Everything New in TFT Set 12: Magic N’ Mayhem
In this article I’ll be covering all of the new TFT Set 12 Champions and Traits. Magic N’ Mayhem is just around the corner, and with that, comes a brand new cast of champions to learn.
Set 12 also introduces a new Set Mechanic: Charms. We’ll briefly cover this new mechanic, and any other unique additions to Set 12.
Keep in mind that the information for new champions are constantly being updated on the PBE. Our website will continually be updated, so make sure to check out the Champions Page to stay updated on any changes.
To see ALL the new changes, head to our all-in-one TFT page for Set 12.
Set 12: Inkborn Fables Release Date
TFT Set 11 is set to release on July 31st with Patch 14.15. If you live in Oceania, it will be July 30th.
Moving backwards, PBE for Set 11 will release around Tuesday, July 16th.
TFT Set 12 Mechanic: Charms
The new set mechanic for TFT Set 12 is called Charms.
Starting Stage 2, these Charms appear in your shop, replacing one unit and appear every other shop. These Charms cost gold and provide a variety of effects like extra loot, powering up your board for one fight, powering up traits, and more.
Over 100 charms will be added to the game, ranging from small/cheap effects, to powerful and expensive effects.
You’ll only be able to buy one Charm per round, and they will appear every 3 shops. You’ll need to decide whether to buy the first one you see, or roll your shop for a better one.
TFT Set 12 New Augments
As expected, Augments will be returning to TFT Set 12. This mechanic debuted back in Set 6, and it has been a staple in TFT since then. With Set 12: Magic N’ Mayhem, there will be over 140 new Augments.
While many of these Augments are things like Trait Crest or Crowns, many new Augments are coming to spice up the game.
Hero Augments
Spider Queen
Gain a 2-star Elise. Your strongest Elise’s Ability no longer Stuns but poisons the target and the two closest enemies to take 110% of the Ability damage. Her spell costs 20 less Mana.
As expected, Hero Augments are also making a small return. These are Augments that turn your run-of-the-mill units into carrys. While it’s not a complete return of Hero Augments, it’s still a nice callback to Set 8: Monsters Attack!
High Stakes Augments
Lastly, the most exciting new Augments are definitely the High Stakes Augments. High Stakes Augments are a new category of Augments in Set 12.
Fortune Favors the Brave II
Whenever you win player combat, get a loot orb. Contents improve for each consecutive loss before the win.
As the name suggests, these Augments have specific requirements in order to gain big rewards. Fortune is making a comeback not in the form of a trait, but with an Augment.
With the introduction of these Augments, Set 12 will not include a traditional high-risk economy trait.
Furthermore, there are other types of High Stakes Augments as well, not just Fortune. We know of 8 new High Stakes category Augments, with each spicing your game up dramatically.
TFT Set 12 Traits
With a new set comes a new roster of traits to go through. Here’s a rundown of all the traits as well as my first impressions on each.
Origins
Arcana
(2) Use the Arcana signifier item to choose a High Arcana champion. Each Arcana grants power based on a different condition.
- Ahri: Your team gains Ability Power for each 3-star champion.
- Hecarim: Champions holding items gain damage reduction and Attack Damage.
- Tahm Kench: Your team gains Health for each active trait.
- Xerath: Abilities deal bonus true damage for each Charm purchased this game.
- Emblem: Your team gains bonus damage for each fielded champion holding a Spatula item.
Champions: Ahri (2), Hecarim (3), Tahm Kench (4), Xerath (5)
First Impressions:
The Arcana trait is quite interesting, as the trait bonus changes depending on which Champion you choose. This opens up a lot of possibilities for team building. Ahri can be used for reroll, Hecarim can be used for tempo, Tahm Kench for beefy teams, and Xerath for caster teams.
Chrono
Chronos gain 15 Ability Power.
Combat start: Begin a 16 second countdown, which speeds up by 1 second after each Chrono Ability cast. At the end of the countdown, gain a special effect:
- (2) Your team restores 20% health; Chronos gain 20 more AP.
- (4) AND freeze time for 2.5 seconds, Chronos keep fighting and gain 35 AP.
- (6) AND Chronos gain 60% Attack Speed and your team heals 100% Health instead.
Champions: Jax (1), Zilean (2), Vex (3), Karma, Camille
First Impressions:
We’ve seen a time-stop effect before, and this trait has a unique take on it. The time freeze effect happens sooner for every Chrono cast, making it stronger the more you invest into the trait.
The freeze also only happens at (4), so flexing (2) Chrono might not be super impactful compared to (4) and (6). Even still, a teamwide heal for only a (2) bonus is quite good as well.
Dragon
- (2) Dragon attacks and Abilities 1% Burn and Wound targets for 5 seconds.
- (3) The power of friendship upgrades all Dragon abilities!
Burn: Deals a percent of the target’s maximum Health as true damage every second.
Wound: Reduce healing received by 33%
Champions: Nomsy (1), Shyvana (2), Smolder (5)
First Impressions:
Dragon is a fairly simply trait, applying Burn and Wound on enemies. There are also only 3 Dragon units, making it a small trait. Fast 9 comps might use Smolder and a second Dragon for efficient power, but time will tell how the trait is optimized.
Druid (Wukong Exclusive)
The druid does not have a trait bonus, but instead has a powerful Ability and increased stats.
Champions: Wukong (3)
First Impressions:
Druid is basically like Threat from Set 8, having no traits but powered up through stats. Wukong is the only Druid unit, and he likely will be a strong pickup for the early and mid game to play strongest board.
Wukong even has a Hero Augment, turning him into your main carry.
Eldritch
When your team loses 20% of their Health, an Old God awakens. Each Eldritch star level increases the Old God’s Health & Ability Power.
- (3) The Tainted Golem
- (5) The Jet-Black Ibex
- (7) The Thousand-Pierced Bear
- (10) The Stormbringer
Champions: Ashe (1), Elise (1), Nilah (2), Syndra (2), Mordekaiser (3), Nami (4), Briar (5)
First Impressions:
Eldritch is the “summon” trait of the set, and we’ve seen similar effects many times already. The Eldritch power increases with star level, but balancing rerolls and fitting in more Eldritchs units is a tight balance.
As the meta evolves, Eldritch can be used as a strong vertical, or as a reroll comp that only goes into (3) or (5) Eldritch. Eldritch (10) will no doubt be very strong, but it will be difficult to hit. You’ll need 3 Emblems and level 10 in order to reach this trait.
