TFT’s New Set 13: Into the Arcane
Into the Arcane is the latest Set for Teamfight Tactics, bringing a war between magic technologies and clashing convictions in the twin cities Piltover and Zaun.
The new Set is Live now!
Into the Arcane
NEW Mechanic, Opening Encounters, Augments, Items, Cosmetics, and more.
With Set 13 - Into the Arcane, you’ll have a mechanic that will always appear at stage 4-6 called Anomaly! They will evolve your main carry, granting them insane buffs with various evolutions!
New Game Mechanic: Anomalies
See All AnomaliesNew Game Mechanic: Encounters
See All EncountersNew Set 13 Augments
See All AugmentsAfter the Anomaly round on 4-6, gain a item that duplicates the chosen Anomaly Effect onto the equipped champion with 250 HP and 25 AP.
While you field 2 of the same Form Swapper in different forms, both gain 24 Ability Power, Armor, and Magic Resist, and 24% Attack Damage. When you 3-star a Form Swapper, gain a 2-star copy. Gain a Swain and Gangplank. (Can only be offered to 1 player)
If at least 2 Family members are alive after 17 seconds in combat or at the end of combat, gain a random copy of a Vander, Powder, or Violet. Gain a Powder and Violet.
Gain a Zz'Rot Portal and another after every 11 player combats. Zz'Rot Portal Voidlings gain 40% Attack Speed and 40% Omnivamp
For every 275 Mana Visionaries spend during combat, summon a Voidling, up to 5 Voidlings. Gain a Rell and Morgana. The Voidling has 400-600 Health based on Stage.
Gain a Trundle. Your strongest Trundle's Ability no longer heals, but grants him 140% Attack Speed for 5 seconds, and permanently grants him 1.50% Attack Damage. His maximum mana is reduced by 40.
New Set 13 Traits
See All SynergiesOrigins
Academy
The Academy sponsors 3 items each game.
Copies of sponsored items grant bonus max Health and Damage Amp. Academy units holding sponsored items gain double the amount, plus an additional 5% Health and Damage Amp.
3
2% Health DmgAmp; gain 1 sponsored item.
4
3% Health DmgAmp; gain 1 sponsored item
5
4% Health DmgAmp; gain 1 sponsored item.
6
8% Health DmgAmp
Automata
Automata gain a crystal when they deal damage. At 20 crystals, they blast their current target, dealing magic damage + 25% of damage dealt since the previous blast and reset. They also gain Armor and Magic Resist.
2
150 damage, 20 Armor & MR
4
350 damage, 45 Armor & MR
6
800 damage, 80 Armor & MR
Black Rose
Summon a chained Sion. Each Black Rose champion's star level increases Sion's power.
3
Sion is freed after 5 casts from Black Rose units or when he drops below 65% health.
4
Sion grows stronger and his enemies take more damage from Black Rose units.
5
Sion unleashes dark magic and heals to full Health when freed.
7
When Sion dies, he restores to life with power beyond death!
Chem-Baron
Gain Shimmer after each player combat. If your loss streak is at least 3, gain more.
At each stack of 100 Shimmer, the Black Market offers you contraband that only Chem-Barons can use. Chem-Barons gain max Health for each Black Market you pass on.
3
15 or 30; 20 Health
4
20 or 40; 50 Health
5
20 or 50; 90 Health
6
25 or 70; 125 Health
7
30 or 100; 180 Health
Conqueror
Conquerors' takedowns grant stacks of Conquest. After gaining enough Conquest, open War Chests full of loot!
Conquerors gain Attack Damage and Ability Power, increased by 3% for each War Chest opened.
2
16% AD & AP; 1x Conquest
4
25% AD & AP; 3x Conquest
6
40% AD & AP; 6x Conquest
9
100% AD & AP; 20x Conquest
Emissary
This trait is active only when you have exactly 1 or 4 unique Emissaries.
- Ambessa: Allies gain 2 Armor and Magic Resist for each opponent defeated.
- Garen: On Combat Start, Garen and allies to his left and right gain 20% of his max Health.
- Nami: Allies' attacks grant 2 bonus Mana.
- Tristana: Allies gain 6% Attack Speed per star level.
1
Gain that Emissary's bonus
4
Gain all bonuses. Emissaries gain 200 Health and 20% DmgAmp.
Enforcer
Combat Start: Enforcers gain Shield and Damage Amp. The highest Health enemy units become WANTED! When a Wanted enemy dies, Enforcers gain 30% Attack Speed.
2
1 units; 12% Health, 12% DmgAmp
4
2 units; 20% Health, 20% DmgAmp
6
4 units; 30% Health, 33% DmgAmp
8
5 units; 40% Health, 50% DmgAmp
10
ALL enemies; 100% Health, 150% DmgAmp; Combat Start: Confiscate all enemy items!
Experiment
Gain Laboratory hexes on your board.
