In this article we'll explore all of the new TFT Set 17 Champions and Traits from the "Space Gods" reveal.
Set 17 brings us back to basics, returning to a normal-sized roster. However, it'll definitely shake things up with its "Realm of the Gods" Set Mechanic, which replaces a core part of TFT that we all very well know!
Balance changes occur frequently on the PBE, so keep in mind that the actual numbers will vary. Our website will be regularly updated, so be sure to check out the Champions Page to stay familiar with any changes.
TFT Set 17: Space Gods is planned to release on April 15th, with the PBE going live on April 1st.
TFT Set 17 Mechanic: Realm of the Gods
TFT Set 17's "Realm of the Gods" mechanic replaces the ever-present carousel rounds we all know very well. At the start of each game, you're introduced to two random Gods from a pool of nine, which both provide unique rewards to choose from.
During the usual "carousel rounds", you'll instead select a Minor Blessing to receive from one of the Gods. This adds one "vote" towards them. By the end of round 4-4, you'll have determined which God to worship in the end, ultimately leading to a special God Boon at 4-7!
After losing a player combat, gain 15 Tech, plus additional Tech equal to 5 times the length of your loss streak. Additionally, gain 2 Tech per Anima takedown.
Each time Animas get 100 Tech, they prototype new Anima Weapons. You can take them, or save your Tech to get more powerful weapons next time.
(3) Start Researching!
(6) Gain a loot Orb upon win.
First Impressions:
Anima is Set 17's high-risk high-reward trait, rewarding players who like to live on the edge. The more you lose, the more you gain, all while being encouraged to still put up a good fight.
However, without knowing the full scope of the Anima Weapons, it's hard to evaluate at this time.
Scribe a unique divine law, allowing you to choose an effect to apply to Arbiters when a chosen cause occurs.
(2) Choose a cause and effect for your law.
(3) Effects are stronger.
First Impressions:
Arbiter is mostly unknown at the time of writing this, but the idea of selecting between unique divine laws is certainly intriguing.
Although seeing as how it only applies to Arbiters (of which there are few), it may be less flexible than other Origin traits.
Bulwark
Champions: Shen 5g
Summon a placeable relic. At the start of combat, it grants adjacent allies a 18% max Health shield and 20% Attack Speed.
First Impressions:
Bulwark provides a very nice start-of-combat buff, with the added benefit of flexible positioning. Being able to move things around before a fight could really help in certain matchups. A great incentive to add Shen to the team.
Commander
Champions: Sona 5g
Sona gives you a random Command Mod every 2 rounds which allows you to alter the way an ally behaves during combat. Command Mods last 2 player combats even if they are not equipped.
First Impressions:
Commander looks like a fun trait to play with, creating unique ways to modify your units. This includes things like starting with a Shield, reducing Mana costs, or even generating Gold/XP (and more).
Its RNG nature means you can't really plan around it, but even so, you'll likely get some value out of it either way.
Dark Lady
Champions: Morgana 5g
Allies take 5% less damage from abilities, increased to 10% while Morgana is in Dark Form.
First Impressions:
Dark Lady helps protect your team from opposing abilities, making it flexibly useful no matter what comp you're playing. It's hard to argue with flat damage reduction.
(2) Dark Stars create a Black Hole that consumes enemies at 10% max health.
(4) AND they gain 30% AD & AP.
(6) AND the strongest Dark Star unit goes supermassive, gaining 100% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
First Impressions:
Dark Star is a vertical trait that comes with a built-in execute, helping close the gap against weakened foes. Assuming the champions themselves are strong, the percentage stat gain should scale very well into the late game.
Divine Duelist
Champions: Fiora 5g
You heal for 15% of player damage you deal. Fiora always wins a one on one duel.
First Impressions:
Divine Duelist provides great value outside of combat, allowing you to heal player health based on the player damage you deal. It's a nice way to claw back from behind, and give yourself a better life buffer.
Additionally, it claims that Fiora will always win a one on one duel. As to how this exactly works is unclear, but it certainly has powerful implications.
Doomer
Champions: Vex 5g
Combat Start: Mark all enemies with Doom.
The first time enemies are damaged each combat, their Doom is consumed, stealing 8% Attack Damage and Ability Power from them and granting it to your strongest Vex.
First Impressions:
Doomer has the ability to create a ton of stats for Vex, while simultaneously stealing them from her enemies. Assuming you can reliably hit most foes early into the fight, this is really powerful.
Eradicator
Champions: Jhin 5g
Enemies have 14% less Armor and Magic Resist.
First Impressions:
Eradicator is a simple but powerful trait that's welcome on any team comp. Reducing the enemy's defense is effectively a team-wide damage buff, but it's particularly strong against tanky foes. This alone justifies playing Jhin.
Factory New
Champions: Graves 5g
After participating in combat, open an armory to purchase a permanent upgrade for your strongest Graves.
Every 3 upgrades, future upgrades will take an additional round.
First Impressions:
Factory New is a fun trait that lets Graves fit flexibly wherever you need him. What's great is that it extends beyond a single upgrade, allowing him to grow stronger over time.
We don't know all the details just yet, but it sounds great so far!
Galaxy Hunter
Champions: Zed 5g
Zed is obtained from the Invader Zed augment. While at least one clone is alive, Zed gains 40% bonus Attack Damage.
First Impressions:
Galaxy Hunter defines Zed's origin, having him appear only when the augment is found. Though given the huge AD bonus along with his abilities, it's really no surprise.
Gun Goddess
Champions: Miss Fortune 3g
When you field Miss Fortune, choose between Channeler Mode, Challenger Mode, and Replicator Mode. Miss Fortune has a unique ability based on her mode and gains the associated trait.
First Impressions:
Gun Goddess allows Miss Fortune to flex into whatever trait you need most, while modifying her ability accordingly. Unfortunately we don't know much else at this point, but we're curious to dive in and find out.
Mecha
Champions: Urgot 3g / Aurelion Sol 4g / The Mighty Mech 4g
Innate: Mecha units can transform into their Ultimate form, upgrading their ability and gaining 60% Health. Transformed Mechas take up two team slots and count twice for the Mecha trait.