Faerie
Faeries gain Health and create special items that becomes stronger with their trait tiers. Choose a queen with the Faerie Crown which grants Damage Amp. Choose a loyal guard with the Glamoured Armor which grants healing based on the queen’s damage.
- (2) 100 Health, 25% Amp
- (4) 300 Health, 34% Amp
- (6) 500 Health, 44% Amp
- (9) 1000 Health, 75% Amp, Crown and Armor become Radiant
Champions: Lillia (1), Seraphine (1), Tristana (2), Katarina (3), Kalista (4), Rakan (4), Milio (5)
First Impressions:
Faerie is similar to the Inkshadow trait we just had in Set 11. You’ll gain extra items as you increase the trait, and the free item grants Damage Amp, which is a nice bonus.
There is quite a big vertical trait, so the trait can either be played vertically or flexed at small intervals.
Frost
Frost champions freeze the first enemies that die into allied Ice Soldiers. Enemies will prioritize attacking Ice Soldiers within range when retargeting. Frost champions also gain Ability Power and Attack Damage.
Ice Soldiers have 300 Health per stage.
- (3) 20 AP/AD, 1 statue
- (5) 35 AP/AD, 2 statues
- (7) 50 AP/AD, 3 statues, statues explode on death
- (9) 80 AP/AD, 5 statues, explosion power doubles
Champions: Twitch (1), Warwick (1), Zilean (2), Hwei (2), Swain (3), Olaf (4), Diana (5)
First Impressions:
Frost has an interesting mechanic, turning your enemies into allies through Ice Soldiers. While flavorful, the trait still largely behaves like most other Verticals, granting bonus AP/AD.
Honeymancy
Honeymancers summon Bees, each dealing 10% of their damage dealt and 2.5% of damage taken as magic damage every 3 seconds. When they die, one of their Bees survives and will re-attach to nearby Honeymancers for the rest of combat.
- (3) 3 Bees
- (5) 5 Bees
Champions: Blitzcrank (1), Ziggs (1), Kog’Maw (2), Nunu (2), Veigar (3)
First Impressions:
Honeymancers is very similar to Laser Corps from Set 8, summoning Bees instead of Drones. The trait is also largely AP based with Veigar as the main carry instead of Zed from Set 8.
Portal
Create a portal. During combat, junk from other universes flies out of the portal every few seconds, helping allies and disrupting enemies. Portal strength increases by 1% for each Portal unit’s star level.
Combat start: Portal champions gain a Shield for 15 seconds.
- (3) Small portal, 250 Shield
- (6) Medium portal, 500 Shield
- (8) Large portal, 750 Shield
- (10) GIGA portal, 1500 Shield
Champions: Jayce (1), Zoe (1), Galio (2), Kassadin (2), Ezreal (3), Ryze (4), Taric (4), Norra (5)
First Impressions:
Portal is quite the interesting trait, as items fly out to empower your team. Until we learn what the exact breakdown is for Portal, we can’t know for sure how impactful it will be.
Reaching Portal (10) is slightly easier than Eldritch since there are 8 Portal units, but it still will be a rare chase trait.
Pyro
Pyro champions gain Attack Speed and execute enemies under 15% Health. Pyro champions gain an infernal cinder on each kill that you can collect during the planning phase. Your team gains 3% Attack Speed, increased by 1% for every 4 cinders collected.
- (2) 12% AS
- (3) 25% AS
- (4) 50% AS
- (5) 75% , execute increased to 20%
Champions: Akali (2), Shen (3), Nasus (4), Varus (4)
First Impressions:
Pyro introduces a scaling trait that focuses on Attack Speed. We’ve seen a similar effect last set with Dryad and HP. Activating Pyro as early as possible and building up Cinders will empower the trait to reach its power ceiling.
Ravenous (Briar Exclusive)
Briar deals 0.3% more damage for each player health you are missing. Each round, gain a Light Snack that can be used on Briar to feed her 3 player health. She permanently gains 150 Health when she eats it.
Champions: Briar (5)
First Impressions:
Briar’s exclusive trait adds a unique mechanic: being able to trade Tactician Health for permanent HP. This also synergizes with the passive, which gives Briar more damage the less HP you have.
You can only do this once per round, so you’ll need to balance making your Briar stronger while also not dying.
Relic (Milio Exclusive)
After combat, Milio has a 40/60/100% chance to convert a temporary relic component into a real component.
Champions: Milio (5)
First Impressions:
Milio’s ability grants temporary items for your team, and his Relic trait gives you a chance to obtain an component permanently. This makes Milio quite impactful if you find him early. Getting a lucky Milio early in the game will build up your item components, making your team much stronger.
However, you should also consider if Milio is a worthwhile investment for the team comp you are playing.
Sugarcraft
After each player combat, Sugarcrafters generate Sugar for each item component equipped to your team.
Sugar helps build a cake with up to 10 layers. They gain Ability Power and Attack Damage, increased by 10% per layer. When the cake is complete, gain a special treat every 150 Sugar.
- (2) 2 Sugar per component, 15 AP/AD
- (4) 4 Sugar per component, 30 AP/AD
- (6) 6 Sugar per component, 50 AP/AD
Champions: Soraka (1), Rumble (2), Bard (3), Jinx (3), Gwen (4)
First Impressions:
Sugarcraft is very similar to 8-Bit from Set 10, except you gain Sugar by building/equipping items rather than dealing damage. Sugarcraft is the closest thing to an “economy trait” for Set 12, but it’s not the same high-risk high-reward style gameplay.
Instead, it’s a consistent buildup that hinges on activating the trait early and building as many items as possible.
Classes
For the classes, my impressions will mostly be shorter as many of these effects are the same or similar to previous classes.
Ascendant (Xerath Exclusive)
Xerath makes Ascendant Charms show up in your shop. After each player combat, your odds of seeing one increase by 10% up to a maximum of 50%. Once you buy one, your odds reset.
Champions: Xerath (5)
First Impressions:
Xerath is one of the few champions in Set 12 that have a unique interaction with the Charms mechanic. This will unlock Ascendant Charms, which sound like powerful juiced up Charms.
Xerath will easily find a home in team comps that can utilize his traits, but also in Fast 9 comps that want to power up even further through Charms.
Bastion
Allies gain 10 Armor and Magic Resist. Bastion champions gain more, increased by 100% for the first 10 seconds of combat.
