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TFT Set 14 Reveal – Cyber City: New Champs, Traits, & More

Table of contents

Everything New in TFT Set 14: Cyber City

In this article we’ll take a look at all the new TFT Set 14 Champions and Traits from the “Cyber City” reveal.

Set 14 also introduces a new Set Mechanic known as “Hacks”. We’ll briefly cover this new mechanic, along with any other unique additions to Set 14.

Keep in mind that the information for new champions is 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 14.

TFT Cyber City Splash

Set 14: Cyber City Release Date

TFT Set 14: Cyber City will be set to release on April 2nd with Patch 14.1.

The Set 14 PBE will be available on March 19th.

TFT Set 14 Mechanic: Hacks

Throughout a game, various “Hacks” will appear (usually 3) to affect a variety of core systems such as Augments, shops, loot, and more.

Older Augments from TFT’s past make their return as “Black Market Augments”, only available from a Hacked Augment slot. Occasionally, you may be given the choice between taking the Augment on the left, or BOTH Augments on the right.

Hacked shops can offer players two-star variants of a champion, while the loot could include player health or unstable component items that change each round.

There’s a wide variety of options, leaving the players to decide how to best navigate these sporadic events.

[Check out the Set 14 Augments here]

TFT Set 14 Traits

Cyber City introduces a new roster of traits to explore. Here’s a rundown of all the traits as well as our first impressions on each.

TFT Set 14 Origins

[Full List of Origins]

Anima Squad

TFT Anima Squad Trait

Champions: Seraphine 1g / Sylas 1g / Illaoi 2g / Vayne 2g / Yuumi 3g / Leona 4g / Xayah 4g / Aurora 5g

At each tier, pick a weapon that a random Anima Squad champion fires periodically during combat. Anima Squad champions gain Armor, Magic Resist, and Damage Amp.

  • (3) 10 Armor & MR, 5% DA
  • (5) 20 Armor & MR, 10% DA
  • (7) 30 Armor & MR, 15% DA
  • (10) 100 Armor & MR, 50% DA

Weapons scale with Anima Squad star level and stage.

First Impressions:

Anima Squad offers a pretty nice stat buff, provided you’re investing into its units. Although this does require a minimum of three pieces to get started. We don’t know any details about the weapons yet, but depending on their strength, it could be worth going vertical to acquire more.

The ten piece bonus is a massive payoff if you can pull it off, and the champs themselves are pretty well-rounded if you do try to collect them all.

BoomBots

TFT BoomBots Trait

Champions: Kog’Maw 1g / Skarner 2g / Fiddlesticks 3g / Cho’Gath 4g / Urgot 5g

BoomBots fire a missile every 400 damage dealt at a nearby enemy that deals magic damage. 10% of damage taken contributes to damage dealt.

  • (2) 150 magic damage
  • (4) 330 magic damage
  • (6) Fire two missiles, each dealing 200 magic damage

First Impressions:

BoomBots could be a relatively easy source of extra damage in the early game. Two units is all it takes, making it a low initial investment. However, later on once units get stronger, it may be necessary to invest items into them to improve damage and survivability.

I don’t know if getting six pieces would be worth it, unless you can build really strong tanks to withstand enemy attacks while you retaliate with missiles.

Cyberboss

TFT Cyberboss Trait

Champions: Poppy 1g / Veigar 2g / Ziggs 4g / Kobuko 5g

Your strongest Cyberboss upgrades to its final form and gains Health, Ability Power, and its ability hits more enemies.

  • (2) 18% Health, 15 AP
  • (3) 25% Health, 25 AP
  • (4) All Cyberbosses upgrade. Your strongest Cyberboss instead gets 33% Health and 30 AP

First Impressions:

Cyberboss looks like a fun mechanic that gives a pretty significant amount of power. It only takes two to get started, although the options are limited with only four existing Cyberboss units. Assuming you can find what you need and get control over which champ is your “strongest” Cyberboss, it sounds quite effective.

Getting all four could actually be feasible, and the reward would be worth the effort. Even if you have to wait a while for the fourth, you won’t be wasting any slots since three pieces still provides a slight stat increase.

Cypher

TFT Cypher Trait

Champions: Vi 1g / LeBlanc 2g / Draven 3g / Galio 3g / Zed 4g

Gain Intel by losing combat, increased for loss streaks. Gain a small amount for killing enemies. You may trade your Intel for loot one time, on either round 3-3, 3-7, 4-3, or 4-7. After trading Intel, Cypher champions gain Attack Damage and Ability Power.

  • (3) 1x Intel, 25% AD & AP
  • (4) 1.50x Intel, 40% AD & AP
  • (5) 2x Intel, 50% AD & AP

First Impressions:

Cypher offers additional benefits if you’re looking to go on and/or continue a losing streak. However, since you still receive Intel by killing enemies, you’re encouraged to lose as little as possible to maximize rewards. It’s not clear at this point how it will all work, but looking at the Cypher units and AD/AP buff, there’s potential for a really big power spike when you’re ready to trade it in.

Divinicorp

TFT Divinicorp Trait

Champions: Morgana 1g / Rhaast 2g / Gragas 3g / Senna 3g / Vex 4g / Renekton 5g

Divinicorp champions grant unique stats to your team, increased for each Divinicorp in play. Divinicorp champions gain double.

  • (1) 100% bonus.
  • (2) 110% bonus.
  • (3) 125% bonus.
  • (4) 145% bonus.
  • (5) 165% bonus.
  • (6) 185% bonus.
  • (7) 200% bonus.

Morgana – AP
Rhaast – Armor/MR
Senna – AD
Gragas – Health
Vex – Crit
Renekton – AS
Emblem – SV

First Impressions:

Divinicorp units all have their own unique effect, giving them more value individually. Since their stats apply to your whole team and don’t require multiple units to take effect, they could be a good filler unit, or potentially a mainstay within the right comp.

Without knowing the numbers it’s hard to say how effective they are, or whether the multi-piece bonuses would justify putting them together. After all, some of their stats won’t be relevant to each other.

Exotech

TFT Exotech Trait

Champions: Jax 1g / Jhin 2g / Naafiri 2g / Mordekaiser 3g / Varus 3g / Sejuani 4g / Zeri 4g

Gain unique items that can only be equipped by Exotech champions. They gain Health and Attack Speed for each item equipped.

  • (3) 30 Health, 2% AS, 1st Exotech Item
  • (5) 110 Health, 3% AS, 2nd Exotech Item
  • (7) 200 Health, 7% AS, 3rd Exotech Item
  • (10) 500 Health, 40% AS, All Exotech Items

First Impressions:

Exotech could range from incredibly powerful to completely useless, depending on what’s generated for the given game. Since it requires a pretty heavy investment to acquire the items, if the “good ones” aren’t available within 3/5, there’s a good chance it’ll be ignored for that game.

As fun as it would be to unlock all Exotech items and gain a huge Attack Speed buff, getting three Emblems is a pretty tall order.

God of the Net

TFT God of the Net Trait

Champions: Garen 5g

After 2 player combats, open an Armory of Trait Mods that permanently reprogram a champion to benefit from a trait (but not contribute). Every time you get a Trait Mod, the next one requires 1 additional round. Champions can only have one Trait Mod.

First Impressions:

Garen’s signature “God of the Net” fits really well with the set since so many traits are self-contained. While it won’t allow a unit to contribute to the trait (understandably), granting it the benefits unlocks some interesting setups that are otherwise not possible. What’s even better is this can happen more than once, letting you expand further if the game continues to go on.