Combat start: Experiments standing on Laboratory hexes gain the Experiment bonuses of all Experiments on Laboratory hexes, plus max Health.
3
2 Laboratories, 100 Health
5
3 Laboratories, 300 Health
7
Experiment bonuses increase by 100%!
Family
Family members support each other, reducing their max Mana and gaining extra bonuses.
3
25% reduction, 15% DmgRed
4
30% reduction, 20% Attackspeed
5
40% reduction, heist on topside! After combat, progress the heist, increased for each surviving family member!
Firelight
Every 6 seconds, Firelights dash. While dashing, they attack with infinite range and heal a percentage of the damage taken since their last dash.
2
25% of damage taken
3
40% of damage taken
4
45% of damage taken. While dashing, gain a massive burst of Attack Speed.
High-Roller
When casting, Sevika rolls a random Jinx modification to her Ability and gains 80% Durability for 1.50 seconds.
- Mods: Rocket-Launch 8 rockets that deal 100 physical damage each
- Shield: Gain 500 Shield for 4 seconds
- Coin: Gain 3 gold-Triple: Enhance her rolled ability!
- Triple: Enhance her rolled ability!
1
Bonus Effect
Junker King
Every 3 rounds, open an armory to purchase permanent upgrades to your strongest Rumble's mech.
1
Bonus Effect
Rebel
Rebels gain 12% max Health.
After your team loses 30% of their Health, a smoke signal appears, granting Rebels 60% Attack Speed for 4 seconds and extra power for the rest of combat.
3
20% AD & AP
5
40% AD & AP, 12% Health
7
45% AD & AP, 15% Health, and Stun all enemies for 2 seconds
10
The smoke signal triggers at Combat Start and every 8 seconds.
Scrap
Combat start: Components held by Scrap units temporarily turn into full items. Scrap units gain Shield for 30 seconds for each component held by your team, including those that make up a full item.
2
1 component, 25 Shield
4
3 components, 40 Shield
6
All components, and full items become lucky! 60 Shield
9
Generate Radiant items! 70 Shield
Classes
Ambusher
Damage from Ambushers' Abilities can critically strike. They also gain bonus Critical Strike Chance and Critical Strike Damage.
2
20% Crit, 10% CritMult
3
30% Crit, 20% CritMult
4
40% Crit, 30% CritMult
5
55% Crit, 35% CritMult; also gain 15% Durability
Artillerist
Every 5 attacks, Artillerists launch a rocket that deals 125% Attack Damage around the target. They also gain Attack Damage.
2
10% AD
4
40% AD
6
50% AD, Launch a rocket every 4 attacks that deals double damage.
Bruiser
Your team gains 100 max Health. Bruisers gain more.
2
20% Health
4
45% Health
6
80% Health
Dominator
Combat start: Dominators gain a Shield for 15 seconds. When Dominators cast, they gain stacking Ability Power based on the Mana spent.
2
350 Shield, 25% AP
4
500 Shield, 50% AP
6
700 Shield, 75% AP
Form Swapper
Innate: Form Swappers change their stats and ability based on if they're placed in the front 2 rows or back 2 rows.
Frontline Form Swappers gain Durability. Backline Form Swappers gain Damage Amp.
2
15% DmgRed or 20% DmgAmp
4
30% DmgRed or 40% DmgAmp
Geniuses
This trait can only be activated by getting a specific Augment.
Martial Law
This trait can only be activated by getting a specific Augment.
Menaces
This trait can only be activated by getting a specific Augment.
Pit Fighter
Pit Fighters gain 15% Omnivamp and deal bonus true damage. Once per combat at 50% Health, they heal a percentage of their max Health over 2 seconds.
2
6% true damage, 10% Health
4
12% true damage, 25% Health
6
20% true damage, 40% Health
8
50% true damage, 99% Health
Quickstriker
Quickstrikers move faster and gain Attack Speed, based on their target's missing Health.
2
20-60% AS
3
30-80% AS
4
40-100% AS. On target death, Quickstrikers dash to a new target and gain 200 shield for 3 seconds.
Reunion
This trait can only be activated by getting a specific Augment.
Sentinel
Your team gains Armor and Magic Resist. Sentinels gain triple.
2
10 Armor & MR
4
25 Armor & MR
6
42 Armor & MR
Sisters
This trait can only be activated by getting a specific Augment.
Sniper
Snipers deal more damage to targets farther away.
2
7% damage per hex
4
16% damage per hex
6
35% damage per hex and +5 Attack Range
Sorcerer
Your team gains 10 Ability Power. Sorcerers gain more.
2
20 AP
4
50 AP
6
85 AP
8
100 AP, Abilities reduce their target's damage by 25% for 3 seconds
Unlikely Duo
This trait can only be activated by getting a specific Augment.
Visionary
Whenever Visionaries gain Mana, they gain more.
2
25% Mana
4
50% Mana
6
80% Mana
8
100% Mana, Abilities heal an ally for 20% of damage dealt
Watcher
Watchers gain Durability, increased while above 50% Health.