- (2) 15
- (4) 45
- (6) 75
- (8) 140; Non-Bastion allies are untargetable until 4 Bastions have died
Champions: Lillia (1), Poppy (1), Nunu (2), Hecarim (3), Shen (3), Taric (4), Diana (5)
First Impressions:
Bastion is a classic frontline trait giving Armor/MR. The Bastion (8) trait bonus is… interesting. You can protect Non-Bastion allies sure, but 8/8 or 8/9 units on your team are Bastions. Doesn’t really make sense in my opinion. Maybe this will change during PBE.
Bat Queen (Morgana Exclusive)
When Morgana’s bats kill an enemy, they have an 45% chance abduct it, granting a 1 star copy or one of their item components!
Champions: Morgana (5)
First Impressions:
Like Milio, Morgana is another 5-cost unit that gives you the chance to gain extra loot. Following this logic, getting an early Morgana can boost your economy/combat power greatly over the course of the game.
Blaster
Blasters gain bonus damage, which increases for 3 seconds after casting their Ability
- (2) 7% bonus damage; 25% after casting
- (4) 15% bonus damage; 40% after casting
- (6) 30% bonus damage; 89% after casting
Champions: Rumble (2), Tristana (2), Ezreal (3), Hwei (3), Varus (4), Smolder (5)
First Impressions:
Blaster sounds reminiscent of traits like Trickshot or Sniper, but the trait doesn’t specify AD or AP damage. It’s simply bonus damage after casting. This will likely make mana generation an important aspect of building a Blaster carry.
Explorer (Norra Exclusive)
Norra summons Yuumi, who can be attached to allies by holding her over them. Yuumi casts and dies at the same time as Norra and shares her AP.
Champions: Norra (5)
First Impressions:
Explorer is Norra’s exclusive trait, and she lets you place Yuumi on the board, attaching her to an ally. This is very similar to Rakan & Xayah from Set 11.
Hunter
Hunters gain Attack Damage, increased the first time they get a takedown each combat.
- (2) 10% Base, 30% Increased
- (4) 20% Base, 50% Increased
- (6) 35% Base, 90% Increased
Champions: Nomsy (1), Twitch (1), Kog’Maw (2), Jinx (3), Olaf (4)
First Impressions:
Hunter is a fairly straight forward Attack Damage trait. Try to place your Hunter in front of a weak enemy unit to get an early takedown, increasing the bonus further.
Incantor
Your team gains 10 Ability Power. When Incantors attack or cast they gain stacks of Ability Power up to a max of 20. Attacks grant 1 stack, and casts grant 3 stacks.
- (2) 2 AP per stack
- (4) 5 AP per stack
Champions: Ziggs (1), Cassiopeia (1), Syndra (2), Karma (4)
First Impressions:
Incantor is another straightforward stat bonus Class, granting AP per stack. The main difference is that both attacks and casts grant stacks, so Attack Speed scalers also benefit well from this trait.
Mage
Mages echo their Abilities and have modified total Ability Power.
- (3) 75% Ability Power
- (5) 89% Ability Power
- (7) 104% Ability Power
- (9) 135% Ability Power
Champions: Seraphine (1), Soraka (1), Galio (2), Veigar (3), Vex (3), Nami (4), Norra (5)
First Impressions:
We’ve seen Mage with double cast abilities in the past, and they’re making a return this set.
Multistriker
Multistrikers’ attacks have a chance to trigger 2 additional attacks.
- (3) 30% chance
- (5) 45% chance
- (7) 65% chance; heal 2% max Health on every attack
- (9) 100% chance; heal 5% max Health on every attack
Champions: Ashe (1), Jax (1), Akali (2), Kassadin (2), Hecarim (3), Kalista (4), Camille (5)
First Impressions:
Multistriker is reminiscent of traits like Blademaster from Set 3, only slightly differing from Duelists. Attack Speed scaling doesn’t necessarily multiply better than AD, but it will help lower variance on a trait that has a random trigger.
Preserver
Your team heals for a percent of their maximum Health every 3 seconds. If they’re full health, they restore Mana instead. Preservers gain double the bonuses.
- (2) 2% Health, 2.5% Mana
- (3) 6.5% Health, 3% Mana
- (4) 8.5% Health, 5% Mana
- (5) 12.5% Health, 9% Mana
Champions: Zilean (2), Bard (3), Rakan (4), Morgana (5)
First Impressions:
Preserver is similar to Invoker, in that they can provide a mana battery for your team. The main difference is that if a unit isn’t max HP, they’ll heal instead of gaining Mana.
Even still, early in the fight, gaining extra Mana for your backline can be a nice bonus.
Scholar
Scholars gain bonus Mana on attack.
- (2) 3 Mana per attack
- (4) 6 Mana per attack
- (6) 10 Mana per attack
Champions: Zoe (1), Ahri (1), Bard (3), Ryze (4), Milio (5)
First Impressions:
Scholars have a simple mana generation bonus. This makes Attack Speed good on them as replacements/bonuses to the usual Blue Buff/Shojin. If they have large mana pools, an item like Nashor’s Tooth or Rageblade will be strong items to make use of their Scholar trait.
Shapeshifter
Shapeshifters gain bonus max Health. After their first Ability cast, they triple this effect.
- (2) 10% Health
- (4) 15% Health
- (6) 23% Health
- (8) 36% Health
Champions: Elise (1), Jayce (1), Shyvana (2), Neeko (3), Swain (3), Nasus (4), Briar (5)
First Impressions:
Shapeshifter was one of the original traits back in Set 1 and it’s come back to Set 12. This trait allows every Shapeshifter to become a pseudo frontliner with their bonus Health transformation.
However, some are still squishier than others, so you don’t necessarily want to always put them front and center.
Vanguard
Vanguards take 10% less damage while shielded. Combat start and at 50% Health: Gain a Shield for a percent of max Health for 10 seconds.
- (2) 18%
- (4) 30%
- (6) 44%
Champions: Blitzcrank (1), Warwick (1), Galio (2), Rumble (2), Mordekaiser (3), Tahm Kench (4)
First Impressions:
Vanguard is changing things up a little bit with Set 12. Instead of a simple damage reduction, the trait applies when the unit is shielded. Many of these units have Shields built into their abilities, and they naturally gain a shield on combat start.
Warrior
Warriors gain Omnivamp and bonus damage. When Warriors drop below 40% health, the bonus damage is doubled.
- (2) 10% Omnivamp, 10% bonus damage
- (4) 15% Omnivamp, 15% bonus damage
- (6) 20% Omnivamp, 21% bonus damage
Champions: Akali (2), Nilah (2), Katarina (3), Fiora (4), Gwen (4)
First Impressions:
Warriors are your usual melee carry type units, using high damage and healing to survive rather than pure defensive stats. When built correctly, these units can often 1v9 a fight. However, when they’re weak/behind, they can die instantly and provide no help.
