of All OriginsBAIT

Substitutions

  • No AP / Anti-Heal
  • Need CC / Utility
  • More Crowd Control
  • vs High Armor

Game plan

  1. 1.Eco early. Don’t force. Look for AD items + Ashe.
  2. 2.Level 4 at 2-1, Level 6 at 3-2. Stabilise board.
  3. 3.Push levels: 8 at 4-2, then roll for Ashe 2★.
  4. 4.Put Sett 2★ in front. Complete core and itemize.
  5. 5.Final cap at level 8 or higher (flex unit).

Copy & share

Situation matrix

SituationPlayForcePivot
AP Items✓—✕
Carry Early✓✓✕
Contested✕✓✓
Low HP—✓✓
No Frontline✕✕✓

Disagreement

24% of the sampled boards disagree on Yunara vs Karma.

Sources

  • tactics.tools4,518
  • metatft.com19,332
  • tftacademy.app14,208

Freshness

Last verified2026-09-23Patch18.3Set endsby 2026-12-11WindowLast 7 daysRegionGlobalRankAll Ranks

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