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TFT Guide: Set 15 Mechanic – Power Ups

TFT New Mechanic for Set 15: Power Ups

TFT Set 15: K.O. Coliseum is almost within reach, and soon enough we’ll be able to consume its brand new mechanic, Power Ups!

During each game of the new set, players will be granted “Power Snax”, offering a selection of abilities to empower their champions. These will surely shape the game in a variety of ways, almost reminiscent of Anomalies.

Let’s dive in and take a closer look at what we know so far.

To see ALL the new changes, head to our all-in-one TFT page for Set 15.

TFT Set 15 Power Up Consumable

How Power Ups Work

TFT’s new Power Ups mechanic is preset to occur twice per game at the same intervals; Round 1-3 and Round 3-6. During these rounds, the players are given a Power Snax which can be used on a champion to grant them a unique ability.

Every champion has their own pool of abilities, and you’ll have the choice between three options whenever you use the Power Snax. Some champions may even share a unique Power Up ability.

Ability changes, trait benefits, perma-stacking, and team-ups are just a few examples of what we can expect.

[See the full list of Power Ups here]

Changing Power Ups

While the intervals for Power Snax are set, players will have the ability to frequently change their Power Ups during the game.

This can be done in one of two ways; using a Power Limiter or by selling the corresponding champion. A Power Limiter is a consumable Item that is acquired once per stage, and can be stacked for future use. Knowing this, players will be able to start with Power Ups that are immediately beneficial, while still having the freedom to change them out later. This makes it a lot easier to pivot and minimizes the impact of bad early game RNG.

Options given during the first selection of Power Ups won’t be available the next time around, which should help avoid hitting too many repeats. Of course, continuing to “reroll” Power Ups for a specific champion will eventually show previous ones, as the “no dupes” clause only applies to the next time you use a Power Snax on that unit.

Overall, this should provide a fun variety of abilities to explore, while still allowing players the freedom to reroll for their desired champion Power Ups.

Roles Revamped

TFT Set 15 also brings some new adjustments to the game’s core systems. These changes are intended to expand the design space around champions and Items while improving their overall feel in combat.

Champion Roles now come with gameplay effects. These Roles determine the champion’s damage type and Mana generation, while also introducing new targeting rules in the case of Tanks and Assassins. Additionally, “Mana Per Second” is now an official stat within the game.

Attack Fighter: Fighters gain 10 Mana per attack. Gain 10% Omnivamp.

Attack Marksman: Marksman gain 10 Mana per attack.

Magic Assassin: Assassins gain 10 Mana per attack. Less likely to be targeted.

Magic Caster: Casters gain 7 Mana per attack. Generate 2 Mana per second.

Magic Tank: Tanks gain 5 Mana per attack. Gain Mana from taking damage. More likely to be targeted.

In general, the closest units will still be targeted in combat, but in the case of a tie, champions will prioritize Tanks first and Assassins last.

Item Reworks

Following alongside the changes to Mana, any Items that have Starting Mana will instead have Mana Per Second.

In addition, six existing Core Items have been reworked, one new Artifact has been added, and Support Items have been completely removed.

Adaptive Helm

  • MR +20 / MPS +2
  • Gain an additional 15% Mana from all sources. The wearer gains an additional bonus based on their Role:
    • Tanks and Fighters: Gain 35 Armor and Magic Resistance.
    • Other Roles: Gain 15 Attack Damage and Ability Power.

Blue Buff

  • AD +15% / AP +15 / MPS +5

Edge of Night

  • AD +10% / AP +10 / AS +20%
  • Lifeline: At 60% Health, briefly become untargetable and shed negative effects.

Giant Slayer

  • AD +20% / AP +20 / AS +20% / DA +10%
  • Gain 15% additional Damage Amp against Tanks.

Protector’s Vow

  • Armor +25 / MR +25 / MPS +2
  • Start of Combat: Gain 20 Mana.
  • Lifeline: At 40% Health, gain 20 Mana and a Shield equal to 20% max Health.

Titan’s Resolve

  • Armor +20 / AS +10%
  • Gain 2% Attack Damage and 2 Ability Power when attacking or taking damage, stacking up to 25 times.
  • At full stacks, gain 15 Armor and Magic Resist, and gain immunity to crowd control.

Dawncore (NEW)

  • AD + 15% / AP +15 / MPS +2
  • Reduce the holder’s max Mana by 10. Subsequent spellcasts reduce max Mana by 10%., to a minimum of 15.

It’ll definitely be interesting to see how all the new systems play out; Riot must have their work cut out for them when it comes to balance.

The PBE is right around the corner, so it won’t be long until we get to try it out ourselves!

Thanks for reading! After the patch goes live, be sure to refer to our items page for the most updated info.

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