Golden Ox

TFT Golden Ox Trait

Champions: Alistar 1g / Graves 2g / Jarvan IV 3g / Annie 4g / Aphelios 4g / Viego 5g

Golden Ox gain Damage Amp and have a chance to drop gold on kill. If you spend enough gold on rerolls or XP in a single turn, permanently increase their Damage Amp and the gold required for the next bonus. Rerolls count double towards gold spent. (Golden Ox must have fought last round)

  • (2) 18% DA, 20% gold
  • (4) 20% DA, 30% gold
  • (6) 22% DA, 50% loot, 8% chance loot is a component

First Impressions:

Golden Ox is an interesting Economy trait that lets its units have a chance to drop gold on kill. On top of that, you’ll be able to turn spent gold into Damage Amp, provided you spend enough gold in a single turn. This could be quite powerful if you piece it together, but it’s worth noting that most of these champs come at a higher cost (and therefore aren’t available as early).

Nitro

TFT Nitro Trait

Champions: Kindred 1g / Nidalee 1g / Shyvana 2g / Elise 3g

Every round, Nitro champions grant Chrome to R-080T, based on their star level. Each Chrome grants 14 Health and 1 Ability Power. At 200 Chrome, it upgrades to T-43X!

  • (3) Summon R-080T!
  • (4) Fire a giant laser!

Chrome per star: 2/3/5/7

First Impressions:

Nitro is mostly unknown at this point, but summoning a robot is definitely cool! Seeing as how Chrome is granted every round, it would make sense to look for Nitro units as early as possible in order to stack Chrome faster, eventually letting it upgrade. In theory this seems quite doable given the low cost of most Nitro units.

Overlord

TFT Overlord Trait

Champions: Renekton 5g

The Overlord takes a bite out of the unit in the hex behind him, dealing 40% of their max Health as true damage. He gains 40% of their Health and 33% of their Attack Damage.

First Impressions:

Renekton chomps an enemy unit and scales based on their Health and Attack Damage. Not much else to say, but pay attention to pre-combat positioning to see if you can snag a juicy target.

Soul Killer

TFT Soul Killer Trait

Champions: Viego 5g

Gain a hologram copy of the highest cost enemy Viego helped kill last round. It has 600/900/3000 Health, deals 30%/40%/200% damage, and has 1 recommended item.

First Impressions:

Soul Killer is an awesome and unique trait that’s definitely fitting for “The Ruined King”. While you won’t have much control over the effect, getting to copy the previous opponent’s highest cost unit and use it against the next opponent will surely be satisfying.

Street Demon

TFT Street Demon Trait

Champions: Dr. Mundo 1g / Zyra 1g / Ekko 2g / Jinx 3g / Rengar 3g / Brand 4g / Neeko 4g / Samira 5g

Allies in painted hexes gain Health, Ability Power, and Attack Damage. Some hexes are Signature hexes and grant 50% more. Street Demons double all bonuses.

  • 3) +6% Health, 6 AP, 6% AD
  • (5) +10% Health, 10 AP, 10% AD
  • (7) +15% Health, 15 AP, 15% AD
  • (10) +25% Health, 25 AP, 25% AD & Paint the town!

First Impressions:

Street Demon gives a wide range of stat buffs and encourages you to go vertical for stronger effects (since Street Demons get double bonuses). It is nice that other units can still benefit from its effect, though you do need at least three to get it going. The one considerable drawback is having less freedom with positioning, especially since Signature hexes make a big difference.

Syndicate

TFT Syndicate Trait

Champions: Shaco 1g / Darius 2g / Twisted Fate 2g / Braum 3g / Miss Fortune 4g

Get a Kingpin hat that uniquely upgrades a Syndicate champion’s ability. Syndicate champions gain Health and Damage Amp.

  • (3) 100 Health, 5% DA, 1 Kingpin
  • (5) 450 Health, 20% DA, 2 Kingpins
  • (7) 600 Health, 30% DA, Upgrade Kingpin effect

First Impressions:

Syndicate provides a pretty substantial upgrade to its champions’ base abilities, but requires at least three pieces to enable it. Who’d have thought wearing a hat could make that big of a difference?

Most Syndicate units are lower costed, making it reasonable to acquire them early. If you manage to get all five you’ll receive even receive a second hat! Unfortunately the Upgraded Kingpin effect is locked at seven, meaning you’ll have to find two Emblems to make it work.

Virus

TFT Virus Trait

Champions: Zac 5g

The Virus infects your shop with a 10% chance to spawn a bloblet. When purchased, it merges and increases the strongest Zac’s max Health by 3% and Ability Power by 5.

First Impressions:

Virus is a really cool way of scaling Zac’s Health and Ability Power beyond what items and other effects can provide. It requires some luck, but gives you something worth buying in the later stages of the game.

TFT Set 14 Classes

[Full List of Classes]

A.M.P.

TFT A.M.P. Trait

Champions: Nidalee 1g / Naafiri 2g / Yuumi 3g / Annie 4g / Samira 5g

A.M.P. champions upgrade their abilities in unique ways with A.M.P. They also gain Health.

  • (2) 1% A.M.P., 100 Health
  • (3) 2% A.M.P., 200 Health
  • (4) 3% A.M.P., 350 Health
  • (5) 4% A.M.P., 500 Health

First Impressions:

A.M.P. is an interesting class trait since what it actually does differs between champions. In general, it scales an aspect of their ability (plus grants Health) and improves with higher trait tiers. Overall it seems like a nice bonus if you happen to want more than once of these in your comp.

Bastion

TFT Bastion Trait

Champions: Jax 1g / Poppy 1g / Illaoi 2g / Shyvana 2g / Galio 3g / Sejuani 4g / Renekton 5g

Your team gains 10 Armor and Magic Resist. Bastions gain more. For the first 10 seconds of combat, Bastions increase their bonus by 100%.

  • (2) 18 Armor & MR
  • (4) 50 Armor & MR
  • (6) 90 Armor & MR Non-Bastions gain an additional 40 Armor & MR.

First Impressions:

Bastion is a nice trait to get additional Armor and Magic Resist for your team. Having a wide range of applicable units and only requiring two makes it easily available and a low investment to dip into.

Bruiser

TFT Bruiser Trait

Champions: Alistar 1g / Dr. Mundo 1g / Darius 2g / Gragas 3g / Mordekaiser 3g / Cho’Gath 4g / Kobuko 5g

Your team gains 100 max Health. Bruisers gain more.

  • (2) 20% Health
  • (4) 45% Health
  • (6) 75% Health

First Impressions:

Bruiser is essentially the Health counterpart to Bastion. Similarly, it also has a wide range of available units and can be acquired easily if desired.

Dynamo

TFT Dynamo Trait

Champions: Morgana 1g / Jhin 2g / Elise 3g / Miss Fortune 4g / Aurora 5g

Every 3 seconds, your team gains Mana. Dynamos gain 100% more.

  • (2) 5 Mana
  • (3) 8 Mana
  • (4) 12 Mana

First Impressions:

Dynamo grants your team Mana regeneration while providing twice the effect to its own trait units. If you have units that really rely on their abilities, this is a nice option to have.