(3) Energy Cells: Mechas gain 20% AD & AP.
(4) Overclocked Cells: Increased to 35% AD & AP.
(6) Precision Engineering: +1 max team size
First Impressions:
Mecha plays very differently, allowing you to invest in fewer units while benefiting from the limitation. Only three Mecha champs exist, but they'll certainly make an impact.
Given how the trait works, it could be a good pivot option during the mid game. If you're lacking a cohesive team but happen to find two Mechas, you can immediately fill four slots worth of power.
Astronauts attract Meeps that empower Astronaut abilities in meepy ways. They also gain bonus Health.
(3) 2%, 125 Health
(5) 3%, 250 Health
(7) 4%, 400 Health. Create a Cloning Slot on your bench. Gain gold and a 1-star copy of the champion placed there when cloning completes.
(10) 6%, 1000 Health. SUMMON THE FOUR MEEPLORDS!
Cloning time = Champion cost
First Impressions:
Meeple looks like a fun build-around, especially with its mid to late game cloning potential. Extra Health is always nice, but I imagine where it truly shines is with the empowered abilities.
(2) 6 seconds into combat, N.O.V.A. grant a power surge to allies based on champions.
(5) Gain a Striker selector. The chosen N.O.V.A. activates their Strike during the power surge.
Aatrox: Ally Damage 30% Shred and Sunders enemies. Caitlyn: Grant allies 20% Attack Speed. Akali: Allies gain Precision (Spell Crit). Maokai: Allies heal 15% max Health. Kindred: Shield the strongest Tank for 800. Emblem: Allies deal 10% stacking bonus true damage.
First Impressions:
N.O.V.A. appears to have strong supporting potential, seeing as how the power surge applies to all allies. This makes it easy to splash in just a couple of units for a solid team-wide buff.
Assuming your frontline doesn't die before it goes off, this seems like a worthy investment, regardless of how much you commit to the trait.
Oracle
Champions: Tahm Kench 4g
Every 3 rounds, Tahm Kench grants a reward!
First Impressions:
Oracle is mostly unknown at this time, but hey, everyone loves free stuff. Depending on what's offered, it'll likely range from good to great, but does have limitations due to its three-round timer.
Party Animal
Champions: Blitzcrank 5g
Once per combat, after falling below 45% percent Health, become untargetable and repair 15% max Health per second. Upon reaching full Health, or when no other allies remain, return to combat. If fully healed, for the rest of combat Blitzcrank is in The Groove and Party Crasher's passive fires bolts four times as fast.
First Impressions:
Party Animal applies a huge survivability buff to Blitzcrank, allowing him to heal after dropping below the threshold. Assuming he can reach full Health, he'll be in The Groove for the rest of combat.
If Blitzcrank has carry potential, this trait will be the reason why.
Primordian
Champions: Briar 1g / Rek'Sai 1g / Bel'Veth 2g
(2) Dealing damage spawns Swarmlings based on Primordian star level.
(3) Spawn even more Swarmlings! Each round, gain a random 1 or 2-cost champion.
8% of damage taken contributes to damage dealt.
First Impressions:
Primordian is accessible right out of the gates with its only champions existing at one and two cost. If you can get it fully online early, it can actually contribute to your economy.
At a glance, I imagine it'll be more of an early game trait since it doesn't apply bonuses across the team. Although it's a pretty low commitment splash if you have space.
Psionic
Champions: Gragas 2g / Pyke 2g / Viktor 3g / Master Yi 4g / Sona 5g
Gain Psionic items that can be equipped to any ally.
(2) Gain the Psionic item 1.
(4) Gain the Psionic item 2, Psionic items gain extra effects on Psionic units.
First Impressions:
Psionic offers flexible utility with its items, allowing you to equip them to any ally. As a two-piece bonus this seems quite reasonable, but we'll have to see how useful they are outside of dedicated Psionic comps.
Redeemer
Champions: Rhaast 3g
For each non-unique trait you have active, your team gains 2%/3%/4% Attack Speed, and 2/3/4 Armor and Magic Resist.
First Impressions:
Redeemer is a solid addition to non-vertical teams, allowing you to gain a chunk of stats for just a single champ slot. A great choice while still trying to stay flexible and open.
(1) Groovians can enter the Groove. While in it, they gain Attack Speed and max Health Regen, increased per Groovian on your team.
(3) All Groovians start combat in the Groove for 3 seconds.
(5) Each second spent in the Groove grants 3% stacking Attack Damage and Ability Power.
(7) Increase these effects by 20%!
(10) the Groove.
First Impressions:
Space Groove provides an on and off power spike to its champions, granting them stats while "The Groove" is active. Once the five-piece is online, they can stack AD/AP that persists throughout the fight.
It's another splashy vertical trait, and it certainly looks fun!
Allies in empowered hexes gain 1 Mana Regen. Stargazers in empowered hexes gain more and heal the lowest Health ally with their abilities.
(3) 3 Mana Regen, 10% Ability Damage heal.
(5) 5 Mana Regen, 18% Ability Damage heal.
The Huntress:
Mark the highest Health enemies. Allies in empowered hexes gain 15% Attack Speed. Stargazers in empowered hexes gain more and heal for 10% of their max Health when a marked enemy dies.
(3) 30% Attack Speed, 3 marks.
(5) 45% Attack Speed, 5 marks.
(7) 60% Attack Speed, 7 marks.
The Medallion:
(3) Allies in empowered hexes gain 15% Damage Amp, which increases by 3% for each 3 star on your team.
The Mountain:
Every 5 player combat, gain a Stargazer emblem. Stargazers in empowered hexes gain various bonuses.
(3) Gain 15% Health.
(4) AND 15% Attack Damage and Ability Power.
(5) AND 15 Armor and Magic Resist.
(6) AND 15% Attack Speed.
(7) AND 12% Durability.
(8) AND increase all other bonuses by 20%.
(9) I can see the summit...
(10) ... almost there...
(11) The stars beckon all enemies.
The Serpent:
Allies in empowered hexes gain 8% Durability. Stargazers in empowered hexes gain more and Poison enemies, repeating a portion of damage dealt as magic damage over 3 seconds.
(3) 15% DR, 30% poison damage.
