Teamfight Tactics can be a tricky game to play, let alone to master. This makes sense since every couple of months Riot Games releases a brand new set that is completely different from the one before, apart from some base mechanics. This also happens with some of the bigger patches where the Riot reworks Items, Augments, and Champions. This tends to be a problem for a lot of players, but I see this as a great opportunity for the new players to begin the game at any moment once the new set has been released since once they understand the basic stuff they start from the same position as some of the more experienced players. To start dominating the world of Teamfight Tactics and all of the different modes that the game has to offer, you need some deep knowledge about the game and every set there is. You should master every combination of Origins and Classes, know what champions should you pick and level up, and what items work best on them.
I know how frustrating can it be once the new set is on the servers and you try to grind your way to the top. And if you play the game long enough you will understand that playing normal game mode is a waste of time since no one takes it seriously, so there is no way for you to practice your matches there, since you will, most likely end up winning most of them. But, on the other hand, if you log in and go for a ranked game, you will probably get crushed by someone who has a PBE account and has already played that particular set for the past 20 days.
My plan is to solve that problem for you, with my In-Depth guides. In these guides, I will rework every single trait, origin, and class. I will try out every combination of items and augments and try to pass that knowledge to you, my dear reader. With my guidance and a little help from lady luck, you will understand these sets for well, that victory shall be yours before the game even begins!
The sets in Teamfight Tactics
To understand better what I am talking about, we need to understand the sets in TFT. The set is a scheme for a TFT game. Every couple of months Riot releases a new set or a mid-season patch. Depending on what we are talking about, it is the complete rework of the origins, traits, items, champions, and augments (Set). Removal of some stuff, and adding some more new stuff but a 50% stays the same (midseason patch). This solves a problem of repetition and monotony that Riot Games couldn’t solve with the normal League of Legends game in Summoner’s Rift and Aram. Every time they have tried to fix this issue with new champions’ reworks of old ones, patches, buffs, adjustments and nerfs, new maps and items, they have always found themselves in a bad place since these things feel forced and they are almost always unbalanced. This leads to massive abuse from pro players of the League since the new and unskilled players simply can not comprehend that much new information, that to a less skilled player seems irrelevant and not noticeable. This is the problem is a cancer wound to a League of Legends and it is likely to bring it to an inevitable end if the Riot Games don’t get a grip of this problem in the days to come. But enough about The League of Legends, that’s a topic for another time, let’s get back to TFT and sets in TFT.
Every set is different from the ones before, and they all have different themes. But, there can be some stuff overlapping, like we could see with The Assassins and The Mages trait. Champions tend to overlap since there is not an infinite number of champions in the game, but Riot solves this problem with the different looks, based on different skin, and different ultimate spell for an overlapping champion. It is normal to assume that this can not keep going forever as time passes by and we will see the overlapping of the ultimate spells and skins some time in the future.
The Teamfight Tactics were released in the summer of 2019. And since then we could see 6 different sets and 6 more mid-season patches. That’s a lot of stuff to learn each time, but trust me it is less complicated than it sounds.
Let’s take a walk down the history lane of the previous patches and see how the Teamfight Tactics has grown since its release. From a new game mode in The League of Legends client that players found too complicated to play, and never expected it to stay in the long term, to a new obsession in the gaming world with 33 million of monthly players.
The Beta Set
First released alongside the V9.13 content for League of Legends, the set referred to descriptively as the beta set, or by the conjectural name Faction Wars, was the first publicly playable version of Teamfight Tactics, the then-upcoming new game by Riot Games. The first edition of the game featured a collection of champions, origins, and classes themed around the faction politics of Runeterra.
The new game title was also added to the Public Beta Environment in the same patch. Going forward, new content for Teamfight Tactics would be tested in advance alongside updates to League of Legends.
Origins
Demon
- Demon’s basic attacks have a 40% chance to reduce target’s current mana by 20 and restore mana to the Demon.
- 2 Demons: 15 mana
- 4 Demons: 30 mana
- 6 Demons: 45 mana
Dragon
- While at least 2 Dragons are in play, all Dragons gain 75% resistance to magic damage.
Elementalist
- While at least 3 Elementalists are in play, at the start of combat, summons a Golem adjacent to one of your Elementalists. This effect will fail if there are no valid spaces. The Golem has 2200 health, 100 attack damage, and 40 armor.
Exile
- Exiles start combat with a shield equal to 100% of maximum health when not placed adjacent to an ally. The shield does not scale with ability power.
Glacial
- Glacials’ basic attacks have a chance to stun their target for 1.5 seconds on-hit.
- 2 Glacials: 20%
- 4 Glacials: 33%
- 6 Glacials: 50%
Hextech
- At the start of combat, an ally Hextech launches and detonates a pulse bomb at an enemy unit with at least one item, disabling the items of nearby enemies for 5 seconds.
- 2 Hextechs: 1-hex radius area
- 4 Hextechs: 2-hex radius area
Imperial
- At the start of combat, select Imperials are empowered to deal double damage. This does not affect items.
- 2 Imperials: One random Imperial
- 4 Imperials: All Imperials
Ninja
- Ninjas gain bonus attack damage and ability power.
- Exactly 1 type of Ninja: Ninjas of this type gain 50 attack damage and 50 ability power
- Exactly 4 types of Ninja: Ninjas of these type gain 80 attack damage and 80 ability power
Noble
- At the start of combat, select allies gain 50 armor and 50 magic resistance and basic attacks restore 30 health on-hit
- 3 Nobles: A random ally
- 6 Nobles: The whole team
Phantom
- While at least 2 Phantoms are in play, at the start of combat, a random enemy’s health is set to 100.
- Works against epic monsters, but sets their health to 66.7% of their maximum health.
Pirate
- While at least 3 Pirates are in play, at the end of each round against another player, spawns a chest that grants between 0 and 4, with an average value of 1.75 per chest.
Robot
- Robots begin combat with full mana.
- Void Basic attacks and Special Abilities from select Void units deal true damage.
- 2 Voids: A random Void ally
- 4 Voids: All Voids.
Wild
- Select allies become empowered, causing their basic attacks to generate stacks of Fury, up to 5. Each stack gives 10% attack speed, up to 50% attack speed.
- 2 Wilds: Allied Wilds
- 4 Wilds: All allies. All allied basic attacks cannot be dodged.
Yordle
- Yordles have a chance to dodge enemy basic attacks and on-hit effects.
- 3 Yordles: 30%
- 6 Yordles: 60%
- 9 Yordles: 90%
Classes
Assassin
- Assassins gain bonus critical strike damage and bonus critical strike chance.
- 3 Assassins: +75% crit damage and +5% crit chance
- 6 Assassins: +150% crit damage and +20% crit chance
- 9 Assassins: +225% crit damage and +30% crit chance
Blademaster
- Blademasters’ basic attack have 45% chance to trigger additional attacks against their target. These additional attacks deal damage like basic attacks, trigger on-hit and on-attack effects, and generate mana.
- 3 Blademasters: 1 additional attack
- 6 Blademasters: 2 additional attacks
- 9 Blademasters: 4 additional attacks
Brawler
- Brawlers gain additional maximum health.
- 2 Brawlers: +250
- 4 Brawlers: +500
- 6 Brawlers: +900
Guardian
- While at least 2 Guardians are in play, at the start of combat, Guardians grant 40 armor to adjacent allies for the rest of the combat.
- This effect can stack any number of times for each adjacent Guardian.
- Guardians do not buff themselves, but can buff other Guardians.
Gunslinger
- Gunslingers’ basic attacks have a 50% chance to fire additional bullets at other enemies within range. These bullets deal damage like basic attacks and apply on-hit effects.
- 2 Gunslingers: 1 additional attack
- 4 Gunslingers: 2 additional attacks
- 6 Gunslingers: 4 additional attacks
Knight
- All allies block a flat amount of damage from all sources.
- 2 Knights: 15 damage reduced
- 4 Knights: 30 damage reduced
- 6 Knights: 60 damage reduced
Ranger
- Every 3 seconds, Rangers have a chance to gain double attack speed for 3 seconds.
- 2 Rangers: 40% chance
- 4 Rangers: 70% chance
Shapeshifter
- When Shapeshifters activate their Special Ability for the first time, they gain additional maximum health and heal for the amount gained.
- 3 Shapeshifters: +60% of maximum health
- 6 Shapeshifters: +100% of maximum health
Sorcerer
- All allies gain ability power.
