TFT Set 12 Best Charms
In this TFT article, I will be going over the 7 Best Charms to take Stage 4 and after, so make sure to be on the lookout for them!
Set 12 introduced Charms which have added a unique way to play the game and additional decision making each player has to make. However, not all Charms were created equal and some are much better than the others especially when it comes to Stage 4 and later.
For the purpose of this article, I will not be including Xerath Ascended Charms or unique trait Charms as these can heavily change depending on whether the trait is good or not. These are generic good charms that can come in your shop at any point in Stage 4 or later!
For a full list, check out our TFT Charms Page to see all of the possible Charms that can appear in your shop.
7. Assembly
10 Gold: Gain a copy of each 1-cost champion.
Assembly is an instant click if I see it and don’t plan to look for another Charm. Assembly is very strong as it allows you to upgrade 1 costs on your board if you have any. It can also give you missing 1 costs if you are looking for a specific trait such as if you need a Poppy or Zoe for your Witchcraft board.
On top of this, even if you don’t need the units, you spend 10 gold to get 14 1-cost units. Even if you sell every unit, you net 4 gold which is a lot of gold at any point of the game and the 4 extra gold can help you complete your team or regain economy.
6. Leadership
5 Gold: A champion holding 3 completed items gains 300 Health permanently.
Leadership allows for a carry or tank to gain 300 health or two Giant’s Belts worth of health. Ideally, this health lands on a frontline carry or tank rather than ranged carry as there will be more value in the health for a unit that is constantly taking damage.
The fact that you cannot determine which unit the health goes on as well as being quite expensive at 5 gold is why this Charm isn’t ranked higher.
5. Summon Dummies (Any of the Charms that Summon Dummies)
- Golden Dummy 2 Gold: Gain a Dummy for 1 round. Your Dummies drop gold as they take damage
- Summon Dummy 0 Gold: Gain a Target Dummy for 1 round
- Major Wish – Dummies 5 Gold: Wished for 4 Dummies for 1 round
- Summon Dummies 2 Gold: Gain 2 Target Dummies for 1 round
Summoning Dummies especially in Stages 5 and 6 is incredibly strong as more frontline to give the carries time to do damage is part of what the late game is about.
Overall, the dummies are rather cheap for what you get. In the late game, being able to get the most value out of your gold to round out your team as well as saving gold to push the next level makes a big difference in how high you can cap out your team and win!
4. Phantom Vest and Phantom Claw
2 Gold: Gain 1 temporary Dragon’s Claw for 1 round
2 Gold: Gain 1 temporary Bramble Vest for 1 round
Having additional items is the best way to give value to your units. Both items are good in the late game even against Ability Power or Attack Damage comps due to there being mixed damage in every comp. And for only 2 gold getting an entire item for a fight is well worth it!
3. Major Mimicry
10 Gold: Gain a Champion Duplicator.
Although very expensive, the Champion Duplicator can quickly make up its value whether it be making a 2-star 5 cost or a 3-star 4 cost.
Essentially between the cost of the unit and the rolls, it makes up for 3+ rolls and buying the unit in gold. The only real expense is losing out on a combat Charm in a fight especially if you buy the duplicator and save it for later as you don’t get the instant board strength from it.
2. Conjure Artifact
18 Gold: Gain an Artifact anvil.
Another very expensive Charm, but it instantly gives your board additional power. This Charm also likely has strong showings as only players who are in a really strong position are able to spend 18 gold on an Artifact.
This Charm is best bought when you have strong units that don’t have any items on them or unit that have 2 items but don’t have that final item slot filled yet.
Despite it being hard to select the correct Artifact, this Charm still has great stats which means for 18 gold it is likely too cheap for what it does – making it a great choice if you have the spot for it!
Bonus: Stage 4 Animate Shop
6 Gold: For 20 seconds, your shop refreshes for free every 2 seconds.
Animate Shop doesn’t perform well in Stage 5 and 6 so much likely due to needing a combat augment. However, in Stage 4, it performs excellent as on 4-2 and 4-5 is where most players are rolling down looking to make their level 8 comps strong.
Animate shop allows you to get 10 rolls for 6 gold. Essentially a 20 gold value for 6 gold saving you 14 gold.
The drawback is that you can’t freeze the shops and have to be quick clicking the units you want while also managing your bench space. If you are able to take advantage of this Charm in stage 4, then it will pay dividends!
1. Major Gambit
2 Gold: If you win your next player combat, gain 10 gold.
This Charm consistently outperforms the other Charms. However, that doesn’t mean that this Charm is an instant click as if it only pays out when you win.
When players click this Charm 70% win the next round which means that most players are making a good decision when clicking this and getting paid out. If you are paying for this Charm, and then losing 2 gold it is far from worth it.
This also means that players who are clicking this Charm are ahead of the lobby as they are winning without a combat Charm. It makes it hard to place the power of this Charm vs the power of the players who are clicking this Charm.
However, if you are picking this Charm and winning, the huge boost in gold will help you push the next level or round out your team.
Charms that Didn’t Make the List
Radiantize
10 Gold: 1 full item held by a champion becomes Radiant for 1 round.
This is a Charm I have played a number of times, but I think players need to be more picky with this Charm than they are. The first reason is that for 10 gold it is very expensive.
If using this Charm for one round will keep you from capping out your team comp, then it isn’t worth it. On top of this, you can’t determine which item will become Radiant which makes it a bit of a gamble when clicking this Charm.
The stats back it up for this Charm as well as it has a round win rate of less than 60%. Paying 10 gold for a less than 60% win rate isn’t going to be worth it and can set your entire game back if you do lose.
I think the best time to take this augment is toward the last or second to last fight.
Summon Dragon
12 Gold: Summon a 4000 Health Dragon for 1 round.
The same goes for Summon Dragon for 12 gold. Although it has near a 70% round win rate at 12 gold, it can easily set you back for the rest of the game and is why Summon Dragon and Radiantize both have similar average placements to no Charm at all.
It isn’t because they are bad Charms, but it is because they are often taken too early in the game to win a single round that doesn’t matter near as much. They should be used more in the last fight or two rather than randomly in stage 5.
In Conclusion
A common trend with Charms in the late game is ones that give you combat power or ones that give you large payouts are the strongest. As well as when you are ahead, having the luxury to pick up Charms that further push you ahead such as Major Gambit, Conjure Artifact, and Major Mimicry.
While avoiding expensive Charms that don’t give you enough momentum to finish out the game which I will be going over in my next article: 7 Worst Charms in Set 12! Some of them might surprise you!
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