TFT Set 12 New Champions: Abilities, Positioning, and First Impressions
With all of the mechanics and traits covered, let’s finally dive into all of the new TFT Set 12 champions. Considering this is TFT’s 12th set, many champions will have similar/returning mechanics.
Even still, the different combinations and trait webs are what make new sets exciting.
We’ll be providing basic positioning suggestions for every champion to get the ball rolling for you. Just remember that positioning is incredibly contextual in TFT and to always adapt to the situation at hand.
The terminology we’ll be using in this article will be frontline, midline, and backline.
1-Cost Champions
Ashe 1g Eldritch, Multistriker
Ability: Dark Tidings
For the next few seconds, Ashe fires an additional missile dealing physical damage at another target. This effect stacks.
Positioning: Backline
First Impressions:
Ashe is a fairly straight forward AD backline DPS. One unique thing about her ability is that it stacks. From the wording, I infer that Ashe isn’t mana-locked during her ability, so she can potentially cast again while the first duration is going on, leading to extra missiles.
This likely requires Rageblade/Shojin for scaling Attack Speed to reach this point.
Blitzcrank 1g Honeymancy, Vanguard
Ability: Honey Barrier
Gain a Shield for 4 seconds. When it expires, deal magic damage split between the 2 closest enemies.
Positioning: Frontline
First Impressions:
Blitzcrank is a straight forward tank. His ability grants a shield and does a little bit of damage. Most notably, his shield will synergize with his Vanguard trait.
Elise 1g Eldritch, Shapeshifter
Ability: Spider Form
Transform into a spider and cast Petrifying Venom on the target.
Petrifying Venom: Stun the target for 1.5 seconds, dealing magic damage and healing Elise.
Positioning: Midline/Frontline
First Impressions:
Elise is the first Shapeshifter, and her ability is a simple one time stun. It’s possible she can recast her Petrifying Venom once already transformed, but we have no confirmation of that yet.
One thing to note is that Elise does have a Hero Augment, removing the Stun from her ability, and gives her more damage instead.
Jax 1g Chrono, Multistriker
Ability: Grandmaster-At-Arms
Deal magic damage to adjacent enemies and gain Armor and Magic Resist for 6 seconds. During this time, Attacks deal bonus magic damage.
Positioning: Frontline
First Impressions:
Jax is hybrid tank/dps frontline unit. His ability empowers his auto attacks, which synergizes with his Multistriker trait.
Jayce 1g Portal, Shapeshifter
Ability:
Hammer Form: Transforms into melee form gaining Armor and Magic Resist, and replacing his Ability with Hammer Slam.
Hammer Slam: Leap to the current target, dealing physical damage.
Positioning: Backline/Midline/Frontline
First Impressions:
Jayce is another 1-cost Shapeshifter that transforms from ranged to melee. This gives him flexibility in positioning, as you can put him further behind. This will keep him safe until he transforms, granting himself more Health.
Lillia 1g Bastion, Faerie
Ability: Dream Bloom
Lillia heals, then deals magic damage to adjacent enemies.
Positioning: Frontline
First Impressions:
Lillia is another simple frontline tank with a damaging ability. This lets her swing her staff around, dealing damage in a circle around her. Positioning her more toward the center early on will help maximize the damage she deals.
Nomsy 1g Dragon, Hunter
Ability: Fiery Sneeze
Sneeze fire in a cone towards the target, dealing physical damage, reduced by 20% for each enemy hit.
Dragon Upgrade: Instead sneeze dragonfire in a larger area. Dragonfire deals damage and ignores 50% of enemy armor.
Positioning: Midline
First Impressions:
Nomsy is a DPS unit with a cone ability. While you can position him in the backline, you can also move him around to try and hit more enemies with his cone.
The interesting part of Nomsy’s kit is that the ability deals physical damage instead of magic. This means that having Sunder through things like Last Whisper will benefit Nomsy.
Poppy 1g Bastion, Witchcraft
Ability: Clean-Up Duty
Gain a Shield for 3 seconds. Then, wallop the target for additional physical damage.
Positioning: Frontline
First Impressions:
Poppy is another 1-cost frontline, this time for the Bastion trait. Her ability is simple, mixing defense and offense, which is quite standard for 1-cost tanks.
Seraphine 1g Faerie, Mage
Ability: Sharp Note
Fires a soundwave towards the longest line of enemies that deals magic damage, reduced by 20% for each target struck.
Positioning: Backline
First Impressions:
Seraphine has interesting ability wording, targeting the longest line of enemies rather than the furthest enemy. This should mean that Seraphine will always hit as many units as possible, but you can still position her well to hit as many enemies as possible.
Soraka 1g Mage, Sugarcraft
Ability: Starfall
Call down a star on the target, dealing magic damage to adjacent enemies. Heal a nearby ally, increased if they’re below 50% Health.
Positioning: Backline
First Impressions:
Soraka is another 1-cost Mage, making her pair well with Seraphine early on. You can then look to transition into Sugarcraft with Soraka, Faerie with Seraphine, or go vertical Mages.
Twitch 1g Frost, Hunter
Ability: Ice Shard
Fire a shard of ice at the target that pierces through enemies hit, dealing physical damage, reduced by 20% for each target hit. Targets are 20% Sundered for 5 seconds.
Sunder: Reduce Armor
Positioning: Backline
First Impressions:
Twitch is another straightforward backline DPS with a piercing ability. You can position well to hit as many enemies as possible with his ability to win some early rounds.
His ability also Sunders, which provides a bit of utility past the early game.
Warwick 1g Frost, Vanguard
Ability: Ravenous Hunter
Gain Attack Speed and movement speed for each enemy killed. Attacks deal bonus physical damage and heal for Health. These are doubled against targets below 25% Health.
Positioning: Frontline
First Impressions:
Warwick is the other 1-cost Frost unit, pairing himself with Twitch early one for an easy Frost (2). As the fight progresses, Warwick will get stronger a stronger as he kills enemies.
This gives potential for Warwick to be a 1-cost reroll carry alongside Twitch. Unlike other Vanguards, Warwick does not gain any shielding through his ability, so providing extra sources of shielding can be beneficial to keep Warwick alive.
Ziggs 1g Honeymancy, Incantor
Ability: Bouncing Bee
Throws a bouncing bee at the farthest target, gaining 7% more damage for each bounce. Explodes on the first target hit or at the end of its life, dealing magic damage to enemies in a small area.
