
TFT’s New Set 18: Enchanted Wilds
Enchanted Wilds is the latest Set for Teamfight Tactics, where Charms are back as "Wisps"! They replace your rightmost champion slot and appear in every other shop! Wisps can range from combat power,XP, gold or risky spells!
The new Set is arriving on PBE Tuesday July 28th, and Wednesday August 26th on live servers!
Enchanted Wilds
Charms or Wisps? - NEW Mechanic, Augments, Items, and more.
With Set 18 - Enchanted Wilds, you’ll have a revived Charms mechanic that you already know from Set 12 Magic'N Mayhem - now called Wisps! You can purchase 1 Wisp per round, they appear in every other shop on the furthest right slot - but this time they will disappear on purchase/during combat, revealing the unit behind them. The longer the game goes, the stronger but also more expensive Wisps become - and they will all turn into combat Wisps only after stage 5!
New Game Mechanic: Wisps
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New Game Mechanic: Encounters
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Amumu
Elder Dragon
Ivern
Karma
Leona
MorganaNew Set 18 Augments
See All Augments
Combat start: Champions grant other adjacent champions 7 Armor and Magic Resist. This effect stacks.

Gain a Spirit Visage. Every 5 seconds, Spirit Visage heals allies within 1 hex for 9% of their missing Health.

Your team gains 15% Critical Strike Chance and Precision. Precision: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.

Champions in your back 2 rows gain 11% Ability Power and 11% Attack Damage for each champion that starts combat in your front row.

Your team gains 3% Attack Damage & Ability Power. This increases by 1% after each player combat. 1-cost champions gain double.