- 3 Sorcerers: +40
- 6 Sorcerers: +120
- 9 Sorcerers: +200
The Rise of the Elements
Rise of the Elements was the 2nd edition of Teamfight Tactics, and was added to the public beta alongside the preseason 2020 content for League of Legends. The Rise of the Elements update marked Teamfight Tactics’ release after being in open-beta. This features a collection of champions, origins and classes themed around the classical elements as opposed to set 1’s theme of faction politics. It was made playable on the live servers in V9.22.
Origins
Origins were referred to as Elements during this set.
Cloud
- All allies gain a chance to dodge enemy basic attack.
- 2 Clouds: +20% dodge chance
- 3 Clouds: +25% dodge chance
- 4 Clouds: +35% dodge chance
Crystal
- Crystals have a maximum amount of damage they can take from a single attack or ability hit.
- 2 Crystals: 110 max damage
- 4 Crystals: 60 max damage
Desert
- Deserts reduce the enemy team’s armor.
- 2 Deserts: 40% armor reduction
- 4 Deserts: 100% armor reduction
Electric
- Electrics deal magic damage to nearby enemies whenever they deal or receive a critical strike. The damage does not scale with ability power.
- 2 Electrics: 80 damage
- 3 Electrics: 250 damage
- 4 Electrics: 550 damage
Glacial
- Glacials’ basic attacks have a 25% chance on-hit to stun their target for 1.5 seconds and deal bonus magic damage.
- 2 Glacials: 75 damage
- 4 Glacials: 175 damage
- 6 Glacials: 375 damage
Inferno
- Inferno spell damage and critical strikes burns the area beneath the target, dealing a percentage of that spell’s or crit’s pre-mitigation damage as magic damage over 4 seconds, with each tick occuring every 0.5 seconds.
- 3 Infernos: +70% damage within 1 hex
- 6 Infernos: +150% damage within 3 hexes
- 9 Infernos: +250% damage within 5 hexes
Light
- When a Light unit dies, all other Lights gain stackable bonus attack speed and are healed for 20% of the dying unit maximum health.
- 3 Lights: +20% attack speed
- 6 Lights: +30% attack speed
- 9 Lights: +50% attack speed
Lunar
- While at least 2 Lunars are in play, every 7 seconds, your team gains 15% critical strike chance, 15% critical strike damage, and 15% ability power.
- This effect stacks up to 4 times, for a maximum of 60% critical strike chance, 60% critical strike damage, and 60% ability power.
Mountain
- While at least 2 Mountains are in play, at the start of combat, a random ally gains a 1500 health stoneshield.
- Ocean All allies restore mana every 4 seconds.
- 2 Oceans: +10 mana
- 4 Oceans: +30 mana
- 6 Oceans: +60 mana
Poison
- While at least 3 Poisons are in play, Poisons apply Neurotoxin when they deal damage, increasing the mana cost of the target’s spell by 33%.
Shadow
- At the start of combat, Shadow units deal increased damage for 6 seconds.
- 3 Shadows: +65% increased damage. Refreshed on takedown.
- 6 Shadows: +150% increased damage. Refreshed on any Shadow takedown.
Steel
- Steel units gain damage immunity for a few seconds when they are reduced below 50% health.
- 2 Steels: 2 seconds
- 3 Steels: 3 seconds
- 4 Steels: 4 seconds
Variable
- Variables transform into another Element based on in-game conditions. The condition and available elements are not consistent across Variables.
Woodland
- At the start of combat, select Woodland units create a copy of themselves (excluding items).
- 3 Woodlands: One random Woodland
- 6 Woodlands: All Woodlands
Classes
Alchemist
- Alchemists ignore collision, immunity to crowd control and never stop moving.
Assassin
- Assassins gain bonus critical strike damage and bonus critical strike chance.
- 3 Assassins: +70% crit damage and +10% crit chance
- 6 Assassins: +210% crit damage and +20% crit chance
Avatar
- An Avatar’s Origin Element is counted twice for Trait bonuses.
Berserker
- When Berserkers attack, they have a chance to hit all units in cone in front of them and apply on-hit effects.
- 3 Berserkers: 45% chance
- 6 Berserkers: 100% chance, and all Berserkers gain 25 bonus attack damage
Blademaster
- Blademasters’ basic attack have 45% chance to trigger additional attacks against their target. These additional attacks deal damage like basic attacks, trigger on-hit and on-attack effects, and generate mana.
- 2 Blademasters: 1 additional attack
- 4 Blademasters: 2 additional attacks
- 6 Blademasters: 4 additional attacks
Druid
- While at least 2 Druids are in play, Druids regenerate 45 health each second.
Mage
- Mages have a chance, when casting, to instead Doublecast.
- 3 Mages: 50% chance
- 6 Mages: 100% chance. All Mages gain 20 bonus ability power
Mystic
- All allies gain bonus magic resistance.
- 2 Mystics: +40 magic resist
- 4 Mystics: +120 magic resist
Predator
- While at least 3 Predators are in play, Predators instantly kill enemies they damage who are below 25% health.
Ranger
- Every 3 seconds, Rangers have a chance to gain increased attack speed for 3 seconds.
- 2 Rangers: 35% at × 2 attack speed
- 4 Rangers: 80% at × 2 attack speed
- 6 Rangers: 100% at × 2.5 attack speed
Soulbound
- While at least 2 Soulbound units are in play, the first Soulbound unit to die in a round will instead enter the Spirit Realm, becoming untargetable and continuing to fight as long as another Soulbound unit is alive.
Summoner
- Summoned units gain bonus health and last longer.
- 3 Summoners: +30% health and duration
- 6 Summoners: +120% health and duration
Warden
- Wardens gain increased total armor.
- 2 Wardens: +150% armor
- 4 Wardens: +300% armor
- 6 Wardens: +999% armor
The Galaxies
Galaxies was the 3rd edition of Teamfight Tactics, and was added to the public beta alongside the V10.6 content for League of Legends. This update featured a collection of champions, origins and classes themed around the out of this world and space themes from the League of Legends skin Multiverse.
Origins
Celestial
- All allies heal based on damage dealt with spells and attacks.
- 2 Celestials: 15%
- 4 Celestials: 35%
- 6 Celestials: 60%
Chrono
- All allies gain 15% bonus attack speed at the start of combat and then every few seconds.
- 2 Chronos: 8 seconds
- 4 Chronos: 3.5 seconds
- 6 Chronos: 1.5 seconds
Cybernetic
- Cybernetics with at least one item gain bonus health and bonus attack damage.
- 3 Cybernetics: 350 health and 35 AD
- 6 Cybernetics: 700 health and 70 AD
Dark Star
- When a Dark Star unit dies, all other Dark Star units gain bonus attack damage and ability power.
- 3 Dark Stars: +20 AD and ability power
- 6 Dark Stars: +25 AD and ability power
- 9 Dark Stars: +35 AD and ability power
Mech-Pilot
- While at least 3 Mech-Pilots are in play, at the start of combat, three random Mech-Pilots are merged into a Super-Mech until it dies. The Super-Mech has the Traits of its Pilots, as well as 3 random items from among them. When the Super-Mech dies the Pilots are ejected and they continue to fight.
Rebel
- At the start of combat, Rebels gain a shield and bonus damage for each adjacent Rebel. The shield lasts for 8 seconds. The shield does not scale with ability power.
- 3 Rebels: 150 shield and 10% damage
- 6 Rebels: 210 shield and 12% damage
- 9 Rebels: 330 shield and 15% damage
Space Pirate
- Whenever a Space Pirate lands a killing blow on a champion there is a chance to drop extra loot.
- 2 Space Pirates: 50% chance for 1
- 4 Space Pirates: 50% chance for 1 and 25% chance for a component item.
Star Guardian
- Whenever a Star Guardian casts a spell, an amount of mana is evenly distributed among all other Star Guardians.
- 3 Star Guardians: 30 mana
- 6 Star Guardians: 50 mana
Valkyrie
- While at least 2 Valkyries are in play, Valkyries basic attacks and spells always critically strike targets below 40% health.
Void
- While at least 3 Void units are in play, basic attacks and Special Abilities from Void units deal true damage.
Classes
Blademaster
- Blademasters’ basic attack have a chance to trigger 2 additional attacks against their target. These additional attacks deal damage like basic attacks, trigger on-hit and on-attack.
- 3 Blademasters: 30%
- 6 Blademasters: 55%
- 9 Blademasters: 100%
Blaster
- Every fourth attacks from Blaster fire additional shots at random enemies. These shots deal damage like basic attacks, apply on-hit effects and can critically strike.
- 2 Blasters: 3 additional attacks
- 4 Blasters: 5 additional attacks
Brawler
- Brawlers gain additional maximum health.
- 2 Brawlers: +350
- 4 Brawlers: +650
Demolitionist
- While at least 2 Demolitionists are in play, all Demolitionist’s spells stun for 1.5 seconds, once per spell cast.