Executioner

TFT Executioner Trait

Champions: Graves 2g / Rengar 3g / Varus 3g / Vex 4g / Urgot 5g

Executioner Abilities can critically strike. They also gain bonus Critical Strike Chance and Critical Strike Damage. If the target’s Health is below 30%, the bonus Critical Strike Damage is doubled.

  • (2) 25% Crit, 8% CritMult
  • (3) 35% Crit, 15% CritMult
  • (4) 45% Crit, 20% CritMult
  • (5) 55% Crit, 25% CritMult; also gain 15% Durability

First Impressions:

Executioner can be an effective trait that increases damage and helps finish off low Health targets. Upping your Crit Rate will improve its usefulness and reduce the RNG needed to benefit from its effect.

Marksman

TFT Marksman Trait

Champions: Kindred 1g / Jhin 2g / Jinx 3g / Aphelios 4g / Xayah 4g

Marksman gain Attack Damage. After 8 seconds of combat, they increase their bonus by 100%.

  • (2) 18% AD
  • (4) 45% AD

First Impressions:

Marksman is a straightforward trait that increases Attack Damage of its units. Having extra inherent AD lets you focus more and/or capitalize on Attack Speed for these carries.

Rapidfire

TFT Rapidfire Trait

Champions: Kindred 1g / Kog’Maw 1g / Twisted Fate 2g / Draven 3g / Zeri 4g

Your team gains 10% Attack Speed. Rapidfire champions gain more on each attack, stacking up to 10 times.

  • (2) 4% AS per stack
  • (4) 10% AS per stack
  • (6) 22% AS per stack

First Impressions:

Rapidfire is great. Unlike Marksman, the Attack Speed applies to the entire team, with Rapidfire units gaining more and more with every attack. Building AD lets your Rapidfire champs take advantage of their accelerated rate of attack.

Slayer

TFT Slayer Trait

Champions: Dr. Mundo 1g / Shaco 1g / Vayne 2g / Jarvan IV 3g / Senna 3g / Zed 4g

Slayers gain Attack Damage and Omnivamp. Overhealing heals the lowest percent Health Slayer for 50% of the excess amount.

  • (2) 15% AD, 15% V
  • (4) 40% AD, 15% V
  • (6) 70% AD, 20% V

First Impressions:

Slayer is great for the champs that can utilize it effectively. Having Attack Damage and Omnivamp is always nice, but if you can make use of the overhealing it becomes even better. Ideally this probably means having at least one frontline and one backline unit. While the front tanks the damage, the back will heal it while it carries.

Strategist

TFT Strategist Trait

Champions: Ekko 2g / LeBlanc 2g / Yuumi 3g / Neeko 4g / Ziggs 4g

Combat Start: Allies in the back 2 rows gain Damage Amp. Allies in the front 2 rows gain Durability. Strategists get triple.

  • (2) 7% DA, 5% DR
  • (3) 11% DA, 7% DR
  • (4) 16% DA, 11% DR
  • (5) 20% DA, 14% DR

First Impressions:

Strategist is a fun positioning based trait that can benefit the whole team. It offers flexibility throughout the game, as perhaps you may opt for different setups depending on the upcoming opponent(s) you may encounter.

Techie

TFT Techie Trait

Champions: Seraphine 1g / Zyra 1g / Shyvana 2g / Veigar 2g / Fiddlesticks 3g / Mordekaiser 3g / Brand 4g / Viego 5g

Techies gain Ability Power. Enemies hit by their abilities deal 10% less damage for 3 seconds.

  • (2) 15 AP
  • (4) 45 AP
  • (6) 80 AP
  • (8) 110 AP Enemies hit deal 18% less damage.

First Impressions:

Techie works great with AoE abilities, giving casters an effective way to mitigate enemy damage, at least for a little bit. Getting two pieces to enable the effect should be pretty easy, while investing further increases AP. If you ever decide to collect all eight, the 18% damage reduction is a nice improvement.

Vanguard

TFT Vanguard Trait

Champions: Sylas 1g / Vi 1g / Rhaast 2g / Skarner 2g / Braum 3g / Jarvan IV 3g / Leona 4g

Vanguards gain 10% Durability while Shielded. Combat start and 50% Health: Gain a max Health Shield for 10 seconds.

  • (2) 16% max Health
  • (4) 32% max Health
  • (6) 40% max Health; 20% DR while Shielded

First Impressions:

Vanguard is a great frontline trait that can help eat early damage, while also providing a second wind later on. It works even better with HP scaling items since the Shield is based on a percentage of the unit’s max Health.

TFT Set 14 New Champions: Abilities, Positioning, and First Impressions

Now that we’ve covered the new mechanics and traits, let’s take a quick look at all of the new TFT Set 14 champions. Considering this is TFT’s 14th set, many champions may have similar/returning mechanics.

Even so, 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 frontlinemidline, and backline.

TFT Positioning Key

1-Cost Champions

Alistar Golden Ox Bruiser 1g

TFT Set 14 Alistar

[Link to Champion Page]

Ability: Gilded Endurance 30/100

Passive: Reduce all incoming damage by 10/15/25 (AP). Active: Deal 200/300/450 (AP) magic damage to the current target and Stun them for 2 seconds.

Positioning: Frontline

First Impressions:

Alistar is a solid early game tank with his passive flat damage reduction, and is further improved with extra Health from the Bruiser trait. While he won’t be quite as effective later on as damage scales, having access to a two-second Stun offers some nice extra utility.

Dr. Mundo Street Demon Bruiser Slayer 1g

TFT Set 14 Dr.Mundo

[Link to Champion Page]

Ability: Flex On ‘Em 30/90

Passive: Gain 0.3% more max Health from all sources. Active: Flex, healing 0.02 + 75/115/175 (Health & AP) Health, then deal 1.3 + 0.2 (Health & AD) physical damage to the current target.

Positioning: Frontline

First Impressions:

Dr. Mundo can gain a lot of Health, plus has access to healing and three traits. Both Street Demon and Bruiser have synergy with Mundo’s passive Health scaling, and Slayer offers extra sustain via Omnivamp. At a very minimum, having a 1-cost unit with three traits is great for staying open.

Jax Exotech Bastion 1g

TFT Set 14 Jax

[Link to Champion Page]

Ability: Ion Barrier 20/80

Gain 350/425/525 (AP) Shield for 4 seconds and deal 110/165/250 (AP) magic damage to adjacent enemies.

Positioning: Frontline

First Impressions:

Jax is a frontline unit that can deal decent AoE damage while having a Shield to help tank some hits. Depending what Exotech items are offered during a given game, Jax can be an early grab to help reach 3/5 pieces.

Kindred Nitro Rapidfire Marksman 1g

TFT Set 14 Kindred

[Link to Champion Page]

Ability: Rev Up 0/50

Fire wolf at the current target, dealing 5.2 + 20/30/45 (AD) physical damage. Overkill damage bounces to the nearest enemy.

Positioning: Backline

First Impressions:

Kindred is pretty ordinary from the backline, but has the ability to get extra value from any overkill damage since it bounces to the nearest enemy. Like Dr. Mundo, Kindred’s also a great early pickup thanks to having access to three traits.

Kog’Maw BoomBots Rapidfire 1g

TFT Set 14 Kog'Maw

[Link to Champion Page]

Ability: Fire at Will 0/40

For the next 5 seconds, gain 0.5% Attack Speed and attacks deal 0.4 (AD) bonus physical damage.