(5) 20% DR, 45% poison damage.
(7) 25% DR, 60% poison damage.
First Impressions:
Stargazer plays very differently with each constellation, but what they all have in common is the ability to benefit the whole team. With so many varying effects, the ideal team comp will likely differ accordingly.
I imagine players will discover which constellations are best, and that may determine whether to even play Stargazer in a given game. Though I guess we'll have to wait and find out!
(2) When you lose, gain free rerolls. When you win, store XP in a Temporal Core (scales with stage).
(3) AND Allies gain 15% Attack Speed.
(4) AND Timebreakers gain an additional 50% Attack Speed.
First Impressions:
Timebreaker rewards players for losing with free rerolls, or grants those who win additional delayed XP. This seems quite useful for a two-piece bonus, especially since most of the units are one or two cost.
If you do decide to invest further, the team-wide Attack Speed buff is quite nice. Bring it all the way up to four, and the Timebreakers themselves receive a big power spike.
Bastions gain more, and the value doubles in the first 10 seconds of combat.
(2) 16 Armor & MR
(4) 35 Armor & MR
(6) 55 Armor & MR; Non-Bastions gain an additional 20 Armor & MR.
First Impressions:
Bastion is a classic defensive trait that provides team-wide Armor and Magic Resist. It's a great slot-in during the early game but can also help fill in the gap later on.
Brawler is the Health equivalent of Bastion, also granting a defensive boost to the team. It'll definitely aid early frontlines, but could also play a role in tanky late game comps.
Your team gains 10% Attack Speed. Challengers gain bonus Attack Speed. When their target dies, Challengers dash to a new target and increase their Attack Speed bonus by 50% for 2.5 seconds.
(2) 15% AS
(3) 22% AS
(4) 30% AS
(5) 40% AS
First Impressions:
Challenger offers team-wide Attack Speed, while also providing a burst of offensive mobility to the Challenger units themselves. A solid effect even with minimal investment.
Channeler
Champions: Mordekaiser 2g / Zoe 2g / Viktor 3g / Aurelion Sol 4g / Bard 5g
Innate: Channelers gain 20% additional Mana from all sources.
Your team gains Mana Regen, increased for Channelers.
(2) 1% Mana Regen | 3% Mana Regen
(3) 1% Mana Regen | 4% Mana Regen
(4) 2% Mana Regen | 6% Mana Regen
(5) 2% Mana Regen | 7% Mana Regen
First Impressions:
Channeler rewards players for investing in Mana Regen items (or effects), ultimately allowing those units to cast more frequently.
At a baseline, having additional team-wide Mana Regen is always nice, so I expect it'll be utilized even as a two-piece.
(4) Gain 20% Crit Chance and 10% Crit Damage. Critical strikes are also Lucky.
Lucky: Check twice and take the better outcome.
First Impressions:
Fateweaver is the first narrow class trait, in that it doesn't provide bonuses across the board. I suspect if you're playing one Fateweaver, you're going to want another, but that's a fairly low ask for what looks like a solid reward.
Your team gains 5% Omnivamp. Marauders gain more Omnivamp, Attack Damage, and their Omnivamp overhealing is converted into Shield (up to 25% max Health).
(2) 5% Omnivamp, 20% AD
(4) 7% Omnivamp, 30% AD
(6) 10% Omnivamp, 40% AD
First Impressions:
Marauder is this set's Omnivamp trait, and this time it benefits the entire team. Built-in sustain is often valuable, so I'm sure there'll be comps that take great advantage of it.
Replicator abilities occur a second time at reduced effectiveness.
(2) 25% strength
(4) 50% strength
First Impressions:
Replicator makes each of its champions all the more exciting, letting them essentially double-cast every ability (albeit to a lesser effect). If you have one, you'll 100% want another!
Rogues gain Attack Damage and Ability Power. The first time they fall below 50% Health, they slip into shadows. Enemies targeting them are redirected to a nearby unit, preferring Tanks.
(2) 15% AD AP
(3) 30% AD AP
(4) 45% AD AP
(5) 60% AD AP
First Impressions:
Rogue is a slippery offensive trait that provides AD/AP and a built-in escape plan. Investing in these units could really pay off, as it'll be much harder for enemies to focus them down. Great carry potential.
Shepherds summon the Bond of the Stars to aid them in battle.
(3) Summon Bia
(5) Summon Bayin
(7) Bia and Bayin's bond grows deeper.
Bia and Bayin's power are increased by the total star level of Shepherd.
First Impressions:
Shepherd lets players summon the "Bond of the Stars", but that's about all we know at this point. It could be useful as a three-piece bonus early on, but it's obviously mean't to shine when going vertical.
Snipers gain Damage Amp, increased against targets farther away.
(2) 18% DA; +2% DA per hex
(3) 24% DA; +3% DA per hex
(4) 28% DA; +4% DA per hex
(5) 32% DA; +5% DA per hex
First Impressions:
Sniper is the quintessential AD carry trait, granting scaling Damage Amp depending on the target's distance. If you're using one as a carry, getting the two-piece bonus should be a no-brainer.
Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
(2) 16% max Health
(4) 28% max Health
(6) 40% max Health; 10% DR while Shielded
First Impressions:
Vanguard provides several layers of defense due to its start-of-combat and half-Health Shield triggers. It'll certainly be a tough line to break through, and gets even better with further Shield support.
Combat Start: Your Tanks and Fighters gain a Shield for 15 seconds. Your other allies gain Damage Amp. Voyagers gain double.
(2) 175 Shield; 9% DA
(3) 250 Shield; 15% DA
(4) 350 Shield; 18% DA
(5) 500 Shield; 22% DA
(6) 700 Shield; 27% DA
First Impressions:
Voyager seems generically useful, allowing the whole team to benefit from a combination of offense and defense. With scaling trait bonuses from two to six, I expect it'll be an easy low-commitment inclusion.
TFT Set 17 New Champions: Abilities, Positioning, and First Impressions
Now that we've reviewed the upcoming mechanics and traits, let's take a quick look at all of the new champions coming to Set 17.
Knowing this is TFT's 17th set, some 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 here is frontline, midline, and backline.
Heal (AP), then deal (AD & Armor) physical damage to the current target.