Infiltrator
Infiltrators gain bonus attack speed for 6 seconds at the start of combat, refreshed on takedown.
2 Infiltrators: 50%
4 Infiltrators: 75%
6 Infiltrators: 120%
Mana-Reaver
- While at least 2 Mana-Reaver are in play, Mana-Reaver’s attacks increase the cost of their target’s next spell cast by 40%.
Mercenary
- While a Mercenary is in play or on the Bench, players will have the opportunity to access the 8 Spell Upgrades pool of their Mercenary, each upgrades only appears once purchased.
- Each Mercenary type can be upgraded up to 3 times.
- Selling Mercenarys does not revert to Spell Upgrades later.
Mystic
- All allies gain bonus magic resistance.
- 2 Mystics: +35 magic resist
- 4 Mystics: +105 magic resist
Protector
- Protectors gain a shield based on their health for 4 seconds whenever they cast a spell. The shield doesn’t stack.
- 2 Protectors: 25% maximum health shield
- 4 Protectors: 30% maximum health shield
- 6 Protectors: 40% maximum health shield
Sniper
- While at least 2 Snipers are in play, Snipers deal 15% increased damage for each hex of distance between themselves and their target.
Sorcerer
- All allies gain ability power.
- 2 Sorcerers: +20
- 4 Sorcerers: +40
- 6 Sorcerers: +75
- 8 Sorcerers: +120
Starship
- Starships gain 40 mana per second, continuously maneuver around the board, and are immune to movement impairing effects, but can’t basic attack.
- Vanguard Vanguards gain bonus armor.
- 2 Vanguards: +125 armor
- 4 Vanguards: +250 armor
The Galaxies: Return to the stars
Galaxies: Return to the Stars was the mid-set update for the 3rd edition of Teamfight Tactics, and was added to the public beta alongside the V10.12 content for League of Legends. This update featured a collection of champions, origins and classes themed around the out of this world and space themes from the League of Legends skin Multiverse.
Origins
Astro
- While at least 3 Astros are in play, reduce your Astro units’ mana costs by 30.
Battlecast
- Upon dealing or taking 10 instances of damage, Battlecast units heal if below 50% health, or deal magic damage to the nearest enemy if above 50% health.
- 2 Battlecasts: 80 damage and heal
- 4 Battlecasts: 180 damage and heal
- 6 Battlecasts: 480 damage and heal
- 8 Battlecasts: 1000 damage and heal
Celestial
- All allies heal based on damage dealt with spells and attacks.
- 2 Celestials: 15%
- 4 Celestials: 45%
- 6 Celestials: 150%
Chrono
- All allies gain 15% bonus attack speed at the start of combat and then every few seconds.
- 2 Chronos: 8 seconds
- 4 Chronos: 3 seconds
- 6 Chronos: 1 second
- 8 Chronos: 0.5 seconds
Cybernetic
- Cybernetics with at least one item gain bonus health and bonus attack damage.
- 3 Cybernetics: 300 health and 35 AD
- 6 Cybernetics: 550 health and 70 AD
Dark Star
- When an ally unit dies, all Dark Star units gain bonus attack damage and ability power.
- 2 Dark Stars: +8 AD and ability power
- 4 Dark Stars: +18 AD and ability power
- 6 Dark Stars: +28 AD and ability power
- 8 Dark Stars: +48 AD and ability power
Mech-Pilot
- While at least 3 Mech-Pilots are in play, at the start of combat, three random Mech-Pilots are merged into a Super-Mech until it dies. The Super-Mech has the Traits of its Pilots, as well as 3 random items from among them. When the Super-Mech dies the Pilots are ejected with 35% health and they continue to fight.
Rebel
- At the start of combat, Rebels gain a shield and bonus damage for each adjacent Rebel. The shield lasts for 8 seconds. The shield does not scale with ability power.
- 3 Rebels: 150 shield and 10% damage
- 6 Rebels: 225 shield and 12% damage
- 9 Rebels: 400 shield and 20% damage
Space Pirate
- Whenever a Space Pirate lands a killing blow on a champion there is a chance to drop extra loot.
- 2 Space Pirates: 50% chance for 1
- 4 Space Pirates: 50% chance for 1 and 33% chance for a component item.
Star Guardian
- Whenever a Star Guardian casts a spell, an amount of mana is evenly distributed among all other Star Guardians.
- 3 Star Guardians: 15 mana
- 6 Star Guardians: 25 mana
- 9 Star Guardians: 60 mana
Classes
Blademaster
- Blademasters’ basic attack have a chance to trigger 2 additional attacks against their target. These additional attacks deal damage like basic attacks, trigger on-hit and on-attack.
- 3 Blademasters: 30%
- 6 Blademasters: 65%
- 9 Blademasters: 100%
Blaster
- Every fourth attacks from Blaster fire additional shots at random enemies. These shots deal damage like basic attacks, apply on-hit effects and can critically strike.
- 2 Blasters: 3 additional attacks
- 4 Blasters: 6 additional attacks
Brawler
- Brawlers gain additional maximum health.
- 2 Brawlers: +350
- 4 Brawlers: +600
Demolitionist
- While at least 2 Demolitionists are in play, all Demolitionist’s spells stun for 1.5 seconds, once per spell cast.
Infiltrator
- Infiltrators gain bonus attack speed for 6 seconds at the start of combat, refreshed on takedown.
- 2 Infiltrators: 40%
- 4 Infiltrators: 80%
- 6 Infiltrators: 150%
Mana-Reaver
- While at least 2 Mana-Reaver are in play, Mana-Reaver’s attacks increase the cost of their target’s next spell cast by 30%.
Mercenary
- While a Mercenary is in play or on the Bench, players will have the opportunity to access the 8 Spell Upgrades pool of their Mercenary, each upgrades only appears once purchased.
- Each Mercenary type can be upgraded up to 3 times.
- Selling Mercenarys does not revert to Spell Upgrades later.
Mystic
- All allies gain bonus magic resistance.
- 2 Mystics: +50 magic resist
- 4 Mystics: +120 magic resist
Paragon
- Ally Star Guardian basic attacks are converted to true damage while all other ally basic attacks are converted to magic damage.
Protector
- Protectors gain a shield based on their health for 4 seconds whenever they cast a spell. The shield doesn’t stack.
- 2 Protectors: 30% maximum health shield
- 4 Protectors: 40% maximum health shield
- 6 Protectors: 50% maximum health shield
Sniper
- Snipers deal increased damage for each hex of distance between themselves and their target.
- 2 Snipers: 9%
- 4 Snipers: 16%
Sorcerer
- All allies gain ability power.
- 2 Sorcerers: +20
- 4 Sorcerers: +40
- 6 Sorcerers: +70
Starship
- Starships gain 40 mana per second, continuously maneuver around the board, and are immune to movement impairing effects, but can’t basic attack.
Vanguard
- Vanguards gain bonus armor.
- 2 Vanguards: +125 armor
- 4 Vanguards: +300 armor
- 6 Vanguards: +900 armor
The Fates
Fates was the 4th edition of Teamfight Tactics, and was made available to public servers on patch V10.19. This set featured a collection of champions, origins and classes themed around Warring Kingdoms, Blood Moon, and Spirit Blossom from the League of Legends skin Multiverse.
Origins
Cultist
- Once your team loses 50% of their health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. The stronger the synergy, the stronger Galio becomes, gaining increased stats and abilities.
- 3 Cultists: Tyrant Galio
- 6 Cultists: Demon Lord Galio
- 9 Cultists: Supreme Overlord Galio
Divine
- Upon attacking 6 times or dropping below 50% health, Divine units remove all crowd control and ascend, taking 40% reduced damage (post-mitigation) and dealing 40% bonus true damage (pre-mitigation) for a few seconds. This effect can only be activated once
- 2 Divines: 3 seconds
- 4 Divines: 6 seconds
- 6 Divines: 9 seconds
- 8 Divines: 15 seconds
Dusk
- Dusk units increase all allies ability power.
- 2 Dusks: +20% for all allies
- 4 Dusks: +20% for all allies and an additional +50% for Dusk units
- 6 Dusks: +40% for all allies and an additional +70% for Dusk units
Elderwood
- Every 2 seconds all Elderwood units grow, gaining armor, magic resistance, attack damage, and ability power. This effect stacks up to five times.
- 3 Elderwoods: +20 resistances, +5 AD and +5 AP
- 6 Elderwoods: +30 resistances, +10 AD and +10 AP
- 9 Elderwoods: +40 resistances, +20 AD and +20 AP
Enlightened
- Enlightened units generate more mana.