Positioning: Backline
First Impressions:
Ziggs is an AP backline DPS with an ability that deals more damage against further enemies. This is similar to something like Sniper from the past.
However, his bomb will collide with any enemies in the way, and positioning can only do so much as boards start to fill up with more units.
Zoe 1g Portal, Scholar, Witchcraft
Ability: Trouble Bubble
Kicks a bubble at her target, dealing magic damage. Reduce the target’s Magic Resist by 10/15/20 for the rest of combat.
Positioning: Backline
First Impressions:
Zoe is our last 1-cost unit, and she’s a backline AP DPS. Her ability lowers enemy MR, which stacks with effects like Shred, making her utility go past just her damage.
She also is the only 1-cost unit with three traits, letting her flex into many comps. Even still, her viability in the meta will always depend on those team comps and their carrys/trait strength.
2-Cost Champions
Ahri 2g Arcana, Scholar
Ability: Orb of Perception
Fire an orb towards the current target, dealing magic damage to all enemies it passes through. On hitting an enemy champion, it returns dealing true damage to all enemies it passes through.
Positioning: Backline/Midline
First Impressions:
Once again, we have Ahri in TFT, with her Q ability from League of Legends, shooting an orb that travels back to her. There’s a lot of positioning tricks you can do to maximize this ability, but placing her near the back will be the easy placement.
Akali 2g Multistriker, Pyro, Warrior
Ability: Fire Point Strike
Dash to and strike the farthest enemy within 3 hexes, dealing physical damage to them. The next 3 attacks launch kunai at the target, dealing damage.
Positioning: Midline/Frontline
First Impressions:
Akali is another unit with three traits, which potentially makes her a very good carry. This is because you can empower her with three different traits. Or, she can be used to hold items while you flex into multiple different comps.
Her ability is also multi-faceted. You want her to cast frequently to dash around, but you also want to have her attack quickly to launch her Kunai. Luckily, her Multistriker trait helps shoot out all the Kunai so she can dash again and refresh.
Cassiopeia 2g Incantor, Witchcraft
Ability: Witch Fang
For the next 6 seconds, attacks instead deal magic damage.
Positioning: Backline
First Impressions:
Cassiopeia actually has quite the unique ability compared to what we normally see. Instead of a traditional ability damage, she converts her auto attacks into magic damage.
This turns her into an Attack Speed scaling AP DPS. We don’t know if she will be mana-locked during her ability duration, as this greatly affects her strength as well.
Galio 2g Mage, Portal, Vanguard
Ability: Convergence
Conjure a protective barrier that reduces incoming damage by for 4 seconds. Fire two magic bolts that deal magic damage each and converge on a distant target, knocking them up for 1.2/1.2/1.5 seconds.
Positioning: Frontline
First Impressions:
Galio is our next unit with three traits, this time as a frontline unit. He also is a frontline unit for the Mage trait, which is important for vertical Mage comps.
With Mage and Portal being his traits, he definitely helps you flex into AP comps more than AD.
Kassadin 2g Multistriker, Portal
Ability: Nether Blade
Gain shield for 3 seconds and stab into the current target, dealing magic damage. For the rest of combat, Kassadin’s attacks deal bonus stacking magic damage.
Positioning: Midline/Frontline
First Impressions:
Kassadin is our next Multistriker, and his ability also clearly synergizes with the trait. His attacks will gain stacking bonus damage, which will apply on every Multistriker attack.
KogMaw 2g Honeymancy, Hunter
Ability:
Launches a honey wad through the current target, dealing physical damage to enemies hit. Adjacent allies and allies hit by the trail are set abuzz, gaining Attack Speed for 4 seconds.
Positioning: Backline
First Impressions:
Kog’Maw is a Honeymancer Hunter that has both damage and an Attack Speed buff for allies. While it’s unlikely he will be a strong carry, his utility gives him playability even through the late game for some comps.
Nilah 2g Eldritch, Warrior
Ability: Formless Blade
Passive: On gaining a Shield, gain a burst of 75% Attack Speed for 3 seconds.
Active: Reposition up to 2 Hexes away, then deal physical damage to enemies in a line through the target. Gain a Shield for 3 seconds.
Positioning: Midline/Frontline
First Impressions:
Nilah has a two part ability. Her passive gives a burst of Attack Speed when gaining a shield, and her active repositions, deals damage and grants herself a shield.
There are Augments or Support items like Locket that will grant a Shield upon combat start, and those can be a great way to get Nilah snowballing through the fight.
Nunu 2g Bastion, Honeymancy
Ability: Sticky Bite
Bite the target, healing Nunu, dealing magic damage, and Chilling them for 3 seconds.
Chill: Reduce Attack Speed by 20%
Positioning: Frontline
First Impressions:
Nunu is another tank unit with a damaging ability. The chill can be useful, but since he will be targeting frontline units first, it’s not the biggest deal. If you can hit an enemy melee carry with Sticky Bite, the chill will be much more impactful.
Rumble 2g Blaster, Sugarcraft, Vanguard
Ability: Hot-Tea
For 3 seconds, gain damage reduction and create a cone of flame that deals magic damage over the duration and Wounds enemies for 5 seconds.
Wound: Reduce healing received by 33%
Positioning: Frontline
First Impressions:
Rumble is out next three-trait unit, which already gives him a slight advantage compared to other units. His ability also has anti-heal built in, so you don’t need to worry about Sunfire Cape/Morello/Red Buff as much.
However, in the late game, you will still want a stronger source of anti-heal as Rumble might not stay alive for very long.
Shyvana 2g Dragon, Shapeshifter
Ability: Dragon’s Descent
Transform into dragon form and gain an aura that deals magic damage per second to adjacent enemies. Then fly through the largest group of enemies within 2 hexes. Knock-up and Stun enemies hit for 1.5/1.8/2 seconds.
Dragon Upgrade: While in dragon form, heal 0.7% of her maximum health whenever a burned enemy is damaged.
Positioning: Midline/Frontline
First Impressions:
Shyvana is an impressive unit in the early/mid game as her kit has it all. She has high Health with Shapeshifter, deals decent AoE damage, and stuns enemies when she transforms.
Syndra 2g Eldritch, Incantor
Ability: Transcendence
Conjure a sphere that deals magic damage to the current target. Enemies damaged by spheres are 20% Shredded for 5 seconds.
This Ability upgrades after being cast 20 and 60 times.
