Teamfight TacticsReveals

TFT Set 12 Charms Guide: How it works and All Charms

Table of contents

TFT Set 12 Mechanic: Charms

TFT Set 12: Magic N’ Mayhem is releasing with a new set mechanic called Charms. Set 12 will test your mastery of magic, and the charm system introduces a new way to showcase your skill.

Charms are almost like a mixture between previous set mechanics, culminating into one. Let’s jump right into how they work.

TFT Set 12 How Charms Work

Charms appear in your shop in the place of a unit, and provide a unique effect upon purchase. As the game progresses, more powerful Charms will appear, costing more gold.

  • Charms appear starting Stage 2.
  • They appear every third shop. (there are some exceptions)
  • You can only buy one Charm per round.

TFT_SET12_Social_Charms_Slide2_1920x1080

These Charms have a variety of effects, from granting extra loot, empowering your board for the next combat, recombobulating a random unit, and much more.

Optimizing your Charm purchases will be the main form of skill expression unique to Set 12.

Ascendant Charms

TFT Set 12 Xerath

If you have Xerath (5g), you will gain access to “Ascendant Charms.” These Charms are extra powerful versions of regular Charms. The caveat being you need to field Xerath to unlock these.

Even if you have Xerath, there’s no guarantee you will find these Charms in your shop. But you’ll likely find a few.

We know for sure that the Charm “The Tower” is an Ascendant Charm. We haven’t confirmed whether other Charms are Ascendant, but assuming they follow a theme, we assume these are the Ascendant Charms:

  • The Chariot
  • The Emperor
  • The Lovers
  • The Moon
  • The Star
  • The Sun
  • The Tower
  • The World

TFT Set 12 Charms List

Here’s a list of Charms coming to Set 12. Keep in mind that these Charms are a work in progress, and things will definitely change during the PBE.

Even still, this list provides a good reference to see the types of Charms. You’ll get an overall feel, but don’t expect this list to match the game perfectly.

For the most update to date look on Charms, you can check out our TFT Charms resource, which will be constantly updated to match the game.