- 2 Enlighteneds: 50% additional mana
- 4 Enlighteneds: 70% additional mana
- 6 Enlighteneds: 100% additional mana
Exile
- If an Exile unit has no adjacent allies at the start of combat, they gain:
- 1 Exile: Shield equal to 50% of maximum health
- 2 Exiles: Shield equal to 50% of maximum health and 80% lifesteal
Fortune
- Winning combat against a player will give bonus orbs. The longer you’ve gone without an orb, the bigger the payout.
- 3 Fortunes: Bonus orbs
- 6 Fortunes: Extra bonus orbs with rare loot
Moonlight
- At the start of combat, the lowest star-level Moonlight units star up until combat ends, prioritizing the unit with the most items. This can increase a champion’s Star-level to 4-Stars.
- 3 Moonlights: One Moonlight unit
- 5 Moonlights: Two Moonlight units
Ninja
- Ninjas gain bonus attack damage and ability power.
- Exactly 1 type of Ninja: Ninjas of this type gain 50 attack damage and 50 ability power
- Exactly 4 types of Ninja: Ninjas of these type gain 140 attack damage and 140 ability power
Spirit
- The first time a Spirit casts their spell, all allies gain bonus attack speed based on the spell’s mana cost. Each Spirit can only grant the bonus attack speed once but it lasts for the entire combat, and each different Spirit bonus stack with each other.
- 2 Spirits: 35% of mana cost
- 4 Spirits: 70% of mana cost
The Boss
- When The Boss first drops below 40% health, he leaves combat to start doing sit-ups. Each sit-up restores 15% maximum health and gives him 40% bonus attack speed and bonus movement speed. If he reaches full health he returns to combat Pumped Up, converting his basic attack and spell damage to true damage. If all of his allies die, he will immediately return to combat.
Tormented
- After participating in three combats, Tormented are given the option to transform. The player’s receives a loot orb with Kayn’s Liberation and Rhaast’s Embrace.
Warlord
- Warlords gain additional maximum health and ability power. These bonuses are futher increased by 10% with each victorious combat they participate in, stacking up to 5 times.
- 3 Warlords: +200 health and +20 ability power
- 6 Warlords: +450 health and +40 ability power
- 9 Warlords: +700 health and +70 ability power
Classes
Adept
- Adepts calm the flow of battle, reducing the attack speed of all enemies by 50% for a few seconds at the start of combat.
- 2 Adepts: 2 seconds
- 3 Adepts: 3.5 seconds
- 4 Adepts: 6 seconds
Assassin
- Assassins’ spells can critically strike and they gain bonus critical strike damage and bonus critical strike chance.
- 2 Assassins: +10% crit chance and +30% crit damage
- 4 Assassins: +25% crit chance and +60% crit damage
- 6 Assassins: +40% crit chance and +90% crit damage
Brawler
- Brawlers gain additional maximum health.
- 2 Brawlers: +400
- 4 Brawlers: +800
- 6 Brawlers: +1200
- 8 Brawlers: +1800
Dazzler
- Dazzler’s spells reduce the attack damage of enemies hit by a percentage for 8 seconds.
- 2 Dazzlers: 40%
- 4 Dazzlers: 80%
Duelist
- Duelists’ basic attacks grant them bonus attack speed, up to 8 stacks.
- 2 Duelists: +12% AS per stack
- 4 Duelists: +20% AS per stack
- 6 Duelists: +35% AS per stack
- 8 Duelists: +60% AS per stack
Emperor
- The Emperor deploys with 2 Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
Hunter
- Every few seconds, all Hunters will basic attack the lowest health enemy (infinite range), dealing increased damage.
- 2 Hunters: 125% damage every 3.5 seconds
- 3 Hunters: 150% damage every 3 seconds
- 4 Hunters: 175% damage every 2.5 seconds
- 5 Hunters: 200% damage every 2 seconds
Keeper
- At the start of combat, Keepers grant themselves and all nearby allies a shield for a few seconds. This shield is 50% stronger on Keepers.
- 2 Keepers: 150 shield for 8 seconds
- 4 Keepers: 225 shield for 10 seconds
- 6 Keepers: 350 shield for 12 seconds
Mage
- While at least 3 Mages are in play, Mages cast their spells twice and have modified ability power.
- 3 Mages: 80% of ability power
- 6 Mages: 120% of ability power
- 9 Mages: 180% of ability power
Mystic
- All allies gain bonus magic resistance.
- 2 Mystics: +40 magic resist
- 4 Mystics: +100 magic resist
- 6 Mystics: +200 magic resist
Shade
- After every 3 basic attacks Shades dip into the shadows, stealthing and causing their next basic attack to deal bonus magic damage.
- 2 Shades: 125 damage
- 3 Shades: 400 damage
- 4 Shades: 750 damage
Sharpshooter
- Sharpshooters basic attacks and spells ricochet to nearby enemies dealing reduced damage (infinite range).
- 2 Sharpshooters: 1 ricochet with 55% reduced damage
- 4 Sharpshooters: 2 ricochets with 50% reduced damage
- 6 Sharpshooters: 3 ricochets with 45% reduced damage
Vanguard
- Vanguards gain bonus armor.
- 2 Vanguards: +120 armor
- 4 Vanguards: +300 armor
- 6 Vanguards: +700 armor
- 8 Vanguards: +2000 armor
The Fates: Festival of Beasts
Fates: Festival of Beasts was the mid-set update for the 4th edition of Teamfight Tactics, and was made available to public servers on patch V11.2. This update features a collection of champions, origins and classes themed around Warring Kingdoms, Blood Moon, and Spirit Blossom from the League of Legends skin Multiverse.
Origins
Cultist
- Once your team loses 50% of their health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. The stronger the synergy, the stronger Galio becomes, gaining increased stats and abilities.
- 3 Cultists: Tyrant Galio
- 6 Cultists: Demon Lord Galio
- 9 Cultists: Supreme Overlord Galio
Daredevil
- Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% maximum health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell. 3-Star level Daredevils start off with 1 Style.
Divine
- Upon attacking 6 times or dropping below 50% health, Divine units remove all crowd control and ascend, taking reduced damage (post-mitigation) and dealing bonus true damage (pre-mitigation) for 6 seconds. This effect can only be activated once
- 2 Divines: 25% reduced damage and bonus damage
- 4 Divines: 40% reduced damage and bonus damage
- 6 Divines: 55% reduced damage and bonus damage
- 8 Divines: 70% reduced damage and bonus damage
Dragonsoul
- The first Dragonsoul allies to take damage in combat receives the Dragon’s Blessing. While blessed, the unit gains bonus stats, their first and every 5th attack fires a Dragonsoul blast that deals 40% maximum health bonus magic damage. On death, blessings pass onto the closest Dragonsoul ally.
- 3 Dragonsouls: 1 blessing; 40% attack speed and 40 ability power
- 6 Dragonsouls: 2 blessings; 70% attack speed and 70 ability power
- 9 Dragonsouls: 6 blessings; 140% attack speed and 140 ability power
Elderwood
- Every 2 seconds all Elderwood units grow, gaining armor, magic resistance, attack damage, and ability power. This effect stacks up to five times.
- 3 Elderwoods: +15 resistances, +5 AD and +5 AP
- 6 Elderwoods: +20 resistances, +10 AD and +10 AP
- 9 Elderwoods: +30 resistances, +15 AD and +15 AP
Enlightened
- Enlightened units generate more mana.
- 2 Enlighteneds: 50% additional mana
- 4 Enlighteneds: 100% additional mana
- 6 Enlighteneds: 150% additional mana
Exile
- If an Exile unit has no adjacent allies at the start of combat, they gain:
- 1 Exile: Shield equal to 50% of maximum health
- 2 Exiles: Shield equal to 50% of maximum health and 80% lifesteal
Fabled
- While at least 3 Fabled units are in play, their spells are empowered from tales of their past valor.
Fortune
- Winning combat against a player will give bonus orbs. The longer you’ve gone without an orb, the bigger the payout.
- 3 Fortunes: Bonus orbs
- 6 Fortunes: Extra bonus orbs with rare loot
Ninja
- Ninjas gain bonus attack damage and ability power.
- Exactly 1 type of Ninja: Ninjas of this type gain 50 attack damage and 50 ability power
- Exactly 4 types of Ninja: Ninjas of these type gain 140 attack damage and 140 ability power
Spirit
- The first time a Spirit casts their spell, all allies gain bonus attack speed. Each Spirit can only grant the bonus attack speed once but it lasts for the entire combat, and each different Spirit bonus stack with each other.