20 Casts: Enemies in a small area near the target also take magic damage.
60 Casts: Every other cast creates an extra sphere that deals 50% damage.
Shred: Reduce Magic Resist
Positioning: Backline
First Impressions:
Syndra’s ability is definitely a mouthful, but she is a unit that has a scaling ability. While it’s not infinite scaling, getting to 60 casts as quickly as possible will increase her damage greatly.
This makes mana generation like Blue Buff extremely important for Syndra, both as a transition item holder or as a reroll carry.
Tristana 2g Blaster, Faerie
Ability: Explosive Charge
Fire a cannonball at the target, dealing physical damage to the first enemy hit. If the enemy hit is within 2 hexes of Tristana, they’re knocked back 2 hexes and briefly stunned.
Positioning: Backline/Midline
First Impressions:
Tristana has an interesting ability, pushing back enemies that are too close to her. With this ability, you can potentially position her close to the front to knock back an enemy tank.
This may or may not be useful, but it’s interesting to note.
Zilean 2g Chrono, Frost
Ability: Preserver Time Bomb
Place a bomb on the current target, dealing magic damage and Stunning them for 1.2 seconds. When the stun ends or the target dies, the bomb explodes, dealing magic damage to the target and magic damage to adjacent enemies.
Positioning: Backline
First Impressions:
Zilean’s ability is quite nice as it deals damage and also stuns enemies. Zilean may not have better damage than units with only damaging abilities, but having both in one is definitely a bonus.
3-Cost Champions
Bard 3g Preserver, Scholar, Sugarcraft
Ability: Traveling Whimsy
Launch a magic missile at the target that bounces 4 times between enemies dealing magic damage to enemies hit. They also take 10% more damage for 4 seconds.
Positioning: Backline
First Impressions:
Bard is our first 3-cost unit and he also has three traits. If you remember, Rumble is another Sugarcraft unit (2g) that also has three traits. This opens up the trait web for Sugarcraft comps immensely.
Ezreal 3g Blaster, Portal
Ability: Portalshot Barrage
Dash to the ideal spot within 2 hexes. Then, fire a blast in a line, dealing damage reduced by 20% each time it hits an enemy.
Positioning: Backline
First Impressions:
Ezreal is a straightforward DPS unit for the Portal and Blaster trait. The “ideal” spot wording is quite interesting. Oftentimes, backline units that jump/dash/teleport around find themselves in a bad spot, and I wouldn’t expect any different from Ezreal.
Hecarim 3g Arcana, Bastion, Multistriker
Ability: Rampage
Passive: On takedown of the current target, charge to the next, dealing physical damage.
Active: For the next 4 seconds, Attacks cleave adjacent enemies for physical damage.
Positioning: Frontline
First Impressions:
Hecarim is another three-trait unit, this time for Multistrikers and Arcana. His Arcana trait is quite good for Multistrikers as well. By making him the High Arcana, the trait will grant AD to units holding items.
The hard part is finding the best second Arcana unit to put alongside Multistrikers. Tahm Kench is Vanguard which doesn’t pair with Hecarim, but maybe the Arcana trait is worth it.
Hwei 3g Blaster, Frost
Ability: Subject: Storm
Paint a lightning bolt striking the target. After a short delay, the bolt strikes, dealing damage to the target and 50% of the damage to adjacent enemies. Every third cast, paint 2 extra bolts on the lowest percent Health enemies.
Positioning: Backline
First Impressions:
Hwei is our next 3-cost unit, and he’s a fairly simply AP DPS. His ability has a small AoE, which makes him very effective against players that group their team comps.
Every third cast will target low Health enemies, allowing him to help execute enemies as well.
Jinx 3g Hunter, Sugarcraft
Ability: Get Excited!
Gain 125% decaying Attack Speed and attacks deal bonus true damage for 4 seconds. Takedowns refresh this effect for 3 seconds.
Positioning: Backline
First Impressions:
Jinx is back with her simple get excited ability, granting a huge burst of Attack speed. She’ll also deal true damage during this buff, letting her shred through enemy tanks.
Jinx is a classic Attack Speed scaling backline DPS, much like the many we’ve seen in the past.
Katarina 3g Faerie, Warrior
Ability: Death Lotus
Blink to the largest group of enemies within 2 hexes and deal magic damage over 3 seconds to all enemies within 2 hexes. The 2 nearest enemies take 40% increased damage.
If she kills an enemy, blink and reposition again.
Positioning: Midline/Frontline
First Impressions:
Katarina always seems to be a high-speed blinking carry that can either 1v9 team fights or die quickly if her damage is subpar. This set will likely be no different.
Mordekaiser 3g Eldritch, Vanguard
Ability: Obliterate
Gain Shield for 3 seconds and slam the target, dealing magic damage in a 2-hex line. Gain 10 Ability Power for the rest of combat.
Positioning: Frontline
First Impressions:
Mordekaiser is the only true frontline unit for the Eldritch trait, which is quite important considering the trait has 7 units. As you reach higher tiers, you’ll be able to summon a stronger Eldritch to tank, but Mordekaiser will do a lot of heavy lifting in the mid game.
Neeko 3g Shapeshifter, Witchcraft
Ability: Surprise!!!
Transform into a Crab for 2 seconds. Over the duration, regain 18% health and release scuttleblasts at 3 nearby allies and 3 nearby enemies. Allies hit are healed and enemies hit take magic damage and are stunned for 1/1/1.2 seconds.
Positioning: Frontline
First Impressions:
Neeko is our next Shapeshifter and she is a nice frontline unit for the Witchcraft trait. You can definitely place her in the frontline as your main tank, as this will help her cast faster to gain extra Health.
Shen 3g Bastion, Pyro
Ability: Twilight Eruption
Gain 40/45/50% damage reduction for 3 seconds. Create a volcanic rupture under the target, knocking them up for 1.5/1.5/1.8 seconds. After a brief moment, the target and enemies to the left and right of them are engulfed in flames, taking magic damage.
Positioning: Frontline
First Impressions:
Shen is another frontline tank with a mixture of damage and survivability through his ability. He also has single-target CC and AoE damage, which makes him a bit more unique than 1-cost frontliners.
Swain 3g Frost, Shapeshifter
Ability: Blizzard
Transform, gaining max Health. Subsequent casts release a cone of lightning towards the target, dealing magic damage to enemies hit and granting additional max Health.
Positioning: Frontline
First Impressions:
Swain is back with his classic “raid boss” type ability. His transformation grants him a lot of Health, and extra casts continue to grant him Health. This potentially can turn him into an unkillable carry, but he will need good items to do so.