N.O.V.A. Strike: Cleave the battlefield, briefly knocking up all enemies and dealing (AD & Armor) physical damage.
Positioning: Frontline
First Impressions:
Aatrox alone is a simple frontline tank with a self-healing ability, but with N.O.V.A. active, he provides great utility. His unique power surge effect lets allies' damage Shred and Sunder enemies.
If you choose Aatrox as the "Striker", he also gains an arena-wide knock-up. For a 1-cost unit, that's a lot of value.
Passive: For every X% missing Health, gain (AP) Attack Speed.
Active: Deal (AD) physical damage to the target and (AD) if they're a Tank.
Positioning: Midline
First Impressions:
Briar is a flexible early pickup as a 1-cost with three traits. If you're looking to play Anima or Primordian, she's one of the earliest units available.
As for her use in combat, she passively gains Attack Speed depending on her missing Health, which fits perfectly with Rogue's sub-50% safety net. On top of that, she deals extra damage to Tanks. What's not to like?
Passive: Attacks have a X% chance to fire an empowered Headshot, dealing (AD & AP) physical damage.
N.O.V.A. Strike: Mark all enemies, increasing damage taken by X%. The first time marked targets drop below X% Health, Headshot them for (AD & AP) physical damage.
Positioning: Backline
First Impressions:
Caitlyn's Aim For the Head ability lets her occasionally fire an empowered Headshot for more damage, making her a solid early AD carry. However, she also has utility as a N.O.V.A. unit, granting allies 20% Attack Speed during the power surge.
If you go one step further and make her the Striker, she'll force enemies to take extra damage, and Headshot those that drop to low Health. Overall, she seems very solid for a 1-cost champ.
Deal (Health & AP) magic damage to the lowest Health enemy in range and permanently gain X maximum Health. If this kills them, devour them and permanently gain Y maximum Health instead.
Positioning: Frontline
First Impressions:
Cho'Gath is an early game tank with long-term scaling potential. Every time he casts his ability he permanently gains max Health, gaining even more if it kills the target. Combined with Brawler, Cho'Gath could become HUGE.
Active: Fire a blast at the current target that deals (AD) physical damage. Every X takedowns, gain a drone that deals (AD) physical damage to the current target on cast.
Positioning: Backline
First Impressions:
Ezreal fulfills the role of an early backline carry. The combination of Timebreaker + Sniper grants him Attack Speed and Damage Amp, which is always useful. Nothing remarkable, but a fine pickup.
Gain (AP) Shield for 4 seconds. Bash the current target, dealing (Armor & MR) magic damage and stunning them for X seconds.
Positioning: Frontline
First Impressions:
Leona is a frontline tank with excellent utility. Her Shield of Daybreak ability applies a Shield, then she bashes her target and stuns them. CC is always welcome, and it's great to have it available so early.
Hurl a dagger towards the current target, dealing (AP) magic damage to the first target it hits. After hitting its initial target or at its final destination, the dagger explodes dealing (AP) magic damage to nearby targets.
Positioning: Backline
First Impressions:
Lissandra's Dark Matter ability deals single target magic damage, followed by AoE magic damage. While simple on the surface, it has the potential to double-cast if Replicator is online.
However, beyond her combat abilities, Lissandra is a solid choice thanks to having three traits. So either way, you can't wrong early on.
Transform for X seconds, temporarily gaining max Health and dealing (Health & AP) magic damage to adjacent enemies each second. While transformed, Nasus is in The Groove.
Positioning: Frontline
First Impressions:
Nasus is a straightforward 1-cost tank that can temporarily expand his max Health. This pairs well with Space Groove, as the Health Regen has more room to fill. However, most importantly, he has the best ability name by far.
Gain (AP) Shield for X seconds. For the duration, allies within two hexes gain (AP) Armor and Magic Resistance.
Meep Bonus: Meeps grant (AP) Shield to the nearest X allies for X seconds.
Positioning: Frontline
First Impressions:
Poppy plays the role of a supportive tank, providing Armor, Magic Resist, and Shield to nearby allies. It's nothing splashy, but combined with the extra defenses from Bastion, it certainly adds up early on.
Heal (Health & AP), then briefly knock up adjacent enemies and deal (AP) magic damage.
Positioning: Frontline
First Impressions:
Rek'Sai is a frontline tank with self-healing and an AoE knock-up. Having early CC is always an asset, but the fact that it's an AoE makes it even better. An obvious choice if you're playing either trait.
Stab the target, causing them to bleed for (AD & AP) physical damage over X seconds. After the attack, leap to the highest percent Health enemy within X hexes.
Positioning: Midline
First Impressions:
Talon has great mobility on the battlefield, allowing him to Bleed one target, then leap to another. While this may put him within harm's way, if the Rogue passive is still active, he can always escape into the shadows.
Overall he seems alright, but I expect he'll mostly be utilized to enable other Rogues, or join alongside Stargazers.
Passive: Attacks deal (AP) bonus magic damage and an additional (AP) stacking magic damage over X seconds. While an enemy has X or more stacks, Teemo is in The Groove.
Active: Gain X% Attack Speed for X attacks.
Positioning: Backline
First Impressions:
Teemo is a backline carry that scales well with Attack Speed, as each hit stacks up additional magic damage. Simple overall, but fairly self-sufficient thanks to The Groove.
Draw a card with a value between 1 and 9 by chance, then throw it at the target. Based on the card drawn, deal between (AP) and (AP) magic damage. Overkill damage bounces to the nearest enemy.
Positioning: Backline
First Impressions:
Twisted Fate has a unique ability that deals variable damage depending on the card drawn. On the surface, this doesn't sound very reliable, but perhaps he's got potential if you lean into Fateweaver.
Call down a Meepteor on the target that deals (AP) magic damage.
Meep Bonus: An additional X mini Meepteor are called down on nearby targets dealing (AP) magic damage each.
Positioning: Backline
First Impressions:
Veigar is a simple AP caster with a scaling magic ability. By itself the effect seems quite weak, but with Meeple and Replicator active, I can imagine its potential. Either way, it's another great ability name.