- 2 Spirits: 18% attack speed
- 4 Spirits: 30% attack speed
The Boss
When The Boss first drops below 40% health, he leaves combat to start doing sit-ups. Each sit-up restores 15% maximum health and gives him 40% bonus attack speed and bonus movement speed. If he reaches full health he returns to combat Pumped Up, converting his basic attack and spell damage to true damage. If all of his allies die, he will immediately return to combat.
Warlord
- Warlords gain additional maximum health and ability power. These bonuses are futher increased by 10% with each victorious combat they participate in, stacking up to 5 times.
- 3 Warlords: +250 health and +25 ability power
- 6 Warlords: +400 health and +40 ability power
- 9 Warlords: +700 health and +70 ability power
Classes
Adept
- Adepts calm the flow of battle, reducing the attack speed of all enemies by 50% for a few seconds at the start of combat.
- 2 Adepts: 2 seconds
- 3 Adepts: 3.5 seconds
- 4 Adepts: 6 seconds
Assassin
- Assassins’ spells can critically strike and they gain bonus critical strike damage and bonus critical strike chance.
- 2 Assassins: +10% crit chance and +25% crit damage
- 4 Assassins: +30% crit chance and +55% crit damage
- 6 Assassins: +50% crit chance and +90% crit damage
Blacksmith
- After each combat a Blacksmith participes in, they will make progress forging an Artifact. It takes 4 / 3 / 1 (based on Star level) combats to forge an Artifact. Once the Artifact is complete, it will become available to bestow upon an ally. Each ally may only equip one Artifact.
Brawler
- Brawlers gain additional maximum health and attack damage.
- 2 Brawlers: +400 HP and 10 AD
- 4 Brawlers: +700 HP and 20 AD
- 6 Brawlers: +1000 HP and 40 AD
- 8 Brawlers: +1400 HP and 80 AD
Duelist
- Duelists’ basic attacks grant them bonus attack speed, up to 8 stacks.
- 2 Duelists: +12% AS per stack
- 4 Duelists: +20% AS per stack
- 6 Duelists: +35% AS per stack
- 8 Duelists: +60% AS per stack
Emperor
- The Emperor deploys with 2 Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
Executioner
- Executioner attacks and spells always critically strike targets below a certain health threshold.
- 2 Executioners: below 33% health
- 3 Executioners: below 66% health
- 4 Executioners: below 99% health
Keeper
- At the start of combat, Keepers grant themselves and all nearby allies a shield for a few seconds. This shield is 50% stronger on Keepers.
- 2 Keepers: 150 shield for 8 seconds
- 4 Keepers: 200 shield for 10 seconds
- 6 Keepers: 250 shield for 12 seconds
Mage
- While at least 3 Mages are in play, Mages cast their spells twice and have modified ability power.
- 3 Mages: 80% of ability power
- 5 Mages: 105% of ability power
- 7 Mages: 130% of ability power
Mystic
- All allies gain bonus magic resistance.
- 2 Mystics: +40 magic resist
- 4 Mystics: +120 magic resist
- 6 Mystics: +300 magic resist
- Sharpshooters basic attacks and spells ricochet to nearby enemies dealing reduced damage (infinite range).
- 2 Sharpshooters: 2 ricochet with 65% reduced damage
- 4 Sharpshooters: 3 ricochets with 45% reduced damage
- 6 Sharpshooters: 4 ricochets with 30% reduced damage
Slayer
- Slayers gain life steal that increases at lower health, and deal bonus damage that increases based on their target’s missing health.
- 3 Slayers: 15% – 30% life steal and 20% – 45% bonus damage
- 6 Slayers: 30% – 60% life steal and 35% – 80% bonus damage
Syphoner
- All allies heal for a portion of the damage they deal from attacks and spells.
- 2 Syphoners: 10% for allies and 40% for Syphoners
- 4 Syphoners: 25% for allies and 100% for Syphoners
Vanguard
- Vanguards gain bonus armor and bonus magic resistance.
- 2 Vanguards: +100 armor and 10 magic resistance
- 4 Vanguards: +250 armor and 25 magic resistance
- 6 Vanguards: +500 armor and 50 magic resistance
- 8 Vanguards: +1000 armor and 80 magic resistance
The Reckoning
Reckoning was the 5th edition of Teamfight Tactics, and was made available to public servers on patch V11.9.
Origins
Abomination
- When 3 allied champions have died, the Monstrosity will awaken from its grave. The Monstrosity gets bonus health and attack damage based on allied Abomination units’ Star Levels.
- The Monstrosity will also receive a random copy of an item from each of the three Abomination Champions nearest the grave when combat starts.
- 3 Abominations: 1000 health and 100 attack damage
- 4 Abominations: 1600 health and 140 attack damage
- 5 Abominations: 2200 health and 180 attack damage
Coven
- While at least 3 Coven units are in play, the champion nearest to the center of your Coven champions is chosen as the Coven Leader, gaining 60% ability power. Each time a Coven casts their ability, 15% of their mana cost is bestowed upon the Coven leader as mana.
Dawnbringer
- Dawnbringers rapidly heal the first time they drop below 50% health. When this heal occurs, all allied Dawnbringers gain 12% bonus damage.
- 2 Dawnbringers: 30% max health heal, 10 healing ticks
- 4 Dawnbringers: 60% max health heal, 20 healing ticks
- 6 Dawnbringers: 90% max health heal, 25 healing ticks
- 8 Dawnbringers: 130% max health heal, 30 healing ticks
Draconic
- At the end of each player combat round, gain a dragon egg on your bench. The bigger the egg, the longer it takes to hatch, and the rarer the reward.
- 3 Draconics: Regular eggs
- 5 Draconics: Golden eggs with rarer loot
Dragonslayer
- Dragonslayers gain bonus ability power. After the first ally Dragonslayer scores a takedown on an enemy with at least 1400 maximum health, all allies gain bonus ability power for the rest of the round.
- 2 Dragonslayers: 30% ability power for Dragonslayers, 20% for allies
- 4 Dragonslayers: 70% ability power for Dragonslayers, 60% for allies
- 6 Dragonslayers: 140% ability power for Dragonslayers, 100% for allies
Eternal
- Wolf separates from Lamb to become a second champion. Wolf does not count toward your unit cap, and receives all of Lamb’s stat bonuses.
Forgotten
- Forgotten champions have bonus attack damage and ability power. Each Shadow Item held by a Forgotten champion increases these bonuses by 15% on all Forgotten champions, stacking up to 4 times.
- 3 Forgottens: 25 AD and AP
- 6 Forgottens: 60 AD and AP
- 9 Forgottens: 120 AD and AP
Hellion
- Hellions gain bonus attack speed. Whenever a Hellion dies, a Doppelhellion of the same type (with one less star and no items) will leap from the Hellion portal and join the fight.
- 3 Hellions: +10% attack speed
- 5 Hellions: +55% attack speed
- 7 Hellions: +130% attack speed
Ironclad
- All allies gain bonus armor.
- 2 Ironclads: 35 armor
- 3 Ironclads: 85 armor
- 4 Ironclads: 170 armor
Nightbringer
- Nightbringers gain a shield for 8 seconds the first time they drop below 50% health. When this occurs, that Nightbringer gains bonus damage.
- 2 Nightbringers: 30% max health shield and 20% bonus damage
- 4 Nightbringers: 60% max health shield and 30% bonus damage
- 6 Nightbringers: 90% max health shield and 40% bonus damage
- 8 Nightbringers: 140% max health shield and 50% bonus damage
Redeemed
- Redeemed have bonus armor, magic resistance, and ability power. When they die, this bonus splits among remaining Redeemed allies.
- 3 Redeemeds: 30 resistances, 30 ability power
- 6 Redeemeds: 55 resistances, 55 ability power
- 9 Redeemeds: 95 resistances, 95 ability power
Revenant
- Revenants revive after their first death each combat. Once revived, they take and deal 30% increased damage.
- 2 Revenants: Revive with 10% max health
- 3 Revenants: Revive with 40% max health
- 4 Revenants: Revive with 75% max health
Verdant
- Champions that start combat adjacent to at least one Verdant ally are immune to crowd control for a few seconds.
- 2 Verdants: 5 seconds
- 3 Verdants: 8 seconds
Classes
Assassin
- Assassins’ spells can critically strike and they gain bonus critical strike damage and bonus critical strike chance.
- 2 Assassins: +10% crit chance and +25% crit damage
- 4 Assassins: +30% crit chance and +55% crit damage
- 6 Assassins: +50% crit chance and +90% crit damage
Brawler
- Brawlers gain additional maximum health.
- 2 Brawlers: +400
- 4 Brawlers: +1000
Caretaker
- Caretakers deploy with a Baby Dragon that can be placed anywhere on the battlefield. Baby Dragons gain 100% of their handler’s attack speed and restore 80 mana to their Caretaker upon death.