Veigar 3g Honeymancy, Mage
Ability: King Bee’s Judgement
Passive: Has 3 Ability Power for every ZAP purchased.
Active: Deal magic damage to the target.
Positioning: Backline
First Impressions:
Veigar is another backline AP DPS, but his ability also interacts with the Charm system. With Veigar, ZAPS will appear in your shop as Charms, granting him permanent Ability Power.
Veigar is also the highest cost unit for the Honeymancer trait, making him the default carry for the trait.
Vex 3g Chrono, Mage
Ability: Personal Space
Gain a Health Shield for 4 seconds, increased by 5% for each enemy targeting Vex. When it expires, deal magic damage to enemies within 2 hexes.
Positioning: Frontline
First Impressions:
Vex is another AP frontliner, this time for the Mage trait. Vex will gain more Shield the more enemies target her, so having her as a solo frontline can work well when combined with items like Gargoyle Stoneplate.
Wukong 3g Druid
Ability: Cyclone
Passive: Gain 30% bonus Armor and Magic Resist from all sources.
Active: Spin, gaining Shield for 4 seconds and dealing physical damage to each adjacent enemy.
Positioning: Frontline
First Impressions:
As previously mentioned, the Druid trait is like Threat from Set 8. You don’t gain any bonus, and Wukong has no other traits. Instead, his stats are juiced up and he’s powerful as a standalone unit.
His passive is also interesting, as it further scales any Armor/MR he gains from items. This makes tank items like Gargoyle/Dragon’s Claw/Bramble Vest very effective on him.
4-Cost Champions
Fiora 4g Warrior, Witchcraft
Ability: Lunge
Leap backward and brace, briefly gaining 70% damage reduction. Then, sweep through the most enemies within 2 hexes, dealing physical damage to each enemy split between all enemies hit.
Positioning: Frontline
First Impressions:
Fiora is a 4-cost melee carry unit, with damage reduction and movement built into her ability. Most notably, she’s the only AD scaling unit for the Witchcraft trait.
She can be played in a comp with more Warriors, or as the AD item holder for Witchcraft comps.
Gwen 4g Sugarcraft, Warrior
Ability: Snip Snip!
Passive: Every 2 casts, Gwen gains a Snip! stack.
Active: Dash and snip twice plus once for every Snip! stack. Each snip deals magic damage in a cone.
Positioning: Midline/Frontline
First Impressions:
Gwen is another 4-cost also with the Warrior trait. This makes Gwen and Fiora pair together nicely as two melee Warrior carrys. Gwen also scales with AP while Fiora scales with AD, making itemization flexible.
This opens up potential for a more dedicated Warrior comp, but depending on the trait web, you can also lean more into Sugarcraft or Witchcraft.
Kalista 4g Faerie, Multistriker
Ability: Rend
Passive: Attacks embed a spear in her target and every 3 attacks, embed a spear in 2/2/4 nearby enemies.
Active: Leaps to safety and deals physical damage per spear to enemies with spears in them.
Positioning: Backline
First Impressions:
Kalista is the 4-cost carry for the Multistriker and Faerie trait. Her Multistriker trait will empower her ability to deal more damage, while Faerie can be used as a vertical/flex trait.
In the past, Kalista was generally single-target focused, but her ability does have an AoE aspect this time around.
Karma 4g Chrono, Incantor
Ability: Borrowed Time
Attach a temporal rift to the closest unaffected enemy for 8 seconds that deals magic damage over the duration. If they die while affected, the rift implodes into stardust, healing adjacent allies for 10% of the ally’s max health.
Positioning: Backline
First Impressions:
Karma is a weird unit to evaluate. She’s an AP 4-cost unit, but not necessarily a carry. Her ability is single target and gets the most value if the enemy dies while affected.
Depending on the scaling of her ability, she could be more of a utility/carry hybrid unit rather than a traditional full damage carry.
Nami 4g Eldritch, Mage
Ability: Leviathan
Fire a bubble at the largest group of enemies within Nami’s range, dealing magic damage. Every 3rd cast, instead summons The Leviathan, dealing damage to enemies in a line and knocking them up.
Positioning: Backline
First Impressions:
Nami is the 4-cost Eldritch and Mage carry, with a combination of AoE AP damage and CC. Like many other champions, multiple casts will empower her ability to hit a larger area and also CC enemies.
Nasus 4g Pyro, Shapeshifter
Ability: Hellhound
Steal 400/600/2400 Health divided between the nearest 5/5/8 enemies and reduce max mana by 10. Subsequent casts heal Health and deal physical damage to Nasus’ target.
Positioning: Frontline
First Impressions:
Nasus is another melee carry that looks to survive through beefy Health and whittle down enemies with his staff. Compared to other melee carrys like Gwen/Fiora, Nasus is much tankier and relies on surviving with defensive stats to deal damage rather than quickly executing enemies and dashing around.
Both of these carry types will still enjoy items like Bloodthirster/Titan’s Resolve, but Nasus can also utilize defensive items well to scale his effective HP, while Gwen/Fiora focus more on damage.
Olaf 4g Frost, Hunter
Ability: Ragnarok
Passive: Every 4 attacks or if not in range of the target, leap at them and do a slam that deals physical damage to the target and adjacent enemies.
Active: For the next 5 seconds, gain attack speed, Omnivamp, and crowd control immunity.
Positioning: Frontline
First Impressions:
Olaf is another carry similar to Nasus, a beefy frontline unit that will deal damage. However, his kit has less defense in it, so relying on offensive and healing is generally the way to go.
Rakan 4g Faerie, Preserver
Ability: Gleaming Quill
Gain Shield for 4 seconds and shoot 6 feathers in a cone, dealing magic damage to enemies they hit. Then land, granting allies within 2-hexes a Shield for 4 seconds.
Positioning: Frontline
First Impressions:
Rakan is a utility 4-cost tank that provides shielding for your team and deals a bit of damage. His preserver trait will also help heal allies while also generating mana for those will full HP.
Ryze 4g Portal, Scholar
Ability: Runic Portal
Open portals that fire a total of 12/12/15 bolts at nearby enemies. Each bolt deals magic damage.
Positioning: Backline
First Impressions:
Ryze is about as simple of a 4-cost AP carry as you can get. His ability deals damage, and his Scholar trait generates mana. Simple, but effective.