Positioning: Backline

First Impressions: 

Kog’Maw is a basic backline AD carry that can regularly increase its Attack Speed. Both its traits work well with this and require little investment to get going. Unlike its past iteration, this Kog’Maw scales with AD.

Morgana Divinicorp Dynamo 1g

TFT Set 14 Morgana

[Link to Champion Page]

Ability: Short Circuit 0/40

Hack the target and the nearest non-hacked enemy, dealing 195/290/480 (AP) magic damage over 10 seconds.

Positioning: Backline

First Impressions:

Morgana is an AP caster that deals magic damage over time. What separates her from other casters is her unique Divinicorp role which grants bonus AP to your team. If you’re playing a comp that utilizes a lot of Ability Power, she could be worth including for that benefit.

Nidalee Nitro A.M.P. 1g

TFT Set 14 Nidalee

[Link to Champion Page]

Ability: Charged Claws 20/60

Deal 210/315/475 (AP) magic damage to the current target and 80/120/180 (AP) magic damage to the nearest enemies. Heal 100/125/210 Health + 20/25/40 per enemy hit.

Positioning: Frontline

First Impressions:

Nidalee can dish out decent single target and AoE magic damage on the frontline. Depending on how the fight’s going (namely positioning) she can also heal a respectable amount, gaining more Health per enemy hit.

Poppy Cyberboss Bastion 1g

TFT Set 14 Poppy

[Link to Champion Page]

Ability: Buckler Toss 20/70

Throw a buckler at the farthest enemy within 4 hexes, dealing 1.6/2.4/3.6 (Armor & AP) magic damage to them and (Armor & AP) magic damage to enemies within 1 hex. Cyberboss Bonus: Gain 375/450/525 (AP) Shield.

Positioning: Frontline

First Impressions:

Poppy is a tank that scales with Armor and AP, which fits well with the Bastion trait. Additionally, if Poppy becomes your strongest Cyberboss, she also gains a Shield with every ability cast. This sounds useful early on, whereas later you can pass the torch to a more capable Cyberboss.

Seraphine Anima Squad Techie 1g

TFT Set 14 Seraphine

[Link to Champion Page]

Ability: Ping 10/60

Fire a soundwave through the current target that deals 220/330/500 (AP) magic damage, reduced by 0.4% for each enemy hit.

Positioning: Backline

First Impressions:

Seraphine can deal AoE magic damage depending on unit positioning when it goes off. She’s a pretty basic caster overall, but is one of the earliest accessible Anima Squad units if you want to lean into the trait.

Shaco Syndicate Slayer 1g

TFT Set 14 Shaco

[Link to Champion Page]

Ability: Felony Fantastique 0/50

Passive: Gain 0.015% Attack Damage for each kill this game. Active: Deal 3.4 + 40/60/90 (AD) physical damage to the current target. Kingpin bonus: Teleport behind the lowest Health enemy within 4 hexes and deal 0.5 (AD) bonus physical damage. Upgraded Kingpin bonus: 0.75 (AD) bonus physical damage. If this kills, immediately cast again with 0.9% damage.

Positioning: Midline

First Impressions:

Shaco has the ability to permanently scale Attack Damage for every kill he gets during the game, making him have more potential if acquired and invested in early on. If you give him the Kingpin hat he gains the ability to teleport, likely allowing him to reach the backline and take out important carries.

Sylas Anima Squad Vanguard 1g

TFT Set 14 Sylas

[Link to Champion Page]

Ability: Chains of the Pack 25/75

Gain 150/200/250 (AP) max Health and deal 0.1 + 100/150/225 (AP & Health) magic damage to the current target. If they die, gain an additional 75/100/125 Health.

Positioning: Frontline

First Impressions:

Sylas is a frontline tank that gains max Health during combat, and gains even more if the magic damage finishes off the target. Getting Vanguard and/or Anima Squad active early on further improves his survivability.

Vi Cypher Vanguard 1g

TFT Set 14 Vi

[Link to Champion Page]

Ability: Block Chain 30/70

Gain (AP & Health) Shield that rapidly decays over 4 seconds. Vi’s next attack deals 5 (AD) physical damage.

Positioning: Frontline

First Impressions:

Vi definitely played a bigger role in Set 13, for obvious reasons. However, she’s still here as another 1-cost frontline unit that can eat up some damage with her Shields. If you plan to go on a losing streak, Vi is your earliest access to Cypher, potentially netting you extra value if you pull it off.

Zyra Street Demon Techie 1g

TFT Set 14 Zyra

[Link to Champion Page]

Ability: Stroke of Brilliance 10/60

Send a large vine towards the current target, Stunning them for 1 second and dealing 250/375/585 (AP) magic damage. Send a smaller vine at the nearest target that deals 120/180/270 (AP) magic damage.

Positioning: Backline

First Impressions:

Zyra has the ability to deal magic damage to 1-2 enemies, depending on whether or not she’s targeting the unit closest to her. What’s great is that the primary target will be Stunned, giving Zyra valuable CC that can help her remain useful beyond the early game.

2-Cost Champions

Darius Syndicate Bruiser 2g

TFT Set 14 Darius

[Link to Champion Page]

Ability: Kneecapper 30/80

Heal 0.05 + 200/220/240 (AP & Health) Health, then deal 2 (AD) physical damage and 0.2% Sunder enemies within 1 hex for 6 seconds. Kingpin bonus: Increase Ability range to 2 hexes. Upgraded Kingpin bonus: Increase Ability range to 4 hexes. Damage reduced by 0.1% per hex away. Heal 0.02 + 50 (Health) Health for each enemy hit.

Positioning: Frontline

First Impressions:

Darius is a frontline Bruiser that can Sunder enemies and sustain himself with healing. If made the Kingpin his Sunder range extends further, allowing him to be a good supporter for your Attack Damage focused carries.

Ekko Street Demon Strategist 2g

TFT Set 14 Ekko

[Link to Champion Page]

Ability: Paintover 30/80

Heal 280/340/425 (AP) Health and deal 180/270/410 (AP) magic damage to the current target.

Positioning: Frontline

First Impressions:

Ekko heals himself and deals magic damage, making him a good fit for the frontlines. Street Demon can improve this further, especially if placed within a Signature hex. Overall a pretty average unit, but could be a useful inclusion thanks to his traits.

Graves Golden Ox Executioner 2g

TFT Set 14 Graves

[Link to Champion Page]

Ability: Buckshot of Midas 0/2

Passive: Attacks fire 5 projectiles in a cone that deal 0.35 (AD) physical damage each. Graves casts every 2 attacks. Active: Dash next to the target and quickly fire 2 empowered shells that deal 6/9/16 + 0.4/0.4/0.45 (AD & AP) physical damage per projectile.

Positioning: Midline

First Impressions:

Graves fires a cone of AD projectiles and dashes every two attacks before firing two empowered shells. It’s hard to say what his damage output will be like, as depending on the positioning of each dash, it’s possible that he may not shoot optimally.

Illaoi Anima Squad Bastion 2g

TFT Set 14 Illaoi

[Link to Champion Page]

Ability: Bionic Battle Bear 0/60

Heal 350/400/500 (AP) Health. Deal 150/225/350 (AP) magic damage the current target and 60/90/140 (AP) to enemies within 1-hex. Reduce their Magic Resist by 15 for the rest of combat.