Cavalier
- Cavaliers take reduced damage. At the start of combat and after each charge, this effect is doubled for 4 seconds.
- 2 Cavaliers: 20% damage reduction
- 3 Cavaliers: 25% damage reduction
- 4 Cavaliers: 30% damage reduction
Cruel
- A Cruel champion hungers to be alone against exactly 1 enemy left standing.
- Cruel champions are purchased with 6 Little Legend health instead of gold. They can be sold for gold but not health.
God-King
- While exactly one God-King is in play, they deal 20% bonus damage to enemies who have at least one of their Rival Traits.
- GAREN RIVAL TRAITS: Abomination, Coven, Dragonslayer, Forgotten, Hellion, Nightbringer, and Revenant.
- DARIUS RIVAL TRAITS: Dawnbringer, Draconic, Ironclad, Redeemed, and Verdant.
Invoker
- All allies gain bonus mana from their basic attacks.
- 2 Invokers: 3 mana
- 4 Invokers: 6 mana
Knight
- All allies block a flat amount of damage from all sources.
- 2 Knights: 20 damage reduced
- 4 Knights: 40 damage reduced
- 6 Knights: 70 damage reduced
Legionnaire
- Legionnaires gain bonus attack speed, and their first attack after casting a spell heals them for 50% of the damage dealt.
- 2 Legionnaires: +25% attack speed
- 4 Legionnaires: +65% attack speed
- 6 Legionnaires: +120% attack speed
- 8 Legionnaires: +200% attack speed
Mystic
- All allies gain bonus magic resistance.
- 2 Mystics: +40 magic resist
- 3 Mystics: +100 magic resist
- 4 Mystics: +200 magic resist
Ranger
- Every 4 seconds, Rangers gain bonus attack speed for 4 seconds. They regain this bonus every 4 seconds thereafter.
- 2 Rangers: +75% attack speed
- 4 Rangers: +180% attack speed
Renewer
- Renewers heal for a percent of their maximum health each second. If they’re full health, they restore mana instead.
- 2 Renewers: 3% health or 3% mana
- 4 Renewers: 6% health or 6% mana
- 6 Renewers: 9% health or 9% mana
Skirmisher
- Skirmishers gain a shield at the start of combat, and bonus attack damage each second.
- 3 Skirmishers: 25% max health shield and 3 AD per second
- 6 Skirmishers: 45% max health shield and 6 AD per second
- 9 Skirmishers: 75% max health shield and 12 AD per second
Spellweaver
- Spellweavers have increased ability power and get bonus ability power any time a champion uses an ability, stacking up to 10 times.
- 2 Spellweavers: 25 ability power and 2 bonus ability power
- 4 Spellweavers: 55 ability power and 5 bonus ability power
- 6 Spellweavers: 85 ability power and 8 bonus ability power
The Reckoning: Dawn of Heroes
Reckoning: Dawn of Heroes was the mid-set update for the 5th edition of Teamfight Tactics, and was made available to public servers on patch V11.15.
Origins
Abomination
- When 2 allied champions have died, the Monstrosity will awaken from its grave. The Monstrosity gets bonus health and attack damage based on allied Abomination units’ Star Levels.
- The Monstrosity will also receive a random copy of an item from each of the three Abomination Champions nearest the grave when combat starts.
- 3 Abominations: 900 health and 70 attack damage
- 4 Abominations: 1500 health and 90 attack damage
- 5 Abominations: 2000 health and 110 attack damage
Dawnbringer
- Dawnbringers rapidly heal the first time they drop below 50% health. When this heal occurs, all allied Dawnbringers gain 10% bonus damage.
- 2 Dawnbringers: 30% max health heal, 10 healing ticks
- 4 Dawnbringers: 55% max health heal, 15 healing ticks
- 6 Dawnbringers: 80% max health heal, 20 healing ticks
- 8 Dawnbringers: 120% max health heal, 25 healing ticks
Draconic
- At the end of each player combat round, gain a dragon egg on your bench. The bigger the egg, the longer it takes to hatch, and the rarer the reward.
- 3 Draconics: Regular eggs
- 5 Draconics: Golden eggs with rarer loot
Forgotten
- Forgotten champions have bonus attack damage and ability power. Each victorious combat they participate increases these bonuses by 10%, stacking up to 5 times.
- 2 Forgottens: 20 AD and AP
- 4 Forgottens: 40 AD and AP
- 6 Forgottens: 60 AD and AP
- 8 Forgottens: 150 AD and AP
Hellion
- Hellions gain bonus attack speed. Whenever a Hellion dies, a Doppelhellion of the same type (with one less star and no items) will leap from the Hellion portal and join the fight.
- 2 Hellions: +10% attack speed
- 4 Hellions: +30% attack speed
- 6 Hellions: +70% attack speed
- 8 Hellions: +125% attack speed
Inanimate
- At the start of combat, Inanimate champions summon Harrowing Mist in all adjacent hexes surrounding them for 8 seconds, granting all allies within 33% damage reduction while they remain within the mist.
Ironclad
- All allies gain bonus armor.
- 2 Ironclads: 30 armor
- 3 Ironclads: 70 armor
- 4 Ironclads: 125 armor
Nightbringer
- Nightbringers gain a shield for 8 seconds the first time they drop below 50% health. When this occurs, that Nightbringer gains bonus damage.
- 2 Nightbringers: 30% max health shield and 20% bonus damage
- 4 Nightbringers: 60% max health shield and 30% bonus damage
- 6 Nightbringers: 90% max health shield and 40% bonus damage
- 8 Nightbringers: 200% max health shield and 70% bonus damage
Redeemed
- Redeemed have bonus armor, magic resistance, and ability power. When they die, this bonus splits among remaining Redeemed allies.
- 3 Redeemeds: 20 resistances, 20 ability power
- 6 Redeemeds: 35 resistances, 35 ability power
- 9 Redeemeds: 70 resistances, 70 ability power
Revenant
- Revenants revive after their first death each combat. Once revived, they take and deal 25% increased damage.
- 2 Revenants: Revive with 10% max health
- 3 Revenants: Revive with 25% max health
- 4 Revenants: Revive with 45% max health
- 5 Revenants: Revive with 70% max health
Sentinel
- At start of combat, the Sentinel with the most items (if tied, the most attack speed, if tied, random) gains a shield that grants bonus attack speed each time it is applied. When the shield is destroyed or expires it will pass to the ally with the lowest percent health.
- 3 Sentinels: 175 shield, 20% AS, 4 second duration
- 6 Sentinels: 800 shield, 80% AS, 2 second duration
- 9 Sentinels: 2000 shield, 600% AS, 1 second duration
Victorious
- When Victorious champions score a kill, their next basic attack is empowered to deal 60% of target’s missing health bonus magic damage.
Classes
Assassin
- Assassins’ spells can critically strike and they gain bonus critical strike damage and bonus critical strike chance.
- 2 Assassins: +20% crit chance and +30% crit damage
- 4 Assassins: +40% crit chance and +40% crit damage
- 6 Assassins: +75% crit chance and +50% crit damage
Brawler
- Brawlers gain additional maximum health.
- 2 Brawlers: +400
- 4 Brawlers: +1000
- 6 Brawlers: +1600
Cannoneer
- Every 5th Cannoneer basic attack is replaced with a cannon shot that deals physical damage in an explosion around the target.
- 2 Cannoneers: 225% AD
- 4 Cannoneers: 475% AD
- 6 Cannoneers: 1200% AD
Caretaker
- Caretakers deploy with a Baby Dragon that can be placed anywhere on the battlefield. Baby Dragons gain 100% of their handler’s attack speed and restore 80 mana to their Caretaker upon death.
Cavalier
- Cavaliers take reduced damage. At the start of combat and after each charge, this effect is doubled for 4 seconds.
- 2 Cavaliers: 20% damage reduction
- 3 Cavaliers: 25% damage reduction
- 4 Cavaliers: 30% damage reduction
Cruel
- A Cruel champion hungers to be alone against exactly 1 enemy left standing.
- Cruel champions are purchased with 6 Little Legend health instead of gold. They can be sold for gold but not health.
Invoker
- All allies gain bonus mana from their basic attacks.
- 2 Invokers: 3 mana
- 4 Invokers: 6 mana
Knight
- All allies block a flat amount of damage from all sources.
- 2 Knights: 20 damage reduced
- 4 Knights: 40 damage reduced
- 6 Knights: 70 damage reduced
Legionnaire
- Legionnaires gain bonus attack speed and heal for a portion of the damage dealt by basic attacks and abilities.