Charm Name (Gold Cost): Charm Description

  • All Ones (0g): Reroll your shop with all 1-cost units
  • Coin Flip (0g): 50% chance to gain 1g for each Coin Flip you’ve used
  • Dehance (0g): Replace all units in your shop with ones 1 cost lower.
  • Gear Swap (0g): Gain a temporary Magnetic Remover and a Reforger for 1 round.
  • Minor Polymorph (0g): Planning only: A 1-cost champion you have transforms into a 2-cost.
  • Distraction (0g): Gain a Target Dummy for 1 round
  • Crystal Ball (0g): Reveal your next opponent
  • Polymorph (0g): Planning only: A 2-cost champion you have transforms into a 3-cost.
  • Sinister Deal (0g): Lose 1 HP. Gain 2 Gold
  • Truce (0g): You and your opponent gain 1g
  • Zoomify (0g): Next combat: Your team gains 300% movement speed.
  • Discount (0g): This round, the next champion you buy is free.
  • Lucky Find (0g): Gain 1 gold. Your team gain 50 HP for 1 round
  • Paragon (0g): Next combat: Your team’s physical damage is dealt as magic damage
  • Major Polymorph (0g): Planning only: A 4-cost champion you have transforms into a 5-cost.
  • Sinister Shop (0g): Lose 4 HP. Gain 6 Rerolls
  • Piece of Cake (0g): Gain a few points of Sugarcraft progress
  • Copycat (1g): Get a 1 star copy of the first enemy unit to die next combat
  • Hot Streak (1g): Next combat: Add 1 to your streak
  • Minor Gambit (1g): If you win your next player combat, gain 2g
  • Wish (1g): Gain a random minor effect
  • All Twos (1g): Reroll your shop with all 2 costs
  • Comfort Food (1g): Gain 1 HP. If you lose the next player combat, gain 2 more
  • Dress Down (1g): Next combat: 30% Shred and Sunder all enemies for 15 seconds.
  • Train Hard (1g): Gain 1 HP for each Escalating Heal you’ve used
  • Hugify (1g): Next combat: Your highest HP unit grows, gaining 500 HP.
  • Starless Shield (1g): Next combat: Grant 300 Shield to your 1-star champions.
  • Quick Bounty (1g): Gain an item component if you win the next combat in under 15 seconds.
  • Rite of Speed (1g): Your team gain 10% AS for 1 round
  • Shivinate (1g): Next combat: All your items transform into Statikk Shiv.
  • Study Hard (1g): Gain 2XP for each Study Hard you’ve used
  • Ultra Ascension (1g): At 25 seconds, your team gains 300% damage amp
  • Artifactinate (1g): 4 random items become Artifacts for 1 round
  • Ironclad Spirit (1g): Next combat: Your team gains 30 Armor.
  • Manaflow (1g): Next combat: Your highest Mana unit’s Mana cost is reduced by 20.
  • Mystic Spirit (1g): Next combat: Your team gains 30 Magic Resist.
  • Salvager (1g): Any units you bench this turn have items removed and broken apart
  • Scope Expansion (1g): Next combat: Units in the back 2 rows gain 2 Attack Range.
  • Tinker (1g): Gain a Reforger and a Remover
  • Eldritch Hunger (1g): Next Combat: Your Eldritch God gains 10% attack speed and 10% health on takedown.
  • Hocus Pocus (1g): Next Combat: Witches gain 25 Ability Power.
  • Pyromania (1g): Gain 8 Pyro infernal cinders.
  • Magic Mirror (2g): Gain a 1 star copy of a random unit you fielded last combat
  • Aftershock (2g): Next combat: After 10 seconds, stun all enemies for 1.5 seconds.
  • All Threes (2g): Reroll your shop with all 3 costs
  • Combat Mastery (2g): Next combat, gain 1 XP for each enemy your team kills
  • Die Roll (2g): Roll a die. Gain gold equal to the result
  • Bunch-o’-Belts (2g): Next combat: Your units gain 6 non-removable Giant’s Belts.
  • Hexplosion (2g): Next combat: The first unit to die explodes, dealing 600 magic damage.
  • Freeroller (2g): Gain 2 free rerolls
  • Shrinkify (2g): Next combat: Your highest attack speed unit shrinks, gaining 40% attack speed.
  • Surprise! (2g): Next combat: 1 unit without items gains a Suspicious Trenchcoat.
  • Golden Blessing (2g): Gain a dummy for 1 round. Your dummies drop gold as they take damage.
  • Major Gambit (2g): If you win the next player combat, gain 10g
  • Moonlight Ritual (2g): Next combat: A random 1 or 2 cost champion stars up.
  • Phantom Claw (2g): Gain 1 Temporary Dragon’s Claws for 1 round
  • Phantom Vest (2g): Gain a temporary Bramble Vest for 1 round.
  • Rushdown (2g): Next combat: Your highest attack speed unit gains 120% decaying attack speed over 5 sec.
  • Silver Guard (2g): Your units are immune to CC for the first 8 seconds next player combat
  • Stealthy (2g): Champs on your back row are untargetable for 8 seconds next round
  • Summon Dummies (2g): Gain 2 Target Dummies for 1 round
  • The Count (2g): Reroll your shop with a 1, 2, 3, 4 and 5 cost unit.
  • Enhance (2g): Reroll your current Shop with champions 1 cost higher.
  • Judgement (2g): Next combat: If you win, gain 8 gold; if you lose, gain 12 XP.
  • Busy Bees (2g): Your Bees have + 20% Attack Speed this round.
  • Queen’s Gambit (2g): Next combat: If you win, gain a copy of your highest cost Faerie.