Positioning: Frontline

First Impressions:

Illaoi is an AP-based tank with self-healing and AoE magic damage. Her ability also lowers the Magic Resist of enemies within the blast, allowing her to be a good supporting frontliner for AP focused teams.

Jhin Exotech Marksman Dynamo 2g

TFT Set 14 Jhin

[Link to Champion Page]

Ability: Logic Bomb 14/84

Fire a bouncing grenade that hits four enemies, dealing 1.44 (AD) physical damage and 0.2% Sundering them for 4.4 (AP) seconds. The fourth bounce returns to the initial target and deals 3.84 (AD) physical damage.

Positioning: Backline

First Impressions:

Jhin unsurprisingly deals damage to four enemies, while also dealing additional damage to the initial target. AoE Sunder is also quite useful if placed on the right team. To top it off, Jhin has three traits (including Exotech), allowing him to slot into a variety of comps.

LeBlanc Cypher Strategist 2g

TFT Set 14 LeBlanc

[Link to Champion Page]

Ability: Data Spike 0/50

Send sigils, alternating between the current target and the next nearest enemy, each dealing 65/95/145 (AP) magic damage. Every cast, send 1 more sigil.

Positioning: Backline

First Impressions:

LeBlanc becomes increasingly stronger the longer she continues in a fight, while also having the ability to attack two targets. This could potentially help get damage past a tank that’s in the way. Additionally as a Strategist, LeBlanc’s frontline allies gain Durability, which can help protect her as she creates more sigils.

Naafiri Exotech A.M.P. 2g

TFT Set 14 Naafiri

[Link to Champion Page]

Ability: Alpha Protocol 0/50

Passive: Gain 0.15 (AP) Omnivamp. Active: Deal 2.65 (AD) physical damage to the current target. Then, summon packmates that deal 0.65/0.65/0.7 (AD) physical damage and Alphas that deal 1.65/1.65/1.75 (AD) physical damage to the current target.

Positioning: Frontline

First Impressions:

Naafiri is a frontline AD-based damage dealer that also has access to passive (AP) Omnivamp. Naafiri is also one of the lower cost Exotech units, which could be worth picking up if you’re aiming for an early Exotech item.

Rhaast Divinicorp Vanguard 2g

TFT Set 14 Rhaast

[Link to Champion Page]

Ability: Reaping Slash 50/100

Knock the target into the air for 1.75 seconds. Over the duration, heal (AP & Health) Health and deal 4 (AD) physical damage to the target.

Positioning: Frontline

First Impressions:

Rhaast helps bolster your team’s defenses by granting Armor and Magic Resist with the Divinicorp trait. His ability also provides excellent CC via Knock Up, during which he’ll heal, making him a solid frontline unit.

Shyvana Nitro Bastion Techie 2g

TFT Set 14 Shyvana

[Link to Champion Page]

Ability: Burnout 40/110

First cast: Every second for the rest of combat, heal 0.01 + 10/13/16 (AP & Health) Health and deal 18/27/40 + 0.01 (AP & Health) magic damage to adjacent enemies. Gain 200/250/300 (AP) max Health and 0.1% Damage Amp.

Positioning: Frontline

First Impressions:

Shyvana is a magic based tank that will continue to heal throughout the entire combat once her ability has been cast. Bastion makes surviving until that point much more likely since the Armor and Magic Resist are increased within the first ten seconds. Best of all, she’s got three traits.

Skarner BoomBots Vanguard 2g

TFT Set 14 Skarner

[Link to Champion Page]

Ability: Missile Defense 25/75

Gain 325/375/450 (AP) Shield for 3 seconds and dredge up a missile. When the Shield ends, hurl the missile at the group of most enemies within range, dealing (Armor) magic damage to the centermost enemy, and 0.5% of the damage to enemies adjacent to them.

Positioning: Frontline

First Impressions:

Skarner Shields, then deals AoE Armor-based magic damage to a group of enemies. As a tanky BoomBot, he’ll help you fire missiles on top of missiles. After all, taking damage contributes to the 400 damage trait threshold, and Skarner can definitely tank a hit or two.

Twisted Fate Syndicate Rapidfire 2g

TFT Set 14 Twisted Fate

[Link to Champion Page]

Ability: Ace High 10/70

Passive: Gain 3 Ability Power each Attack. Active: Throw a card at the current target and next nearest target, dealing 160/240/375 (AP) magic damage. Kingpin bonus: Throw a random special card at the current target that deals 280/420/650 (AP) magic damage. Upgraded Kingping bonus: Throw all three special cards at three nearby enemies. Red card hits enemies in a 1-hex area. Blue card deals 0.5% of its damage as true damage. Rarely, Yellow card grants gold.

Positioning: Backline

First Impressions:

Twisted Fate gets progressively stronger throughout a fight with his passive Ability Power scaling. Like LeBlanc, he’s able to strike two targets at once, helping avoid getting halted by a single tanky frontliner.

Vayne Anima Squad Slayer 2g

TFT Set 14 Vayne

[Link to Champion Page]

Ability: Bat Bolts 0/60

Rapidly fire 3 attacks. The first two deal 0.5 (AD) bonus true damage, and the final attack deals 1.5 + 10/15/25 (AD) bonus true damage.

Positioning: Backline

First Impressions:

Vayne’s iconic true damage allows her to eat through tankier enemies, provided she can stay alive long enough during the fight. The Omnivamp from Slayer could certainly help, as well as the Armor/MR if you decide to go vertical with Anima Squad.

Veigar Cyberboss Techie 2g

TFT Set 14 Veigar

[Link to Champion Page]

Ability: Cyber Supremacy 0/40

Deal 300/400/540 (AP) magic damage to the current target and 90/120/150 (AP) magic damage to adjacent enemies. Cyberboss Bonus: If Veigar is the same star level as the target, deal 0.2% true damage. If Veigar is a higher star level, deal 0.33% true damage.

Positioning: Backline

First Impressions:

Veigar’s splash damage works nicely with an active Techie trait since it lowers the damage of enemies that get hit (for a few seconds). Plus if Veigar’s the Cyberboss, the true damage can help fight through more durable enemies, so long as you keep up in star levels.

3-Cost Champions

Braum Syndicate Vanguard 3g

TFT Set 14 Braum

[Link to Champion Page]

Ability: Protection Racket 30/100

Gain 450/475/500 (AP & Health) Shield for 4 seconds. When it breaks, deal 100/150/240 (AP) magic damage to the 3 closest enemies and Chill them for 3 seconds. Kingpin bonus: Gain 20-100 Armor and Magic Resist. Upgraded Kingping Bonus: Every 2 seconds, Braum’s next attack deals 1 + 1 + 0.1 (Armor & MR & Health) bonus magic damage.

Positioning: Frontline

First Impressions:

Braum is a tanky frontline Vanguard that somehow becomes even more durable while wearing a hat. Jokes aside, the constant Shield and Chill effects can be a pretty good deterrent to the enemy team, giving Braum additional utility beyond just being a meat shield.

Draven Cypher Rapidfire 3g

TFT Set 14 Draven

[Link to Champion Page]

Ability: Cache Hack 30/120

Hurl two massive axes at the most enemies in a line, dealing 3.3/3.3/3.4 + 30/45/80 (AD & AP) physical damage before returning. Damage is reduced by 0.2% for each enemy hit.