- 2 Legionnaires: +25% AS and 15% heal
- 4 Legionnaires: +70% AS and 20% heal
- 6 Legionnaires: +135% AS and 25% heal
- 8 Legionnaires: +250% AS and 30% heal
Mystic
- All allies gain bonus magic resistance.
- 2 Mystics: +40 magic resist
- 3 Mystics: +80 magic resist
- 4 Mystics: +175 magic resist
- 5 Mystics: +300 magic resist
Ranger
- Every 4 seconds, Rangers gain bonus attack speed for 4 seconds. They regain this bonus every 4 seconds thereafter.
- 2 Rangers: +80% attack speed
- 4 Rangers: +200% attack speed
- 6 Rangers: +500% attack speed
Renewer
- Renewers heal for a percent of their maximum health each second. If they’re full health, they restore mana instead.
- 2 Renewers: 4% health or 4% mana
- 4 Renewers: 7% health or 7% mana
- 6 Renewers: 10% health or 10% mana
Skirmisher
- Skirmishers gain a shield at the start of combat, and bonus attack damage each second.
- 3 Skirmishers: 20% max health shield and 4 AD per second
- 6 Skirmishers: 50% max health shield and 10 AD per second
- 9 Skirmishers: 100% max health shield and 20 AD per second
Spellweaver
- Spellweavers have increased ability power and get bonus ability power any time a champion uses an ability.
- 2 Spellweavers: 15 ability power and 2 bonus ability power
- 4 Spellweavers: 35 ability power and 4 bonus ability power
- 6 Spellweavers: 70 ability power and 8 bonus ability power
The Gizmos & Gadgets
Gizmos & Gadgets was the 6th edition of Teamfight Tactics, and was made available to public servers on patch V11.22.
Origins
Academy
- Academics have bonus attack damage and ability power, and can learn from their allies, increasing this bonus whenever an ally casts an ability.
- 2 Academics: 18 AD & AP; 3 AD & AP per cast
- 4 Academics: 40 AD & AP; 5 AD & AP per cast
- 6 Academics: 50 AD & AP; 10 AD & AP per cast
- 8 Academics: 70 AD & AP; 15 AD & AP per cast
Chemtech
- After dropping below 75% health, Chemtech champions gain 20% damage reduction, bonus attack speed, and regenerate health each second for 8 seconds.
- 3 Chemtechs: 15% AS and 3% max health regen
- 5 Chemtechs: 50% AS and 5% max health regen
- 7 Chemtechs: 90% AS and 8% max health regen
- 9 Chemtechs: 135% AS and 15% max health regen
Clockwork
- All allies gain bonus attack speed, and additional attack speed for each Hextech Augment you own.
- 2 Clockworks: 10% AS & 5% per Augment
- 4 Clockworks: 35% AS & 10% per Augment
- 6 Clockworks: 70% AS & 15% per Augment
Cuddly
- Cuddly champions attaches themselves to the nearest ally at start of combat, or to the lowest health ally after being unattached for 2 seconds. Attaching grants the ally a shield equal to 60% of the Cuddly champion’s maximum health and they detach if the shield is broken. While attached Cuddly champions are untargetable and can’t attack, but gain 5 mana per second and 10 mana whenever the ally basic attacks.
Enforcer
- Enforcers stun an enemy at the start of combat. The target breaks free after 5 seconds or after losing 40% of their maximum health. Enforcers will not try to stun enemies who are immune to crowd control effects.
- 2 Enforcers: Enemy with the most health
- 4 Enforcers: And the enemy who dealt the most damage last combat
Glutton
- Once per planning phase, you can feed a unit to a Glutton champion. This unit is consumed, granting them permanent bonus stats. The more valuable the unit, the bigger the bonus. To feed the Glutton, hover a unit over them until their mouth opens, then release. At 3-Star, a Glutton gains 20 times the stats from eating.
Imperial
- At the start of combat, the Imperial who dealt the most damage last combat becomes the Tyrant. The Tyrant deals bonus damage. When the Tyrant dies, the Imperial who has dealt the most damage this combat becomes the new Tyrant.
- 3 Imperials: 75% bonus damage
- 5 Imperials: 135% bonus damage, other Imperials deal 75% bonus damage
Mercenary
- Gain a treasure chest that opens when you win combat against a player. At the start of each planning phase, roll the dice to add more loot to the chest. The longer you’ve gone without opening the chest, the luckier the dice.
- 3 Mercenarys: Roll 2 dice
- 5 Mercenarys: The dice are even luckier
- 7 Mercenarys: Upon winning, roll a 3rd dice that grants bonus loot
Mutant
- Mutants gain unique bonuses. These are different each game. See page for all mutations.
Scrap
- At the start of combat, a number of incomplete components on Scrap champions turn into full items for the rest of combat. Additionally your team also gains a shield for each item component equipped in your army, including those that are part of a full item.
- 2 Scraps: 1 component, 20 shield
- 4 Scraps: 3 components, 40 shield
- 6 Scraps: All components, 60 shield
Sister
- While at least 2 Sisters are in play, they’re empowered by trying to one-up each other.
- Vi’s ability range increases by 2 hexes.
- Jinx gains 40% bonus attack speed for 3 seconds on takedowns.
Socialite
- Socialites reveal a spotlight on the battlefield. The unit standing in the spotlight at the start of combat gains unique bonuses.
- 1 Socialite: Gain 20% bonus damage
- 2 Socialites: Additionally regenerate 4 mana per second
- 3 Socialites: Additionally gain +33% omnivamp.
Syndicate
- Chosen allies are cloaked in shadows, gaining 20% omnivamp, 55 bonus armor, and 55 bonus magic resistance.
- 3 Syndicates: The Syndicate champion with the lowest current health
- 5 Syndicates: All Syndicate champions
- 7 Syndicates: All allies and bonuses are increased by 60%
Yordle
- After combat with a player, a random free Yordle appears on your bench.
- 3 Yordles: Active
- 6 Yordles: Yordle mana costs are reduced by 25%
Classes
Arcanist
- Allies gain increased ability power.
- 2 Arcanists: 20 AP for allies
- 4 Arcanists: 20 AP for allies, 60 AP for Arcanists
- 6 Arcanists: 50 AP for allies, 100 AP for Arcanists
- 8 Arcanists: 145 AP for allies
Assassin
- Assassins’ spells can critically strike and they gain bonus critical strike damage and bonus critical strike chance.
- 2 Assassins: +10% crit chance and +20% crit damage
- 4 Assassins: +30% crit chance and +40% crit damage
- 6 Assassins: +50% crit chance and +60% crit damage
Bodyguard
- Bodyguards gain bonus armor. Shortly after combat begins, Bodyguards taunt adjacent enemies, gaining a shield.
- 2 Bodyguards: 80 armor and 150 shield
- 4 Bodyguards: 160 armor and 350 shield
- 6 Bodyguards: 250 armor and 700 shield
- 8 Bodyguards: 450 armor and 1200 shield
Bruiser
- All allies gain bonus health. Bruisers gain double this bonus.
- 2 Bruisers: 125 health
- 4 Bruisers: 225 health
- 6 Bruisers: 400 health
- 8 Bruisers: 700 health
Challenger
- Challengers gain bonus attack speed. Upon landing a takedown on their target, Challengers will dash to a new target, doubling this bonus for 2.5 seconds.
- 2 Challengers: 30% AS
- 4 Challengers: 55% AS
- 6 Challengers: 80% AS
- 8 Challengers: 130% AS
Colossus
- While at least 2 Colossi are in play, they take 25% reduced damage.
Enchanter
- Enchanters’ healing and shielding are stronger, and all allies gain bonus magic resistance.
- 2 Enchanters: 25% increased healing and shielding and 20 magic resistance
- 3 Enchanters: 40% increased healing and shielding and 35 magic resistance
- 4 Enchanters: 60% increased healing and shielding and 50 magic resistance
- 5 Enchanters: 100% increased healing and shielding and 75 magic resistance
Innovator
- Innovators build a mechanical companion to join their battle. Mechanical companions gain 25% bonus health and attack damage per Star level of Innovators.
- 3 Innovators: Mechanical Scarab
- 5 Innovators: Mechanical Bear
- 7 Innovators: Mechanical Dragon
Protector
- Protectors gain a shield based on their health for 4 seconds whenever they cast a spell. The shield doesn’t stack.
- 2 Protectors: 20% maximum health shield
- 3 Protectors: 35% maximum health shield
- 4 Protectors: 45% maximum health shield
- 5 Protectors: 60% maximum health shield
Scholar
- All allies restore mana every 2 seconds.
- 2 Scholars: 5 mana
- 4 Scholars: 10 mana
- 6 Scholars: 20 mana
Sniper
- Snipers deal increased damage for each hex of distance between themselves and their target.