Reposition next to the target to strike the most enemies. Then throw X piercing kunai, each dealing (AD) physical damage to the first enemy hit, reduced to (AD) for subsequent targets. Kunai remove X Armor, increased to Y if they crit.
N.O.V.A. Strike: Slice all enemies, applying Wound and a bleed that deals (AD) physical damage each second for the rest of combat. Kunai increase the damage of the bleed by X%.
Positioning: Midline
First Impressions:
Akali has great utility with her Star Strike ability, allowing her to remove Armor from her foes. This could make her a useful ally on AD-based teams.
On top of that, she's got two excellent traits with N.O.V.A. + Marauder, making her a good candidate to consider.
Unleash a flurry of (AS) slashes at the current target over X seconds, dealing (AD & AP) physical damage each.
Positioning: Frontline
First Impressions:
Bel'Veth provides a lot of value for a 2-cost unit, offering three great traits to work with. Challenger and Marauder are solid two-piece bonuses, so getting them both on a single champ more than justifies her inclusion.
Passive: Every 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. It deals (AD & AP) physical damage, reduced by X% per hit.
Meep Bonus: Meeps attack alongside Gnar, dealing (AD & AS) physical damage per second.
Positioning: Backline
First Impressions:
Gnar is a pretty simple backliner that could scale well with Attack Speed, since every 5th attack matters. He seems average overall, but will obviously see play in vertical Meeple comps.
Heal (Health & AP) over X seconds. Then, deal (AP) magic damage to adjacent enemies and Chill them for X seconds.
Chill: Reduce Attack Speed by 30%.
Positioning: Frontline
First Impressions:
Gragas has solid tanking potential thanks to his healing ability, which scales off both Health and AP. Additionally, he can also hinder enemies by applying Chill. Nothing crazy, but a solid inclusion nonetheless.
Passive: Attacks deal magic damage. Gwen is in The Groove while targeting an enemy below X% Health.
Active: Dash to a nearby hex to snip the lowest percent Health enemy, dealing (AP) magic damage to the target and (AP) magic damage to enemies in a cone. If this kills, dash and snip again at X% damage!
Positioning: Midline
First Impressions:
Gwen's Dance n' Dice ability has the potential to do major damage if timed well, letting her easily clean up the battlefield. Combined with the Rogue passive, she's extremely mobile. Keep an eye out for this one.
Enter a defensive stance for X seconds, reducing incoming damage by (AP) and gaining (AP) Shield. When the stance ends, strike all nearby enemies, dealing (Armor & MR) magic damage and Stunning them for X second(s).
Positioning: Frontline
First Impressions:
Jax has excellent utility as a frontliner with an AoE stun. On top of that, both Stargazer and Bastion will likely be sought after, making him a great pickup at only 2-cost.
Fire a barrage of (AS) bullets in a cone, each dealing (AD) physical damage to the first target hit.
Positioning: Backline
First Impressions:
Jinx is a straightforward AD backliner with a bursty ability that scales with Attack Speed. This fits naturally with Challenger, making her a pretty flexible inclusion if you're already playing the trait.
Heal (Health & AP) Health over X seconds. Slam the target, dealing (AP) magic damage and knocking up for X seconds. The impact creates meepwaves that deal X% of these effects in the target's row.
Meep Bonus: Meeps water Meepsie's flower, increasing all incoming Healing and Shielding by X%.
Positioning: Frontline
First Impressions:
Meepsie has excellent tanking potential and is a clear standout as a 2-cost unit, even beyond having three traits. Meep Impact provides a heal, followed by a targeted knock-up, then a lesser AoE knock-up.
To top that off, having access to the Replicator trait means this ability is cast twice, providing even more CC. Yeah, this unit is nuts.
Kick a ball at an enemy that deals (AP) magic damage. On impact, the ball has a 100% chance to bounce to a new target dealing (AP) magic damage. These bounces can trigger additional bounces, but the odds halve with each bounce.
Positioning: Backline
First Impressions:
Milio is an AP caster that deals magic damage to multiple targets. At a minimum he strikes two, but with a little luck he could hit even more.
Overall pretty basic, but seeing as Timebreaker and Fateweaver each have only four units, Milio will likely find a home.
Gain (AP) shield. Each second for the next X seconds, gain (AP) more shield and deal (AP) magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for X% of its value.
Positioning: Frontline
First Impressions:
Mordekaiser will likely be a tough nut to crack, as his Indestructible ability provides a ton of Shielding, plus healing at the end if any remains.
Combined with Vanguard's extra Durability, he's sure to get in the way during combat. If that's not enough, he also a member of the three-trait club.
Gain (Health & AP) Shield and X% Durability for X seconds. Over the duration, deal (AD) physical damage each second to enemies in a cone.
Positioning: Frontline
First Impressions:
Pantheon is yet another 2-cost tank with three traits, making him an easy inclusion for flexible bonuses. His Advanced Defences ability could make him tricky to break through, especially if Replicator is active.
Reposition up to one hex to throw a harpoon at the furthest enemy. The harpoon pulls the first enemy hit one hex forward and deals (AP) physical damage. Then, teleport behind them and cleave, dealing (AD) physical damage to them and (AD) physical damage to nearby enemies.
Positioning: Midline
First Impressions:
Pyke may have solid carry potential with his ability to teleport behind enemy lines. Depending on positioning, the AoE damage could be quite effective. Either way, he'll likely be useful since Voyager is so flexible.
Fire a paddle star at the current target, dealing (AP) magic damage to the first target hit and (AP) to others it passes through. When the missile reaches its destination, redirect it to a distant enemy, increasing its speed and repeating the damage. This redirect can occur X times.
Positioning: Backline
First Impressions:
Zoe is a simple backline caster that can hit multiple enemies with her Paddle Star ability. While not a stand-out, she's one of four Arbiters if you're looking to play the trait.
Open a hex rift containing the target, Hacking enemies within for X seconds and dealing (AP) magic damage to each, plus (AP) magic damage split between all enemies hit.
Hacked enemies store X% of all damage they take. When the Hack ends, they take true damage equal to the stored damage. The Hack ends early if it would kill the target.