Positioning: Backline

First Impressions:

Draven can dish out a lot of damage if positioning favors him. The more enemies in a line the better, and with an Attack Damage boost from Cypher it could really rack up a ton. However, it’s hard to say how reliable it will be to get all your ducks in a row.

Elise Nitro Dynamo 3g

TFT Set 14 Elise

[Link to Champion Page]

Ability: Fire on all Cylinders 0/55

Fire 4 lasers at the current target and 4 more split between the nearest 2 enemies, each dealing 54/81/140 (AP) magic damage and reducing Magic Resist by 6 for the rest of combat.

Positioning: Backline

First Impressions:

Elise is an AP caster that deals magic damage as multiple small hits instead of in 1-2 bursts. Each hit reduces enemy MR, making Elise work particularly well with other casters. If you can enable Dynamo (which only requires two pieces) they’ll also benefit from passive Mana regeneration.

Fiddlesticks BoomBots Techie 3g

TFT Set 14 Fiddlesticks

[Link to Champion Page]

Ability: 3RR0R 0/50

For 3 seconds, tether to the closest 3 enemies, dealing 240/360/575 (AP) magic damage per second split between them. Tethers apply 0.2% Shred and heal Fiddlesticks for 0.15% of the damage dealt.

Positioning: Midline

First Impressions:

Fiddlesticks simultaneously damages multiple foes while applying Shred and healing for a portion of the damage. Both traits work very well with this ability, and since they each only require two pieces, it should be relatively easy to enable them.

Galio Cypher Bastion 3g

TFT Set 14 Galio

[Link to Champion Page]

Ability: Stonewall 20/80

Gain (AP) Durability for 3 seconds. Afterwards, heal 250/300/400 (AP) Health and send a whirlwind at the enemy within 3 hexes that dealt the most damage to Galio during that time. It deals 150/225/335 (AP) magic damage and Stuns for 1.5 seconds.

Positioning: Frontline

First Impressions:

Galio is a magic based frontline tank. His Stonewall ability can help buy time for your carries, as the increased Durability followed by healing provides excellent sustain. It’ll also apply a stun to the enemy that hit Galio the hardest, which could temporarily remove one of the bigger threats from the opposing team.

Gragas Divinicorp Bruiser 3g

TFT Set 14 Gragas

[Link to Champion Page]

Ability: Corporate Mixer 30/90

Heal 300/325/350 + 0.1 (Health & AP) Health, then throw a cask at the largest group of enemies within 3 hexes, dealing 150/225/335 (AP) magic damage to enemies within 1 hex.

Positioning: Frontline

First Impressions:

Gragas takes to the front as his ability heals him, then deals AoE magic damage to enemies within range of his cask. His unique Divinicorp stat is Health, which is always a welcome bonus for any team. Combined with the Bruiser trait makes it even better.

Jarvan IV Golden Ox Vanguard Slayer 3g

TFT Set 14 Jarvan IV

[Link to Champion Page]

Ability: Half-Moon Sweep 30/90

Strike the most enemies in a semi-circle, gaining 270/300/350 (AP) Shield for 4 seconds plus 30/50/80 (AP) per enemy hit. Deal 1.2 (AD) physical damage to enemies hit and reduce their Armor by 15/18/20 for the rest of combat.

Positioning: Frontline

First Impressions:

Jarvan IV has the potential to gain a huge Shield if enough enemies are hit, while also reducing the armor of each one caught in the semi-circle. While positioning and RNG can determine its effectiveness, at the very least he has three traits to back up his already solid ability.

Jinx Street Demon Marksman 3g

TFT Set 14 Jinx

[Link to Champion Page]

Ability: Rampant Vandalism 0/50

Fire rockets at random enemies within 2 hexes of the current target. Each rocket deals 1.4/1.4/1.5 (AD) physical damage. Each cast fires an additional rocket.

Positioning: Backline

First Impressions:

Jinx’s ability is somewhat similar to LeBlanc’s in that it progressively improves throughout combat. There’s potential to deal a lot of damage in a fight (especially with Street Demon/Marksman), but the random targeting could be detrimental if things don’t line up properly.

Mordekaiser Exotech Bruiser Techie 3g

TFT Set 14 Mordekaiser

[Link to Champion Page]

Ability: Antivirus 30/80

Gain 475/525/700 (AP) Shield for 4 seconds. Slam the current target, dealing 200/300/500 (AP) magic damage in a 2-hex line and Stun all enemies hit for 1.25 seconds.

Positioning: Frontline

First Impressions:

Mordekaiser is a frontline tank with three traits and incredible Stun potential, depending on how things line up. If improved with an Exotech item Mordekaiser could become even more threatening, as having increased Attack Speed gets you closer to more casts, and in turn, more AoE Stuns.

Rengar Street Demon Executioner 3g

TFT Set 14 Rengar

[Link to Champion Page]

Ability: Freestyle 20/60

Heal 160/200/250 (AP) Health and leap to the lowest Health enemy in hexes, dealing 2.5 (AD) physical damage. Then, strike 2 times, each dealing 1.8 (AD) physical damage. Each cast increases leap range by 1 hex.

Positioning: Frontline

First Impressions:

Rengar gets up close and personal with his Freestyle leaping ability while sustaining himself with healing. Additional casts extend the range, making it easier for Rengar to jump past tanks and start striking the enemy backline.

Senna Divinicorp Slayer 3g

TFT Set 14 Senna

[Link to Champion Page]

Ability: Ion Beam 0/100

Passive: Attacks deal 0.33 (AD) physical damage to enemies adjacent to the target. Active: Fire a beam two hexes beyond the current target, dealing 4/4/4.2 + 20/30/45 (AD) physical damage to enemies hit.

Positioning: Backline

First Impressions:

Senna is an AD carry that shoots multiple enemies at a time before eventually blasting a beam at further targets. Her Divinicorp role grants Attack Damage to your team, making her good inclusion alongside other AD carries.

Varus Exotech Executioner 3g

TFT Set 14 Varus

[Link to Champion Page]

Ability: Malware Chain 15/75

Fire a chain that deals 200/300/480 (AP) magic damage and Stuns for 1 seconds. The chain links to the 3 closest enemies, dealing 100/150/240 (AP) magic damage to each.

Positioning: Backline

First Impressions:

Varus can deal a decent amount of AoE magic damage and has the potential to Crit if the Executioner trait is active. He’s a pretty straightforward AP unit, but at the very least his Stun offers decent utility regardless of investment.

Yuumi Anima Squad A.M.P. Strategist 3g

TFT Set 14 Yuumi

[Link to Champion Page]

Ability: Yuum.AI 0/30

Passive: Gain Mana every second. Active: Launch a magic missile at the current target that bounces to the nearest enemy. Deal 100/150/240 (AP) magic damage to the current target and 50/75/120 (AP) to the other, marking both of them. If they’re already marked, deal 2% damage.

Positioning: Backline

First Impressions:

Yuumi launches magic missiles despite not being a BoomBot. These missiles can hit two targets, dealing increased damage if they’ve been hit by one before. While Yuumi doesn’t appear as unique as some of the other triple-trait units, her passive Mana regeneration could potentially make her a potent threat.

4-Cost Champions

Annie Golden Ox A.M.P. 4g

TFT Set 14 Annie

[Link to Champion Page]

Ability: Goldilocks 0/40

Throw a fireball at the current target that deals 175/265/790 (AP) magic damage and mini-fireballs split between the target and 2 nearby enemies that deal 40/60/180 (AP) magic damage each. Every 4 casts, instead, summon Tibbers next to the current target, dealing 270/405/1215 (AP) magic damage to enemies within 1 hex.