- 2 Snipers: 8%
- 4 Snipers: 16%
- 6 Snipers: 30%
Transformer
- Transformers have 2 forms that they can swap between during planning phase, depending on whether they are placed in the front 2 rows or the back 2 rows.
Twinshot
- Twinshots gain bonus attack damage and their basic attacks and abilities have a chance to trigger twice.
- 2 Twinshots: 10 AD, 40% chance
- 4 Twinshots: 40 AD, 70% chance
- 6 Twinshots: 80 AD, 100% chance
The Gizmos and Gadgets: The Neon Nights
Gizmos & Gadgets: Neon Nights was the mid-set update for the 6th edition of Teamfight Tactics, and was made available to public servers on patch V12.4.
Origins
Chemtech
- After dropping below 75% health, Chemtech champions gain 20% damage reduction, bonus attack speed, and regenerate health each second for 8 seconds.
- 3 Chemtechs: 15% AS and 4% max health regen
- 5 Chemtechs: 40% AS and 7% max health regen
- 7 Chemtechs: 80% AS and 10% max health regen
- 9 Chemtechs: 150% AS and 18% max health regen
Clockwork
- All allies gain bonus attack speed, and additional attack speed for each Hextech Augment you own.
- 2 Clockworks: 10% AS & 5% per Augment
- 4 Clockworks: 35% AS & 10% per Augment
- 6 Clockworks: 80% AS & 15% per Augment
Debonair
- Debonair champions gain bonus health and ability power, and you have a higher chance to see Debonair VIPs in your Shop. If the Debonair trait is active and there is a Debonair VIP in play, the VIP activates their unique bonus. Sell the old VIP for a chance to see a new one in your Shop.
- 3 Debonairs: 200 health, 20 AP
- 5 Debonairs: 400 health, 40 AP
- 7 Debonairs: 700 health, 70 AP
Enforcer
- Enforcers stun an enemy at the start of combat. The target breaks free after 3 seconds or after losing 40% of their maximum health. Enforcers will not try to stun enemies who are immune to crowd control effects.
- 2 Enforcers: Enemy with the most health
- 4 Enforcers: And the enemy who dealt the most damage last combat
Glutton
- Once per planning phase, you can feed a unit to a Glutton champion. This unit is consumed, granting them permanent bonus stats. The more valuable the unit, the bigger the bonus. To feed the Glutton, hover a unit over them until their mouth opens, then release. At 3-Star, a Glutton gains 20 times the stats from eating.
Hextech
- At the start of combat and every 6 seconds afterwards, the Hexcore sends out a pulse that charges up allied Hextech champions with a shield for 4 seconds. While the shield is active, their basic attacks deal bonus magic damage on-hit. This shield does not stack.
- 2 Hextechs: 120 shield, 15 on-hit damage
- 4 Hextechs: 170 shield, 30 on-hit damage
- 6 Hextechs: 340 shield, 60 on-hit damage
- 8 Hextechs: 600 shield, 120 on-hit damage
Mastermind
- At the start of combat, the Mastermind grants the 2 allies directly in front of him 30 bonus starting mana.
Mercenary
- Gain a treasure chest that opens when you win combat against a player. At the start of each planning phase, roll the dice to add more loot to the chest. The longer you’ve gone without opening the chest, the luckier the dice.
- 3 Mercenarys: Roll 2 dice
- 5 Mercenarys: The dice are even luckier
- 7 Mercenarys: Upon winning, roll a 3rd dice that grants bonus loot
Mutant
- Mutants gain unique bonuses. These are different each game. See page for all mutations.
Rival
- This trait is active when you have exactly 1 unique Rival unit, as Rivals refuse to work together.
- Vi’s mana cost is reduced to 20.
- Jinx gains 40% bonus attack speed for 3 seconds on takedowns.
Scrap
- At the start of combat, a number of incomplete components on Scrap champions turn into full items for the rest of combat. Additionally your team also gains a shield for each item component equipped in your army, including those that are part of a full item.
- 2 Scraps: 1 component, 20 shield
- 4 Scraps: 3 components, 40 shield
- 6 Scraps: All components, 60 shield
- Socialites reveal a spotlight on the battlefield. The unit standing in the spotlight at the start of combat gains unique bonuses.
- 1 Socialite: Gain 15% bonus damage
- 2 Socialites: Additionally regenerate 4 mana per second
- 3 Socialites: Additionally gain +33% omnivamp.
- 5 Socialites: All the bonuses are doubled
Syndicate
- Chosen allies are cloaked in shadows, gaining 20% omnivamp, 50 bonus armor, and 50 bonus magic resistance.
- 3 Syndicates: The Syndicate champion with the lowest current health
- 5 Syndicates: All Syndicate champions
- 7 Syndicates: All allies and bonuses are increased by 50%
Yordle
- After combat with a player, a random free Yordle appears on your bench.
- 3 Yordles: Active
- 6 Yordles: Yordle mana costs are reduced by 25%
Classes
Arcanist
- Allies gain increased ability power.
- 2 Arcanists: 20 AP for allies
- 4 Arcanists: 20 AP for allies, 60 AP for Arcanists
- 6 Arcanists: 50 AP for allies, 100 AP for Arcanists
- 8 Arcanists: 145 AP for allies
Assassin
- Assassins’ spells can critically strike and they gain bonus critical strike damage and bonus critical strike chance.
- 2 Assassins: +10% crit chance and +20% crit damage
- 4 Assassins: +30% crit chance and +40% crit damage
- 6 Assassins: +50% crit chance and +60% crit damage
Bodyguard
- Bodyguards gain bonus armor. Shortly after combat begins, Bodyguards taunt adjacent enemies, gaining a shield.
- 2 Bodyguards: 80 armor and 200 shield
- 4 Bodyguards: 160 armor and 400 shield
- 6 Bodyguards: 250 armor and 800 shield
- 8 Bodyguards: 450 armor and 2000 shield
Bruiser
- All allies gain bonus health. Bruisers gain double this bonus.
- 2 Bruisers: 125 health
- 4 Bruisers: 225 health
- 6 Bruisers: 450 health
- 8 Bruisers: 800 health
Challenger
- Challengers gain bonus attack speed. Upon landing a takedown on their target, Challengers will dash to a new target, doubling this bonus for 2.5 seconds.
- 2 Challengers: 25% AS
- 4 Challengers: 55% AS
- 6 Challengers: 90% AS
- 8 Challengers: 150% AS
Colossus
- While at least 2 Colossi are in play, they take 25% reduced damage.
Enchanter
- Enchanters’ healing and shielding are stronger, and all allies gain bonus magic resistance.
- 2 Enchanters: 25% increased healing and shielding and 25 magic resistance
- 3 Enchanters: 45% increased healing and shielding and 45 magic resistance
- 4 Enchanters: 70% increased healing and shielding and 70 magic resistance
- 5 Enchanters: 100% increased healing and shielding and 100 magic resistance
Innovator
- Innovators build a mechanical companion to join their battle. Mechanical companions gain 25% bonus health and attack damage per Star level of Innovators.
- 3 Innovators: Mechanical Scarab
- 5 Innovators: Mechanical Bear
- 7 Innovators: Mechanical Dragon
Scholar
- All allies restore mana every 2 seconds.
- 2 Scholars: 5 mana
- 4 Scholars: 10 mana
- 6 Scholars: 20 mana
Sniper
- Snipers deal increased damage for each hex of distance between themselves and their target.
- 2 Snipers: 8%
- 4 Snipers: 16%
- 6 Snipers: 30%
Striker
- Strikers gain bonus attack damage.
- 2 Strikers: 30 AD
- 4 Strikers: 70 AD
- 6 Strikers: 120 AD
Transformer
- Transformers have 2 forms that they can swap between during planning phase, depending on whether they are placed in the front 2 rows or the back 2 rows.
Twinshot
- Twinshots gain bonus attack damage and their basic attacks and abilities have a chance to trigger twice.
- 2 Twinshots: 10 AD, 40% chance
- 3 Twinshots: 25 AD, 55% chance
- 4 Twinshots: 45 AD, 70% chance
- 5 Twinshots: 80 AD, 100% chance
Conclusion
If you have made it all the way to the end of this long, long article it must mean that either I am really good writer or you really love Teamfight Tactics and want to master it. Well, let’s be honest, it’s the second one, of course.
The Neon Nights is live on servers and there is some guidance to be done. Don’t worry, I am here for you. Expect In-depth guides every day on our website covering every Origin and Class there is on servers now.
That’s it from me in this article, but don’t relax just yet, because I will be back with the guides.
Together we are conquer all of our foes on the mighty arenas of Teamfight Tactics!