2
10% or 25% DmgRed
4
20% or 40% DmgRed
6
30% or 50% DmgRed
What could have been
This trait can only be activated by getting a specific Augment.
New Set 13 Champions
See All ChampionsCaitlyn enters a sniper's stance and call in an airship that circles the battlefield for 5 seconds, dropping 4 bombs at a random cluster of enemies over the duration. Bombs deal physical damage in a one-hex circle.
Whenever an enemy is caught in the epicenter of an Air Raid blast, reduce their Armor and Magic Resist by 20 and fire a shot towards them, dealing physical damage.
Damage:
150/150/750% (AD) + 20/30/100% (AP)
Headshot Damage:
280/280/1350% (AD)
Passive: Jayce summons a placeable Hextech Forge. On cast, the 3 allies closest to it gain 200/275/1800 (AP) Shield for 4 seconds. If it's dead, revive it with 1% Health.
Active: Summon 2 Hexgates and knock target into one of them, dealing physical damage and sending them flying back to their original position. While flying, they deal damage to all other enemies in the path.
Shield:
200/275/1800% AP
Damage:
450/450/2000% AD
Area Damage:
225/225/1500% AD
_______________:
_______________
Attack Speed:
30/40/300% AP
Closest Enemy Damage:
625/625/1200% AD
Explosion Damage:
400/400/2000% AD
Jinx alternates between Zap, Flame Chompers, and Death Rocket for her ability.
- Zap: Deal physical damage to enemies in a line and Stun them for 1.25/1.5/10 seconds.
- Flame Chompers: Deal physical damage to 3 1-hex circles of enemies.
- Death Rocket: Fire a rocket at the center of the board that deals physical damage to ALL enemies, reduced by 0.1% for each hex they are away from the epicenter.
Zap Damage:
2.75/2.75/15 AD
Flame Chompers Damage:
2.75/2.75/15 AD
Death Rocket Damage:
7/7/90.01 + 60/90/300 (AD & AP)
Chain together the nearest enemies for 5 seconds, dealing magic damage split between them. When one takes damage, split some as bonus true damage to the others.
LeBlanc's next 3 attacks deal bonus magic damage, increased by 0.5% for each enemy killed by the initial damage.
Enemies Chain:
4/4/20
Damage Split:
650/975/5000 AP
True Damage:
18/25/100%
Bonus Damage:
160/240/900 AP
Summon a gate in a 5-hex line across target. Enemies hit take magic damage and are 20% Shredded for 4 seconds. Malzahar spreads 5 stacks of infection between enemies hit.
Infection deals magic damage per second for the rest of combat. This effect can stack infinitely. When an infected target dies, they spread their stacks to nearby enemies.
Shred: Reduce Magic Resist
Damage:
80/120/1000 AP
Infection Damage:
18/27/400 AP
Briefly gain 0.4% Durability and summon a massive claw, dealing magic damage to the most enemies in a line. The 4 closest enemies take 0.25% more damage and are pulled towards Mordekaiser.
For the next 10 seconds, gain 0.3% Omnivamp, +1 Attack Range, and replace every attack with a slam that deals magic damage to target and magic damage to all other enemies within 2 hexes.
Damage:
160/240/800 AP
Slam Damage:
330/500/3000 AP
Slam Area Damage:
85/125/1500 AP
Rumble calls down a rain of 5 missiles on target's row that each deal magic damage, Wound, and 1% Burn units hit for 5 seconds. For each missile that doesn't hit an enemy, restore 20 Mana.
If there's only 1 enemy left, fire all of the missiles at them.
Burn: Deal a percent of the target's max Health as true damage every second Wound: Reduce healing received by 33%
Damage:
500/750/4000 AP
When casting, Sevika rolls a random Jinx modification to her Ability and gains 80% Durability for 1.50 seconds.
Mods:
- Rocket: Launch 8 rockets that deal 100 physical damage each
- Shield: Gain 500 Shield for 4 seconds
- Coin: Gain 3 gold
- Triple: Enhance her rolled ability!
Damage:
240/240/1500 AP
Stun:
1.5/1.5/2 sec
Ambessa switches between two stances on cast:
Chains: Gain +1 Range. Attacks deal physical damage. On cast, dash to target and strike in a half-circle, dealing (AD) physical damage to enemies hit.
Fists: Gain Omnivamp and attack twice as fast. On cast, briefly Stun target before slamming them into the ground, dealing (AD) physical damage, then dash away.
Chains damage:
150/150/350% AD
Fists Omnivamp:
25/25/45% AP
New Set 13 Team Comps
See All Team CompsNew Set 13 Item Changes
See All ItemsOther Set 13 Changes
A different Game, every game!
Portal Reworks into Opening Encounters!
Start your games with Opening Encounters:
- You'll load into a game with 1 Encounter character from Arcane!
- Every Arcane character opens your game with different openers.