Positioning: Backline

First Impressions:

Annie is a bursty AP caster with an ability that changes every four casts. The usual cast sends an assortment of targeted fireballs, whereas the fourth cast summons Tibbers to splash down on her enemies.

Aphelios Golden Ox Marksman 4g

TFT Set 14 Aphelios

[Link to Champion Page]

Ability: Moonlight Vigil 0/60

Fire a moon blast at the largest group of enemies that deals (AD & AP) physical damage to enemies within 2 hexes. Equip 4 Chakram, plus 1 more for each enemy hit by the blast, that last for 6 attacks and deal 0.07/0.07/0.2 (AD) bonus physical damage each.

Positioning: Backline

First Impressions:

Aphelios benefits from both AD and AP, dealing AoE damage on cast and strengthening depending on the amount of enemies hit by the blast. It may require some setup, but the payoff could be worth it.

Brand Street Demon Techie 4g

TFT Set 14 Brand

[Link to Champion Page]

Ability: Paint Bomb 25/75

Throw a paint bomb at the largest group of enemies within range, dealing 200/300/900 (AP) magic damage to enemies within 1 hex and 100/150/450 (AP) magic damage to the nearest 4 enemies.

Positioning: Backline

First Impressions:

Brand is a splashy AP caster that deals AoE damage with every cast, aimed towards the largest group of enemies within range. With Techie online, it’s a good way to reduce the enemy team’s damage.

Cho’Gath BoomBots Bruiser 4g

TFT Set 14 Cho'Gath

[Link to Champion Page]

Ability: Sonic Scream 60/120

Fire a disorienting sound blast in a cone, dealing 100/150/1500 + 0.03 (AP & Health) magic damage. Gain (AP & Health) max Health, get bigger, and increase the size of future sound blasts.

Positioning: Frontline

First Impressions:

Cho’Gath benefits from AP and Health scaling, allowing him to both deal more damage and get a whole lot bigger. As the fight goes on, he’ll continue to grow while also increasing the size of future ability casts.

Leona Anima Squad Vanguard 4g

TFT Set 14 Leona

[Link to Champion Page]

Ability: Solar Flare 50/110

Gain (AP) Durability for 4 seconds. Deal 100/150/1200 (AP) magic damage to the largest clump of enemies within 2 hexes and Stun the center enemy for 2 seconds. Enemies damaged by this ability take 0.15/0.25/1.5 (MR) bonus magic damage from allies’ attacks for 4/4/10 seconds.

Positioning: Frontline

First Impressions:

Leona is an AP tank that can gain increased Durability, deal AoE magic damage, and apply a two second Stun. On top of that, giving her Magic Resist allows her to improve the magic damage done by her allies to all enemies hit by her Solar Flare. This lets her play an offensive supporting role, all while maintaining ground and tanking enemy attacks.

Miss Fortune Syndicate Dynamo 4g

TFT Set 14 Miss Fortune

[Link to Champion Page]

Ability: Street Sweeper 50/150

Fire 8 waves of bullets towards the largest clump of enemies over 2 seconds. Enemies struck take 0.6/0. 6/1.5 + 8/12/100 (AD) physical damage from the first bullet of each wave, and 0.25% less from other bullets in the same wave. Kingpin bonus: Fire 3 more waves. Upgraded Kingpin Bonus: Bullets pierce enemies for 0.8% damage.

Positioning: Backline

First Impressions:

Miss Fortune threatens countless waves of bullets that can really do a number on the enemy team. Giving her a Kingpin hat takes this to a whole new level, especially if you get the bullets to start piercing enemies.

Neeko Street Demon Strategist 4g

TFT Set 14 Neeko

[Link to Champion Page]

Ability: Pop Up Mural 30/95

Gain 280/300/1500 + 0.1 (AP & Health) Shield for 4 seconds and create an expanding zone that pops three times, each dealing 80/120/360 (AP) magic damage to enemies hit. The third pop Chills enemies for 3 seconds.

Positioning: Frontline

First Impressions:

Neeko is similar to Braum with her Shield, AoE magic damage, and Chill effect. One thing that separates her is the Durability granted from the Strategist trait. Alongside Street Demon and proper positioning you could get a number of respectable buffs to your team.

Sejuani Exotech Bastion 4g

TFT Set 14 Sejuani

[Link to Champion Page]

Ability: Blue Screen 60/150

Passive: Gain 0.3% more Armor and Magic Resist from all sources. Active: Throw an EMP at the closest enemy that explodes after 2 seconds. It deals 120/180/1200 (AP) magic damage to enemies within 3 hexes and Stun them for 1.75/2/8 seconds.

Positioning: Frontline

First Impressions:

Sejuani is a well-rounded tank that passively benefits from all forms of Armor and Magic Resist. Her active ability is also incredibly useful as an AoE Stun that can disrupt nearby enemies. If you manage to get her up to 3-stars, the AoE Stun increases to a staggering eight second duration. Wow!

Vex Divinicorp Executioner 4g

TFT Set 14 Vex

[Link to Champion Page]

Ability: Retribution 0/30

Passive: Gain 0.15% Omnivamp. 0.8% of overhealing from Retribution’s damage is converted to bonus true damage to its primary target. Active: Send a shadow to the target, dealing 100/150/450 (AP) magic damage to all enemies it passes through. The shadow then explodes, dealing 220/330/900 (AP) magic damage to the target and 100/150/450 (AP) to enemies within 1 hex.

Positioning: Backline

First Impressions:

Vex is an AP caster with inherent Omnivamp, plus the ability to convert overhealing to bonus true damage. Divinicorp grants Crit to your team, which fits perfectly with the Executioner trait, allowing the shadows to potentially become even more explosive.

Xayah Anima Squad Marksman 4g

TFT Set 14 Xayah

[Link to Champion Page]

Ability: Buffer Overflow 25/75

Impale 6 feathers into the current target that each deal 1.6/1.6/4 + 20/30/200 (AD) physical damage. When the target dies, the feathers seek out nearby enemies within 2-hexes, each dealing 0.33/0.33/1 (AD) physical damage.

Positioning: Backline

First Impressions:

Xayah is good at cleaning up enemies that are at low Health, as her feathers continue to hunt after slaying the initial target. Keep her safe and she’ll deal a bunch of damage from the backline.

Zed Cypher Slayer 4g

TFT Set 14 Zed

[Link to Champion Page]

Ability: Cutthroat Business 0/50

Throw a shuriken at the furthest unmarked enemy that deals 60/90/400 (AP) magic damage and marks them. Then become untargetable, teleport to them, and summon shadows on every other marked enemy. Deal 2.5/2.5/5 (AD) physical damage to adajcent enemies, while shadows deal 1.5/1.5/2.75 (AD) physical damage to adjacent enemies.

Positioning: Midline

First Impressions:

Zed has the ability to quickly traverse the arena and hunt down enemies, likely hitting a backline unit as they should be the furthest away. While future casts will have him leap to a different unmarked target, shadows will be summoned to help finish off previously marked enemies.

Zeri Exotech Rapidfire 4g

TFT Set 14 Zeri

[Link to Champion Page]

Ability: Hyperthread Rush 0/40

Dash to a nearby location so quickly an untargetable echo lingers. The echo Attacks (AD & AS) as if it were Zeri, but deals 0.5/0.5/1.2% damage. Echoes last (AP) seconds, and disappear when Zeri dies.