Positioning: Backline
First Impressions:
Aurora's Hopped-Up Hacks deals AoE magic damage to her enemies, while also applying delayed true damage. It comes with a built-in execute effect, letting the damage strike early if the enemy falls within kill range.
Overall she seems like a fine caster, and she could potentially be a carry in Anima or Voyager comps.
Active: Gain (AP) Shield and summon 3 encircling orbs for X seconds. Orbs deal (AP) magic damage to enemies they pass through, and rotate faster based on Attack Speed.
Positioning: Midline
First Impressions:
Diana is a close-range AP caster that deals magic damage with her summoned encircling orbs. Their rotation speed scales with Attack Speed, pairing nicely with Challenger.
While nothing too impressive, she's one of the few available Arbiter units, which could make her sought after.
Dash through the current target, dealing (AP) magic damage. Every third cast also summons a Mega Meep after a delay, briefly knocking the target up and dealing magic damage in a one-hex radius, reduced by X% per hex from the center.
Meep Bonus: Add Meep to the bait, increasing Mega Meep damage by X%.
Positioning: Midline
First Impressions:
Fizz could be a solid carry for vertical Meeple comps thanks to his high mobility. Rogue goes hand-in-hand with his dashes, letting him escape if his Health drops too low.
On top of that, every third cast of the ability creates a knock-up, providing some nice occasional CC. Fizz seems solid.
Gain (AP) Shield for X seconds. Over the duration, drain (AP) Health from the nearest X enemies. Then slam down, dealing (AP) magic damage to all enemies within 2 hexes.
Positioning: Frontline
First Impressions:
Illaoi's Test of Spirit provides Shielding and healing, making her a very sturdy tank. Combined with Vanguard's Durability boost, she'll be extra tough to break through.
Additionally, she's part of the coveted three-trait club, making her an easy choice when trying to stay flexible. No complaints here.
Active: Fire missiles in a X-hex radius around the current target, dealing (AD) physical damage each.
Positioning: Backline
First Impressions:
Kai'Sa has great carry potential. With Dark Star + Rogue, she gets a lot of extra AD/AP, and her passive creates opportunities to snowball after getting a takedown.
While relatively simple on the surface, the extra offense combined with Rogue's get-out-of-jail free card, is often the perfect recipe for success.
Passive: Lulu's spell gains a different secondary effect each game.
Active: Call down something from the sky, dealing (AP) magic damage to nearby enemies and do some special effect based on this game's Stargazer Constellation.
Positioning: Backline
First Impressions:
Lulu is quite a unique caster, in that her ability varies from game to game. We don't know the details at this point, but I'd guess it relates to the given Stargazer constellation.
Assuming there's some cool secondary effects, Lulu has real potential (especially as a Replicator). Though ultimately we'll have to wait and see!
Passive: Gain X% more max Health from all sources.
Active: Converge an X-shape of vines on the target, dealing (AP) magic damage to each enemy hit and Stunning them for X seconds.
N.O.V.A. Strike: Send forth a wave of dragons that stun all enemies for X seconds. For the rest of combat, Maokai's attacks deal (Health) bonus physical damage.
Positioning: Frontline
First Impressions:
Maokai looks very strong. His unique power surge effect provides a team-wide 15% heal, which should be very useful after six seconds into combat. It also pairs perfectly with his passive max Health scaling and Brawler trait.
If that's not enough, his Grasp of Convergence ability is an AoE stun, and his N.O.V.A. Strike is another! I expect Maokai will be a premium pickup.
We unfortunately don't know many details about Miss Fortune, aside from the fact that Gun Goddess offers a choice between Channeler, Challenger, and Replicator.
However, it's interesting to see this type of flexible trait on a 3-cost unit. Knowing this, there's likely more than meets the eye.
Passive: On combat start, forge a temporary completed item. If 3 items are already equipped, a random completed item becomes Radiant for the rest of combat instead.
Active: Gain (AP) Shield for X seconds. Then breathe fire in a cone, dealing (AP) magic damage. After any Shield on Ornn expires, Ornn enters The Groove for X seconds.
Positioning: Frontline
First Impressions:
Ornn has a powerful and unique effect which grants temporary items, or temporary Radiant upgrades. Given how strong Radiant items can be, this is a pretty strong incentive to invest into Ornn. Keep an eye out for this one.
Gain X% Durability for X seconds, healing (AP) over the duration. Afterwards, slash forward in a line, dealing (AD) physical damage to enemies hit and knocking them up for X second(s).
Positioning: Frontline
First Impressions:
Rhaast looks like a strong frontliner with his combined Durability, healing, and AoE knock-up ability. Although, this isn't a big surprise given his lack of trait synergies.
Despite that, Redeemer is a really nice way to support non-vertical comps, providing a bunch of useful stats while you work to improve the team.
Passive - Proximity Blast: Whenever an enemy enters a X hex radius, fire a blast in a cone towards the closest adjacent hex that deals (AD) physical damage with X% falloff per hex. Each adjacent hex has a X second cooldown.
Active: Gain (AP) Shield for X seconds and dash behind the current target. Reset Proximity Blast's cooldowns.
Positioning: Frontline
First Impressions:
Urgot exists as the first of three Mecha champs, while also having two great Class traits with Brawler and Marauder. He appears to have a balanced offense and defense, which fits well if transforming into the Ultimate form.
As always, it's hard to argue against a three-trait unit. And if Mechas end up being strong, he's a mandatory inclusion.
Channel a one-hex psionic storm that follows enemies for X seconds. Each second, it grows larger and deals (AP) magic damage to enemies within, reduced by X% per hex from the epicenter.
Positioning: Backline
First Impressions:
Viktor looks pretty average as an AP caster, but could potentially be quite threatening with the right support.
Having an expanding AoE homing storm does make him a reliable source of damage, but it really depends if that's enough compared to other carries.
Channel a deathbeam in a line towards the current target for X seconds. It deals (AP) magic damage per second, reduced by X% per enemy it passes through. Deathbeam ignores X% of the enemy's Magic Resist.
Positioning: Backline
First Impressions:
Aurelion Sol is the second of three Mechas and could become a real powerhouse on the back lines. Deathbeam ignores part of the enemy's MR, helping A-Sol break through opposing tanks. Overall, very solid.