  • Spitfire (2g): Next combat: Dragon attacks deal an extra 1% max Health true damage.
  • Quickening (2g): Next combat: Chrono champions gain +30% attack speed after countdown.
  • Frosty Fortitude (2g): Next Combat: Winter ice statues gain 40% additional health.
  • Portal Hopping (2g): Gain a random Portal Champion.
  • Supreme Arcana (2g): Your High Arcana champion gains additional damage & defenses for 1 round.
  • Phantom Gloves (3g): Gain a temporary Thief’s Gloves for 1 round
  • Treasure Hunter (3g): Next combat: 1 unit without items gains an Unstable Treasure Chest.
  • Sunfire Sorcery (3g): At the start of combat, burn and wound enemies for 10 seconds
  • Golden Armor (3g): Your units gain 50 HP for every 10 gold you have for 1 round.
  • Lightning Strike (3g): At the start of combat, deal 10% max Health true damage to all enemies
  • Yordle Spirit (3g): Next combat: Units have a 99% chance to dodge attacks for 4 seconds.
  • Assassin (4g): Combat start: Your highest AD unit jumps to the enemy backline.
  • Summon Voidling (4g): Gain a Voidling for 1 round
  • All Fours (4g): Reroll your shop with all 4 costs
  • Animate Bench (4g): Next combat: Every 6 seconds, a unit joins combat from the bench
  • Scrappy (4g): Next combat: 2 champions without items gain a temporary full item.
  • Spawn Swarm (4g): Next combat: Your 1st 2 front row units spawn a voidling after death.
  • The Lovers (4g): Gain a 5-cost champion and a 2* 2-cost champion that share traits.
  • The Tower (4g): Next combat: Gain a Lightning Dummy that strikes nearby enemies.
  • Minor Mimicry (5g): Gain a Lesser Champion Duplicator
  • Major Wish (5g): Gain a random effect
  • Earthquake (5g): At the start of combat, stun all enemies for 2 seconds
  • Leadership (5g): A random unit with 3 items equipped gains 300 HP permanently
  • All Fives (5g): Reroll your shop with all 5 cost units
  • Desperate Plea (5g): Next combat: If you would be eliminated, remain alive instead.
  • The Chariot (5g): This round, rerolls cost you 1 gold and buying XP costs you 3 gold.
  • The Emperor (5g): Next combat: Xerath gains 20% damage amp and his allies gain 10%.
  • The Star (5g): Next combat: 1-stars star up. Their allies gain 200 Shield and 20 ability power.
  • Animate Shop (6g): For 30 seconds, your shop refreshes for free every 3 seconds.
  • Sticky Fingers (6g): Next combat: copy a component from the 1st enemy your team kills.
  • Big Surprise! (6g): Next combat: 2 units with no items gain a Suspicious Trenchcoat.
  • Late Bloomer (6g): Gain a permanent 3-star 1-cost champion and a Magnetic Remover.
  • Conjure Anvil (8g): Gain a component Anvil
  • Phantom Emblem (8g): Gain a temporary emblem of your most active trait for 1 round.
  • Guild of Thieves (8g): Gain 3 temporary Thieves Gloves for 1 round.
  • Treasure Party (8g): Next combat: 1 units without items gains 2 Unstable Treasure Chest.
  • The Moon (8g): Increase your odds of hitting a 5-cost by 4%
  • Conjure Emblem (10g): Gain a Random uncraftable Emblem
  • Assembly (10g): Gain a copy of each 1-cost champion.
  • Major Mimicry (10g): Gain a Champion Duplicator
  • Radiantize (10g): One random equipped item becomes Radiant for 1 round
  • Summon Dragon (12g): Summon a 4000 Health Dragon for 1 round.
  • Conjure Spatula (15g): Gain a Spatula
  • Conjure Artifact (18g): Gain an Artifact anvil.
  • Conjure Support (25g): Gain a Support Anvil
  • The World (36g): Gain a copy of every 4-cost champion.
  • The Sun (40g): Gain a Support anvil and an Artifact anvil.
  • Magnum Opus (99g): Lose 66 player health. Gain a permanent 3-star 5-cost.

Tips and Tricks

When it comes to Charms, you won’t have too many decisions to make in the early game. Since you won’t be rolling your shop too often, you can decide whether to buy one when they appear naturally every round.

Charms vs Champions

However, as the game progresses, you want to make the most of these Charms on your roll downs. If you’re rolling down, you need to decide whether you want to find more unit upgrades, or hope for a powerful Charm.

If you don’t buy a Charm, it will continue taking up spots in your shop. This can be detrimental if you really need to find Champion upgrades.

Conversely, if you’re in a comfortable spot, you can hold off on buying to try and find a Charm that grants a permanent buff. This can help you continue scaling into the late game.

Managing your Economy

Managing your economy is very important in Set 12. While these charms provide powerful effects, you also need to spend gold to purchase them.

This makes the strain on your economy quite large. If you don’t buy Charms early to mid game, you might fall behind. But if you do buy charms, you might ruin your economy for the late game.

Thanks for Reading! If you haven’t checked out all of the Set 12 information yet, check out our Set 12 Reveal Page!

0