Positioning: Backline

First Impressions:

Zeri takes more of a hybrid approach in Cyber City, having Attack Damage and Attack Speed matter for offense, but AP affecting the duration of her echoes. Depending on the numbers, if multiple echoes can be realistically created, Zeri could pose a powerful threat.

Ziggs Cyberboss Strategist 4g

TFT Set 14 Ziggs

[Link to Champion Page]

Ability: Bomberyordle 20/70

Throw a bomb that hits the most enemies in a + shape within Attack Range. Cyberboss Bonus: Deal 275/415/1200 (AP) magic damage to enemies within 1 hex of the center and 100/150/450 (AP) magic damage to enemies further away.

Positioning: Backline

First Impressions:

Ziggs is another AP caster focused on dealing AoE magic damage. While he doesn’t offer any CC or other utility like some casters, making him the Cyberboss further enhances his explosive capabilities.

5-Cost Champions

Aurora Anima Squad Dynamo 5g

TFT Set 14 Aurora

[Link to Champion Page]

Ability: Pierce the Veil 20/80

On first cast, swap places with the left-most champion on your bench and continue fighting. That champion gains 0.5/1/10 (AP) Attack Speed. If the swapped champion dies, return to the board. Teleport to hit the most enemies in a line, dealing 80/175/1111 (AP) to each one, plus 500/900/7777 (AP) split between all enemies hit. Aurora cannot swap places with another Aurora.

Positioning: Backline

First Impressions:

Aurora’s ability is wild. Swapping places with a champion on the bench could create some interesting scenarios. It could be worth investing in an additional unit that otherwise wouldn’t fit onto the board, in order to get the most value out of the swap effect. Although even without, it should still be impactful since Aurora continues fighting.

Garen God of the Net 5g

TFT Set 14 Garen

[Link to Champion Page]

Ability: Banwave 30/100

Gain 700/1000/5000 (AP) Shield for 2 seconds. Deal 6.5/6.5/30 (AD) physical damage to the current target and send a wave that deals 2.6/2.6/15 (AD) physical damage to enemies hit. If the wave hits 2 or fewer enemies, gain 50 Mana.

Positioning: Frontline

First Impressions:

Garen is a frontline tank that has the ability to quickly refresh his Shield when two or fewer enemies are hit by the wave. This could really help improve his survivability during later parts of a fight when fewer enemies are present.

Kobuko Cyberboss Bruiser 5g

TFT Set 14 Kobuko

[Link to Champion Page]

Ability: Game Over! 100/220

Passive: Attacks deal 90/135/314 (AP) bonus magic damage. At 0.35/0.35/0.9% Health, gain 0.7/0.7/4 (Health) Shield decaying over 8 seconds, 1% Attack Speed, 0.2/0.2/1% Omnivamp, and 100 Mana. Active: Briefly gain 0.6/0.6/0.99% Durability, then pick up a nearby enemy, knocking up all enemies within 1 hex. Then, slam down, dealing 200/300/13370 (AP) magic damage to the target and 0.08/0.12/1 + 0.03/0.05/1 (AP) of the target’s max Health as magic damage to all enemies hit. Cyberboss Bonus: Knock up all enemies within 2 hexes for 1.5 seconds.

Positioning: Frontline

First Impressions:

Kobuko has the potential to really rough up the opponent’s team. His passive Shield/Omnivamp plus active Durability make him incredibly tanky, while also having an AoE Knock Up. Among the Cyberboss units, it’s clear he’s in charge, as the bonus increases the range and durability of the Knock Up.

Renekton Overlord Divinicorp Bastion 5g

TFT Set 14 Renekton

[Link to Champion Page]

Ability: Dominus 70/150

Deal 3/3/30 + 30/40/500 (AD & AP) physical damage to enemies within 2 hexes and Burn, and Wound them for 5 seconds. Gain 400/550/6000 max Health. First Cast: Enter frenzy mode where attacks strike twice, dealing (AD) total physical damage and can dash to new targets. Second Cast: Frenzy mode now strikes thrice, dealing (AD) total physical damage. Cannot cast again.

Positioning: Frontline

First Impressions:

Renekton is a heavy hitter that can dish out a ton of damage while increasing his max Health. Frenzy mode increases his offensive output and mobility, and he also grants your team Attack Speed from the unique Divinicorp trait.

Samira Street Demon A.M.P. 5g

TFT Set 14 Samira

[Link to Champion Page]

Ability: Demon Trigger 20/100

Dash towards the target and fire a volley of bullets over 2 seconds split between enemies within three hexes. Each bullet Shreds 4 Armor and deals 0.8/0.8/4 (AD) physical damage, reduced by 0.2% per hex distance from Samira. When the volley ends, dash back to safety while dealing 5/5/25 (AD) physical damage to the current target. For the duration of the Ability, Samira is Unstoppable and has 0.25/0.25/1 (AP) Omnivamp.

Positioning: Backline

First Impressions:

Samira’s Demon Trigger ability gives her excellent mobility, debuffs enemies, allows her to remain Unstoppable, and has Omnivamp throughout the effect. That’s a lot for one unit, letting her both pack a punch and support the team.

Urgot BoomBots Executioner 5g

TFT Set 14 Urgot

[Link to Champion Page]

Ability: Fear Beyond Death 0/50

For 5/5/60 seconds, gain 1.25/1.25/5% Attack Speed and lock-on to the lowest percent Health enemy within range. Attacks also fire 3 rockets, each dealing 1/1/2 + 10/15/100 (AD) total physical damage. Each cast, the first time a locked-on enemy falls beneath 0.15/0.15/0.95% Health, reel them in, execute them, and grind them into parts.

Positioning: Backline

First Impressions:

Urgot is great at finishing off enemies. If the BoomBots’ missiles aren’t enough, Urgot has rockets! Plus, if you happen to be lucky enough to 3-star Urgot, a single ability cast will last for the entire duration of combat.

Viego Soul Killer Golden Ox Techie 5g

TFT Set 14 Viego

[Link to Champion Page]

Ability: Holoblade 20/80

Passive: When units die, absorb their soul and heal 0.06 (Health) Health. Active: Jump to the largest clump of enemies within 2 hexes, dealing 240/360/4000 (AP) magic damage to adjacent enemies and 120/180/4000 (AP) magic damage to other enemies within 2 hexes. 20% Shred all enemies hit for 4 seconds. Shred: Reduce Magic Resist

Positioning: Frontline

First Impressions:

Viego is a tanky AP caster that passively heals whenever any units die. Combined with his AoE Shred effect, this makes him great on the frontlines, helping support your other casters while remaining a threat of his own.

Zac Virus 5g

TFT Set 14 Zac

[Link to Champion Page]

Ability: Replicating Malware 30/80

Passive: At 0.1% Health, split into two copies with 0.5% Health. Active: Bounce 3 times on nearby enemies. Each bounce deals 130/195/1000 + 0.08/0.08/0.5 (AP & Health) magic damage, Stuns for 1 second, and heals Zac 80/100/2000 (AP) Health.

Positioning: Frontline

First Impressions:

Zac can bounce around the arena dealing damage and Stunning whoever he comes into contact with. His passive splitting effect plus active healing makes him obnoxious to get rid of, creating space for your carries to put in work.

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