Strafe to a nearby position, unleashing missiles split between the target and all enemies within two hexes. Missiles deal (AD) physical damage with a chance of firing a mega missile that deals (AD) instead.
Meep Bonus: Every X seconds, launch an Explosive Meep at the target, dealing (AD) physical damage in a one hex radius on impact.
Positioning: Backline
First Impressions:
Corki's Asteroid Blaster deals AoE burst damage with the chance of hitting for even more, if you're lucky. Its built-in strife also gives Corki some mobility. It's nothing fancy, but he'll likely serve as Meeple's AD carry.
Gather the force of a black hole, dealing (AP) magic damage split between the target and the closest enemies to them. The target takes an additional (AP) magic damage.
Positioning: Backline
First Impressions:
Karma could likely become one of Dark Star's main carries, as the default 4-cost caster for the trait. She's pretty simple on the surface, but with the 30% AP boost, there's definitely potential.
Passive: Attacks and Abilities mark the target. When an enemy reaches X marks, Wolf consumes the marks, dealing (AD & AP) physical damage.
Active: Jump up to X hex away and fire arrows at the nearest X targets, each dealing (AD) physical damage.
N.O.V.A. Strike: Gain X% Damage Amp. Now and every X seconds after, add a mark to all enemies.
Positioning: Backline
First Impressions:
Kindred as a N.O.V.A. unit, uniquely offers some defensive support in addition to being a backline AD carry. When the power surge activates, your strongest Tank is Shielded for 800.
That's a pretty nice effect even as a two-piece, so even with low investment, Kindred seems like a solid inclusion.
Active: Summon X clones that attack alongside LeBlanc for X attacks, dealing X% damage. For their final attack, clones fire a bolt that deals (AP) magic damage.
Positioning: Backline
First Impressions:
LeBlanc rounds out the Arbiter trait, but is otherwise fairly ordinary as an AP caster. However, since her regular attacks deal magic damage, it's possible to take advantage of this with the right items. She's got potential.
Passive: Every third attack strikes an additional time for (AD) bonus physical damage.
Active: After brief meditation, enter a Psi-State for X seconds, gaining X% Omnivamp, X% Attack Speed, and increased movement speed. Twice a second, fire a psychic projection at a random nearby enemy that deals (AD & AP) physical damage.
Positioning: Midline
First Impressions:
Master Yi has real carry potential after his Psi-State boost. Increased Attack Speed and movement speed goes very well with Omnivamp.
Additionally, thanks to Marauder, all the Omnivamp overhealing gets converted into Shield (up to 25% max Health). This lets Master Yi get up close while having reliable sustain. Overall, looks quite strong.
Toss a disco bubble at the target that deals (AP) split between enemies in a one hex radius. The explosion sends globs towards nearby enemies that deal (AP) magic damage. On cast, Nami enters The Groove for X seconds.
Positioning: Backline
First Impressions:
Nami appears to be pretty unassuming, but once you factor in Replicator, she looks a whole lot better. Being able to double-cast also helps prolong her time in The Groove. She'll likely be the AP carry for the Groove comp.
Gain (AP) Shield for X seconds. Summon an astrolabe to crash down on the most enemies within 2 hexes, dealing (AP) magic damage. Then, Nunu pushes the astrolabe towards the end of the board, dealing (AP) magic damage. All enemies hit by the astrolabe are knocked up for X seconds.
Positioning: Frontline
First Impressions:
Nunu is a great choice if you need a tanky frontliner with CC. His Calamity ability should be quite reliable, as it's summoned to crash down on the largest cluster of enemies within range.
AoE knock-ups are always welcome, so Nunu should regularly find a home.
Gain (AP) shield for X seconds. Then, strike the most enemies in a three hex line, dealing (AP & Armor) magic damage.
Meep Bonus: Reduce the damage of incoming attacks by X%. After being attacked X times, deal magic damage in a two hex radius.
Positioning: Frontline
First Impressions:
Rammus has strong tanking capabilities, particularly within Meeple comps. Being able to reduce incoming damage is very useful, and both traits contribute to his defenses. Nothing splashy, but solid nonetheless.
Passive: This Ability adapts to Riven's Attack Damage or Ability Power, whichever is higher. Attacks deal (AD or AP) damage.
Active: Dash to a nearby hex, gaining Shield for X seconds and slashing adjacent enemies for (AD or AP) damage. Every third cast, leap into the air and launch a wave of energy that deals (AD or AP) damage to enemies in a line.
Positioning: Midline
First Impressions:
Riven is quite unique, presenting players the choice to build her as AD or AP. Not only does this let you choose the ideal damage type for your team, but it also makes it much easier to equip her (can utilize unlucky item drops).
On the battlefield, her Time Warp ability grants a ton of movement, including a dash and leap. Combine this with Rogue's escape mechanism, and Riven could become a fearsome and slippery carry.
Passive: Once per combat after dropping below X% Health, gain Shield for X seconds equal to X% of healing received this combat.
Active: Heal (Health & AP), then tongue lash all enemies within two hexes dealing (AP & Health) magic damage.
Positioning: Frontline
First Impressions:
Tahm Kench has impressive tank potential with his passive Shield effect. Assuming you can support him with additional healing, he becomes even tougher to break through.
Outside of his combat use, simply keeping Tahm Kench around can be a great way to generate extra value (thanks to Oracle).
Enter a defensive stance for X seconds gaining X% Durability. While in the defensive stance, attract nearby enemy projectiles and heal (AP) over the duration. When this ends, release a shockwave that deals (Armor & MR) as physical damage in a X-hex range.
Positioning: Frontline
First Impressions:
The Mighty Mech is a big defensive machine (to absolutely nobody's surprise), capable of drawing enemy projectiles while standing tall with Durability and healing.
It's also the third and final Mecha unit, which seems ridiculous with a 60% Health boost. I think it's safe to say, if you need a tank, this is it.
Passive: Attacks bounce to strike X times, dealing X% reduced damage per target hit and leaving a Feather behind the final target.
Active: Gain X% Attack Speed for X seconds. At the end, recall all Feathers split between the closest enemies, dealing (AD) physical damage each.
