Reroll, fast 8 or fast 9
Every comp spends its gold at one level. Which one decides when you save, when you roll, and how many stars your carry needs.
Checked for patch 18.4. The numbers come from the live Set 18 data and follow every patch.
The idea
Every comp has one level where it spends its gold, and When to level shows that the carry's cost decides which. That gives three plans. Each spends gold at a different time, and each needs a different number of stars on its carry.
Reroll. The carry is a 1-, 2- or 3-cost, so the comp stops at a level where that cost is common and rolls there for copies: 2-costs fill 40% of every shop slot at level 6, 3-costs 40% at level 7. It rolls for the third star, and once the carry is 3-star the plan flips: stop rolling, rebuild the bank and level up, so 4-costs fill the last slots. On top four boards that lasted into stage 5, a 1-cost main carry was 3-star 98% of the time and a 3-cost 87%. Cheap units come in many copies, 29 of each 1-cost and 18 of each 3-cost, which is what makes three stars a plan. The usual way to dig is slowly: once at the level, roll only the gold above 50 each round, so the interest keeps paying while you look. Roll deeper when your health or a streak needs it.
Fast 8. The carry is a 4-cost, and a 4-cost barely shows up below level 8: 10% of every slot at level 7, 30% at level 8. So the gold goes into experience first: save, buy the levels, reach 8 with a big bank, and roll there. Two stars is the goal, not three. 97% of top four boards with a 4-cost main carry had it at two stars or more, and only 2% at three. The risk is time. Of the boards knocked out in stage 4 with a 4-cost main carry, 53% never got it past one star.
Fast 9. The comp plays around 5-costs: 3% of every slot at level 8, 15% at level 9. The step from 8 to 9 alone is 68 experience, 68 gold bought outright, so this plan needs the most gold of the three. It comes from an early game that streaks, or from a long loss streak on a full bank. A 2-star 5-cost is a top board: 85% of top four boards with a 5-cost main carry had it at two stars or more. Fast 9 usually stops at 8 first: roll just enough to stabilize the board, then save and level to 9 with what is left. It can skip that stop only with the health to lose several stage 5 fights.
Pick the plan from your spot, not from habit: the cost of the carry your items and early pairs point to, your health, and your gold. A comp's panel on HexKey names its plan when its sources give one.
See it live
The most played comps of each plan right now, with the level each one spends at and how common its carry is there. Then how far main carries of each cost got on top four boards.
The most played comps of each plan
Platinum and above, every server, the last three days
Reroll
Stops at a low level and rolls for three stars.

Riftbeast Pebbles: Pebbles, a 1-cost. Rolls at level 5, where a 1-cost fills 45% of every shop slot.

Flora Fatalis Azir: Azir, a 3-cost. Rolls at level 7, where a 3-cost fills 40% of every shop slot.

Vanguard Elise Cassiopeia: Elise, a 2-cost. Rolls at level 6, where a 2-cost fills 40% of every shop slot.
Fast 8
Saves and buys levels first, then rolls for two stars.

Lunar Aphelios Nidalee: Aphelios, a 4-cost. Pushes to level 8, where a 4-cost fills 30% of every shop slot.

Invoker Ahri: Ahri, a 4-cost. Pushes to level 8, where a 4-cost fills 30% of every shop slot.

Elderwood Ezreal: Ezreal, a 4-cost. Pushes to level 8, where a 4-cost fills 30% of every shop slot.
Fast 9
Stabilizes at 8, levels the highest, then rolls for 5-costs.

Inferno Elder Dragon: Elder Dragon, a 5-cost. Pushes to level 9, where a 5-cost fills 15% of every shop slot.

Elderwood Draven: Draven, a 5-cost. Pushes to level 9, where a 5-cost fills 15% of every shop slot.

Juggernaut Sivir: Sivir, a 4-cost. Pushes to level 9, where a 4-cost fills 33% of every shop slot.
How far the main carry got, on top four boards
Boards that lasted into stage 5 or later, by the cost of the unit holding the damage items. Ranked games of this set.
| Main carry | Two stars or more | Three stars |
|---|---|---|
| 1-cost | 100% | 98% |
| 2-cost | 100% | 96% |
| 3-cost | 99.7% | 87% |
| 4-cost | 97% | 2% |
| 5-cost | 85% | 0.3% |
The rule of thumb
Let the carry's cost pick the plan: reroll comps buy the third star at a low level, then level up to finish the board; fast 8 and fast 9 comps buy the level first and need two stars.
Check yourself
Your fast 8 comp's main carry is a 4-cost. Where does it usually end on a top four board?
Pick an answer.