
Movement speed reduced to 175% from 200%.Some Augments will be disabled in Hyper Roll for gameplay fluidity and balance purposes.Completed item armory chances changed to 75% chance of getting 1 offensive item, 1 defensive item, 1 utility item, and 1 random item 15% chance of getting 1 offensive item, 1 defensive item, 1 utility item, and 1 tailored Emblem and 10% chance of getting 2 random items and 2 tailored Emblems.Component item armory chances changed to 70% chance of getting 3 item components, 20% chance of getting 3 item components and 1 Neeko's Help or Loaded Dice, and 10% chance of getting 3 item components and 1 Spatula.Completed item armories now appear at Stages 8-2 and 9-2.Component item armories now appear at Stages 3-2, 4-2 and 6-2.New Effect: Now grants Augment armories at Stages 3-1, 5-2, and 7-2.Removed: No longer grants Radiant Item armories.Hyper Roll grants a flat 50 XP per game, but players are able to complete missions in Hyper Roll.Hyper Roll will have its own separate ranked rewards at the end of the set. Players will get Ranked rewards based on the highest rating they achieve at the end of each stage, starting at Green tier.

Hyper Roll has its own Ranked system, using Grey (0 points), Green (1400 points), Blue (2600 points), Purple (3400 points), and Hyper (4200+ points) tiers instead of the standard Iron to Challenger tiers.No gold bonuses from wins or lose streaks.There is no gold interest in Hyper Roll.Increased by 5 seconds for rounds with armories.Planning phases last 25 seconds, increased to 35 seconds after stage 8-1.Certain Champions and Traits have been adjusted to match the gameplay differences in Hyper Roll.Little Legends automatically level up at the start of each stage.Stages 8-2 and 9-2 grant completed item armories which have a 75% chance of getting 1 offensive item, 1 defensive item, 1 utility item, and 1 random item 15% chance of getting 1 offensive item, 1 defensive item, 1 utility item, and 1 tailored Emblem and 10% chance of getting 2 random items and 2 tailored Emblems.Stages 3-2, 4-2, and 6-2 grant component item armories which have a 70% chance of getting 3 item components, 20% chance of getting 3 item components and 1 Neeko's Help or Loaded Dice, and 10% chance of getting 3 item components and 1 Spatula.Stages 3-1, 5-2, and 7-2 grant Augment armories.Carousel is not a part of the Hyper Roll game mode.Little Legends have 75% increased movement speed.Little Legends only have 20 health and take 2 damage per loss for the first 4 stages, 4 damage per loss from stages 5 through 7 and 6 damage per loss at stage 8 and beyond.


Basically, Riot relies on the fact that people associate Gold/ Platinum/Diamond with ranking to make the Hyper Roll and Double-Up ranks seem more low-key. While it seems arbitrary, it puts enough distance between the two systems to make the color rankings seem a little less serious and intense. TFT’s Hyper Roll and Double Up soft-ranking systems choose to rely on a color system rather than the metallic system of their ranked-specific games. They could seriously tank your rank (if that’s something you care about). So, considering there are only four teams in a game, be careful matching up with randoms. Just like Hyper Roll, Double Up uses the same system. It satisfies the people who like ranking systems without affecting the people who don’t care too much.

However, with Hyper Roll, there is only one game mode. When it comes to normal TFT games (and OG League of Legends games in general) there is a distinct separation between normal and ranked games.