Positioning: Backline
First Impressions:
Xayah is a backline AD carry that can passively strike multiple enemies thanks to her bouncing attacks. Overall, she's a pretty standard unit, but will likely be one of Stargazer's main threats.
Summon a flying saucer over the current target that lasts X seconds. Each second it deals (AP) magic damage to the target, plus (AP) magic damage split between all enemies within X hex. The saucer deals X% increased damage to Tanks.
If an enemy under the UFO dies, Bard has a X% chance to abduct them and create a 1-star copy on your bench.
Meep bonus: On combat start, grant the nearest Astronauts an additional Meep.
Positioning: Backline
First Impressions:
Bard rounds out the Meeple comp as an AoE AP caster with some nifty tricks. His UFO deals increased damage to Tanks, and any enemy that dies below it may be abducted, creating a 1-star copy of them onto the bench.
Additionally, Bard grants additional Meep to nearby Astronauts on combat start. This could incentivize more experimental positioning, to try and capitalize on the best effects for a given fight.
However things pan out, there's no doubt that Bard will be fun!
Passive: Every X seconds, call down a bolt on the highest Health nearby enemy that deals (AP) magic damage.
Active: Summon a disco ball at the largest clump of enemies, then uppercut the current target dealing (AP) magic damage and knocking up. They crash down into the disco ball dealing (AP) magic damage in a three hex radius. Enter The Groove for X second per enemy hit.
Positioning: Frontline
First Impressions:
Blitzcrank's Party Crasher is a splashy effect, causing a ton of area damage alongside a targeted knock-up. Since it focuses on the largest cluster it should be quite reliable, allowing Blitzcrank to enter The Groove for a while.
And in case that's not enough, Party Animal can eventually put him in The Groove for the remainder of the fight (alongside its full healing) while amplifying his passive ability. Insane.
Passive: Every X attacks, reveal a Vital on the target. If a Vital exists, dash to attack it dealing (AD) bonus true damage and heal for X% of the damage dealt.
Active: Reveal Vitals on the target and quickly attack them all. If the target dies, remaining Vitals transfer to the nearest enemy. Upon striking the final Vital, create a two hex aura that heals allies within for (AP) over X seconds.
Positioning: Midline
First Impressions:
Fiora is a fierce fighter with the ability to dash around and focus down her foes. With her innate true damage, she has the ability to pierce through enemy defenses, and also heal for a portion of the damage.
She's definitely got carry potential, and being able to heal allies within range is a nice supporting benefit. A fine addition for sure.
Passive: Attacks fire projectiles in a cone that deal physical damage each.
Active: Fire an explosive shell that deals (AD) physical damage to the target, and (AD & AP) physical damage to all enemies in a one hex radius.
Positioning: Flexible
First Impressions:
Graves plays completely differently from the other champions. While we don't know the full details of Factory New, we do know is that it allows Graves to flex into multiple roles.
Whether you're in need of a tank or carry, Graves can arm himself for the occasion. We're looking forward to seeing how this plays out.
Passive: Jhin has a fixed attack speed of X and converts every X% of bonus Attack Speed into bonus Attack Damage.
Active: Summon spectral hands that fire alongside Jhin for the next X attacks. Each hand deals (AD) physical damage per shot and removes Armor. The final shots deal X% more damage and pierce through the most enemies in a line, dealing X% reduced damage per target hit.
Positioning: Backline
First Impressions:
Jhin is a self-sufficient backline carry that converts Attack Speed into AD. By casting Space Opera, he can summon spectral hands that deal damage and remove Armor.
This allows Jhin to put all that AD to use and really pierce through his enemies. If you're playing Dark Star, I expect he'll be a top carry.
Transform into Dark Form for X seconds, gaining (AP) Shield for the duration.
While in Dark Form, tether the nearest enemies, dealing (AP) magic damage per second to each one and healing for X% of damage dealt. At the end of the transfomation, deal (AP) to all tethered enemies.
Positioning: Backline
First Impressions:
Morgana has built-in healing that scales based on her magic damage during her Dark Form. Assuming she can hit multiple enemies, that's a lot of potential sustain to help keep her alive (especially on top of the Shield).
This goes hand-in-hand with her Dark Lady trait, helping ensure the 10% damage reduction persists as long as possible.
Passive: On cast, attacks gain (AP) stacking bonus magic damage. Starting from the third cast, gain true damage instead.
Active: Gain (Health & AP) Shield for X seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed by X% while allies within gain X% Attack Speed, both rapidly decaying over X seconds.
Positioning: Frontline
First Impressions:
Shen's Reality Tear provides great utility to the team, granting Attack Speed to allies while reducing the Attack Speed of enemies. After the third cast, he also starts stacking true damage, making Shen excel in longer fights.
Despite his lack of trait synergies, Shen seems like a solid flexible addition to comps that need a tank. Bulwark alone is a great benefit.
Hurl a chunk of magnetic debris at the nearest target without one, dealing (AP) magic damage and sticking it to them. If an enemy with debris dies, it passes to the nearest enemy without one.
Every X casts, instead rip off all debris dealing (AP) magic damage, then crush all the debris onto the target, dealing (AP) magic damage and briefly stunning them.
Positioning: Backline
First Impressions:
Sona is a 5-cost caster that spreads around "magnetic debris", before eventually ripping it off and stunning her target.
In addition to her CC, the mods created by Commander could be quite useful in the right scenario. RNG will play a role, but it's got potential.
Passive: Every time Vex attacks, Shadow strikes a nearby enemy, dealing (AP) magic damage. Whenever an enemy is struck X times by Shadow, Shadow strikes them again.
Vex looks quite simple on the surface, but has great potential thanks to her Doomer trait. Being able to steal AD/AP from the enemy team its nuts, and ensures Vex will always provide at least some value.
Create a clone behind the target with X% reduced max Health and increased Mana cost. The clone inherits its creator's items, stats, and current Health, and can cast Quantum Clone.
Positioning: Midline
First Impressions:
Zed's Quantum Clone looks like a ton of fun, letting him effectively split and create multiple threats on the battlefield. Assuming he's well equipped, this could certainly create a powerful snowball of value.
Of course, the main limitation is that Zed is only found from the Invader Zed augment, making him less available than other units.
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.