Tahm Kench 4g Arcana, Vanguard
Ability: Divination Dive
Dive below and surface next to the closest enemy, sending ripples towards the farthest enemy within 4-hexes. Enemies within two hexes, and those struck by the whirlpool take magic damage and are knocked up for 1.8/2/8 seconds.
Positioning: Frontline
First Impressions:
Tahm Kench is a 4-cost CC tank with the Arcana trait. As the High Arcana, he will grant Health to the team based on how many traits are active. This is a Jazz/Stand United like effect that can incentivize unique team building.
Taric 4g Bastion, Portal
Ability: All Eyes on Me
Redirect all nearby projectiles into Taric and gain damage reduction for 4 seconds. At the end, release a nova that deals magic damage in a 2-hex area.
Positioning: Frontline
First Impressions:
Taric has a very unique ability in this set, being able to redirect projectiles toward himself. Against melee carrys, this effect is useless, but he still gains damage reduction and will tank melee units anyway.
Varus 4g Blaster, Pyro
Ability: Hail of Hellfire
Fire a supernova at the current target that deals physical damage to nearby enemies. It the explodes into a cluster of fireballs, each dealing 50/55/80% of the total damage.
Positioning: Backline
First Impressions:
Varus is our last 4-cost unit, and he is an AD caster type unit. His ability will scale with Physical damage, but the effect and trait make a majority of his damage through his ability rather than auto attacks.
5-Cost Champions
Briar 5g Eldritch, Ravenous, Shapeshifter
Ability: Certain Death
Leap to the largest group of enemies, dealing physical damage to enemies in a 2-hex radius and Stun them for 1 second. Then enter a frenzy, gaining Attack Speed, 20/20/200% Omnivamp, and causing attacks to deal physical damage to adjacent enemies.
Positioning: Frontline
First Impressions:
Briar is the final Eldritch unit and the 5-cost you need to find to hit Eldritch (7) without an Emblem. She is a melee carry dealing AD damage that has survivability through her Ravenous and Shapeshifter trait. Her ability also gives her Omnivamp, furthering her survivability.
The Shapeshifter trait grants bonus Health, and you can give Briar permanent Health by sacrificing your own Tactician Health.
Camille 5g Chrono, Multistriker
Ability: Temporal Anomaly
Passive: On target death, hookshot to the lowest percent health enemy within 3 hexes and deal physical damage to them. For 6 seconds after hookshotting or casting, every 2 attacks deal true damage.
Active: Knock back and Stun enemies adjacent to the target for 1 seconds, dealing physical damage. Create a containment zone around the target for 4 seconds. Gain 30% Damage Reduction and 50% Attack Damage while in the zone. ”
Positioning: Frontline
First Impressions:
Camille has a very multi-faceted ability. She has true damage, damage reduction, bonus AD, movement, and CC. She’s truly a jack of all trades.
Diana 5g Bastion, Frost
Ability: Snowfall
Dash within 2 hexes to hit the most enemies and heal. After a brief delay, deal magic damage split among enemies within 2 hexes and create a snowfall that heals all allies for over 3 seconds. Excess healing becomes a Shield that lasts 3 seconds.
Positioning: Frontline
First Impressions:
Diana is a 5-cost tank with the Bastion trait, and her ability deals damage while also healing/shielding allies. While more defensive oriented, Diana provides a lot of value for any team using Bastion or Frost units.
Milio 5g Faerie, Scholar
Ability: Here It Comes!
Opens his backpack, granting 2/2/10 completed items to allies with open slots and throwing 3 knickknacks at enemies which each deal magic damage. If an ally has no room for items, they instead gain a stacking 11% damage increase for the rest of combat.
Occasionally finds something special in his backpack.
Positioning: Backline
First Impressions:
Milio is a 5-cost backline DPS that also empowers your team by granting temporary items or a damage increase. If the fight goes on for a long time, you can overpower enemies by simply having 3 items on every unit.
Morgana 5g Bat Queen, Preserver, Witchcraft
Ability: My Lovely Pets
Gain shield for 4 seconds and summon a swarm of 8/8/30 bats that seek out the 4 closest enemies within 3-hexes, dealing magic damage. To enemies below 25% Health, bats deal instead.
Positioning: Midline/Frontline
First Impressions:
Morgana is the 5-cost Witchcraft carry, who can also generate loot by killing enemies with her Bats through the Bat Queen trait. Her Preserver trait also grants some extra healing/mana generation. This mana generation is especially good on Witchcraft comps since a majority of the units are AP casters.
Norra & Yuumi 5g Explorer, Mage, Portal
Ability: Portalpalooza
Summon and launch a ball at the current target that explodes, dealing magic damage, and Paperfies the area, dealing magic damage per second for 3/3/15 seconds. If the ball lands in an area that is already Paperfied, it will bounce to a new location within 2-hexes before exploding.
Positioning: Backline
First Impressions:
Norra is a fairly straight forward backline AP DPS unit. However, she also comes with Yuumi, who you can attach to an ally to grant healing along with AD/AP depending on the champion.
Her ball will bounce when landing in an area already “paperfied.” This synergizes with her Mage trait which allows every cast to double cast.
Smolder 5g Blaster, Dragon
Ability: Learning to Fly
Passive: Fly around and attack the nearest enemy.
Active: Gain 64/64/450% Attack Speed and replace Smolder’s attacks with fireballs that deal physical damage for 4/4/30 seconds.
Dragon Upgrade: Smolder’s damage 30% Sunders enemies for 5 seconds.
Positioning: Backline
First Impressions:
Smolder is reminiscent of champions like Aurelion Sol from Set 3 or Singed from Set 2. Smolder will fly around the board, launching attacks from range to enemies.
Xerath 5g Arcana, Ascendant
Ability: Eye of the Magus
Launch 10/10/99 arcane blasts at random enemies that each deal damage.
Positioning: Backline
First Impressions:
Lastly, Xerath is the final 5-cost unit without a traditional class. He has the Arcana trait, but his Ascendant trait is unique to him. This will let you find powerful Ascendant Charms from the shop, resulting in big power spikes compared to regular Charms.
His High Arcana trait provides true damage on abilities based on the Charms you’ve purchased in the game. This can lead to very powerful team comps that deal high damage by simply flexing in Xerath + 1.
Xerath won’t provide any other traits, but if you can fit him in, you can have very powerful Charms empower your board while also buffing up allies as the High Arcana.
Thanks for reading! Be sure to check out our meta team comps page, or head to our Team Builder to try and come up with your own comps.
Subscribe to our newsletter:
Don’t miss out on all of the latest TFT content!