Your team becomes large, gaining 225 Health and 10% max Health.
New Set 18 Traits
See All SynergiesOrigins
Apex Predator
Elder Dragon takes up 2 team slots and grants +2 to the Riftbeast trait.
1
Bonus Effect
Attuned
Your strongest Alune cycles to a new phase of the moon after each cast. While the moon is at or below half full, your team gains 7% Durabilty. While above, your team gains 7% Damage Amp.
1
Bonus Effect
Avatar
Having an Avatar on your bench or board transforms all other Avatars in your shop to the Trait of that Avatar. An Avatar's chosen Trait is counted twice for Trait bonuses.
1
Bonus Effect
Blackthorn
The ally on the Blackthorn hex is sacrificed before combat, granting your champions Health. Blackthorn champions gain additional stats based on the sacrifice's Role, Star Level, and Cost.
2
175
4
350 ; Bonus is 30% stronger
6
600 ; Bonus is 60% stronger
Blossom
After combat, your Wisps are empowered. Blossom champions gain Attack Damage, Ability Power, and 10% max Health.
3
Wisps are upgraded, 12%
5
Wisps are in every shop, 30%
7
Gain 4 gold after buying a Wisp, 45%
9
You can buy 2 Wisps per round, 50%
11
Wisps overflow with power, 100%
Bounty Seeker
Choose a bounty. Your strongest Draven can progress on the bounty to earn its reward. Upon completing a bounty, choose another.
1
Bonus Effect
Caustic
Caustic damage 30% Shreds and Sunders enemies for 4 seconds.
1
Bonus Effect
Coven
Gather Essence by killing champions, plus more by losing player combat. Beginning at 40 Essence, choose to convert Essence to rewards or continue gathering Essence. Each reward requires increasing amounts of Essence.
3
2 Essence per kill, 22 Essence per loss
4
2 per kill, 28 per loss
5
3 per kill, 35 per loss
7
10 per kill, 60 per loss
Eclipse
After 10 seconds of combat, the Eclipse kills the lowest Health enemy, repeating every 3.5 seconds.
0
After 10 seconds of combat, the Eclipse kills the lowest Health enemy, repeating every 3.5 seconds.
Elderwood
Gain placeable Elderwood plants.
3
A Stonebark Tree and a Lifebloom
5
A second Stonebark Tree and Stonebark Trees gain 200 Health
7
and the Deepwood Protector
9
Plants star up to 2-star
11
Plants star up to 3-star and the forest comes to life
Emerald Aspect
Drag an ally onto your strongest Taric to pair them, granting the ally powerful bonuses from Taric's Ability.
1
Bonus Effect
Fae
Your team's damage, healing, and shielding attracts Pixies. Each Pixie grants Fae champions Attack Damage and Ability Power, and after they fall below 50% Health, they heal for each Pixie.
2
5% and 2.5% Heal.
4
8% and 4% Heal. After attracting 7 Pixies, start attracting Golden Pixies instead which grant gold.
Flora Fatalis
Flora Fatalis champions harvest enemies on takedown, gaining:
1
10 Mana
2
and grant a 8% max Health heal to the lowest Health ally.
Greenfather
Gain 1 seed when your strongest Ivern casts, plus 3 every combat. Ivern uses 5 seeds to grow a hex on your board that grants a bonus to its occupant.
1
Bonus Effect
Inferno
Inferno damage Burns and Wounds enemies for 3 seconds. Inferno Burns stack with other Burns.
2
1% Burn, 33% Wound
3
After combat, 1 of your shop slots without an Inferno champion ignites, rolling a champion one tier higher
5
Ignite 2 shop slots, 3% Burn
7
Ignite 4 shop slots, 4% Burn
Lunar
Lunar champions and adjacent allies gain Attack Speed and Ability Power. Lunar champions gain 100% more.
2
7%, 7%
3
10%, 10%
4
14%, 14%
5
18%, 18%
Monolith
Monoliths gain 10 Armor and Magic Resist for each enemy targeting them.
1
Bonus Effect
Old Growth
Whenever an enemy within 3 hexes dies, your strongest Old Growth champion gains 30 permanent max Health.
1
Bonus Effect
Primal
Choose one of four Primal Blessings.
2
Choose a Primal Blessing
4
Choose a second Primal Blessing
Riftbeast
Get an Alpha Mark item to enhance your Riftbeast.
3
Use the Alpha Mark to grant a Riftbeast their unique Buff
5
Every 3 combats, your next shop is overrun with Riftbeasts.
7
On combat start and every 5 seconds Riftbeasts grow gaining 5% 5% 5% +5 +5 +50 +1
10
+2 maximum team size
Rival
Rivals collect takedowns, gaining 3 if they takedown another Rival.
1
Only active while fielding 1 Rival. Rivals collect takedowns, gaining 3 if they takedown another Rival.
1
Only active while fielding 1 Rival. Rivals collect takedowns, gaining 3 if they takedown another Rival.
2
Rivals can be fielded together, and their abilities grant each other bonuses.
Solar
Your champions gain a max Health shield and deal bonus magic damage. Gain additional bonuses for each unique 3-star champion:
1+: Increase shield and magic damage by for each 3-star. : and : Convert magic damage to true damage. : Your 3-star champions ascend to 4-star during combat.
When the sun shines on heroes three and three...
3
Your champions gain a 5% max Health shield and deal 8% bonus magic damage. Gain additional bonuses for each unique 3-star ☆☆☆ champion: 1 ☆☆☆: Increase shield and magic damage by 1% for each 3-star. 3 ☆☆☆: 15% and 12 5 ☆☆☆: Convert 40% of the bonus magic damage to true damage. 8 ☆☆☆: Every 4 seconds of combat, a 3-star champion ascends to 4-star.
Sprykin
Gain the Big Furry Friend. Drop a Sprykin on the BFF to pick its Rider.
3
The Rider gains 15% and 15%
5
40% 35%, and 50% of the BFF's Ability applies to your Sprykin champions.
7
45% 45%, and 100% of the BFF's Ability applies to your Sprykin champions.
Thornmaiden
Your team gains 5% Durability, increased to 10% if 6 or more Zyra plants are alive.
1
Bonus Effect
Classes
Adaptor
Innate: Adaptor abilities change depending on if their Attack Damage or Ability Power is higher. Adaptors gain Ability Power or Attack Damage, depending on which is higher.
2
25% OR
3
35% OR
4
50% OR
Brawler
Your team gains 120 max Health. Brawlers gain more.
2
25%
4
40%
6
65%
Defender
Your team gains 12 Armor and Magic Resist. Defenders gain more.
2
25
4
60
6
115
Executioner
Executioners get precision and crit bonuses.
Precision: Ability damage can critically strike. Extra Precision grants 10% Critical Strike Damage.
2
Executioners gain Precision and 15% Critical Strike Chance.
3
Additionally, enemies bleed for 30% bonus true damage over 3 seconds.
4
Bleed damage increased to 40%.
Hunter
Hunters gain Attack Damage. If a Hunter hasn't swapped targets for 3 seconds, they gain 10% Damage Amp.
2
20%
3
30%
4
40%
5
60%
Invoker
Your team gains Mana Regen, increased for Invokers.
2
1 | 3
3
1 | 4
4
2 | 6
5
2 | 8
Juggernaut
Your team gains Durability. Juggernauts gain more.
2
4% or 20%
4
6% or 33%
6
8% or 45%
Rapidfire
Your team gains 10% Attack Speed. Rapidfire champions gain more on every attack, up to 10 stacks.
2
+3% per Attack
3
+5% per Attack
4
+8% per Attack
5
+12% per Attack
Ravager
Ravagers gain 10% Omnivamp. Additionally, Ravagers deal bonus damage, doubled against units below 50% Health.
2
12% Bonus Damage
4
25% Bonus Damage
6
40% Bonus Damage
Spellweaver
Your team gains 10% Ability Power. Spellweavers gain more, plus extra Ability Power whenever a Spellweaver casts an Ability.
2
10%, +1% per cast
4
30%, +1% per cast
6
55%, +2% per cast
Summoner
Summoners empower their summons in different ways. Yorick: +30% Health Azir: +20% Damage Mama Beak: +45% Damage Zyra: +4 Plant Attacks
2
Empower Summons
3
Improve each effect by 50%
New Set 18 Champions
See All Champions



Moonfall
Rain 9 moonshards split among the 3 nearest enemies, dealing 55/83/500 magic damage each.
If the moon is full, instead crash it onto the board, dealing 2350/3600/7500 magic damage split among all enemies.




Spirit Rift
Fire an arrow through the most enemies in a line that deals 465/700/1000 physical damage, reduced by 80%/80%/40% per enemy hit (minimum 20%).
The arrow leaves a trail for 3/3/20 seconds that deals 11/17/220 + 2%/3%/10% max Health physical damage per second to enemies within and 20% Slows them.
Slow: Reduce Attack Speed




Whirling Death
Passive: Attacks target random enemies in range and apply a bleed that deals 140/210/3000 physical damage over 12 seconds. Every attack has a 12% chance to deal 50%/50%/900% bonus physical damage and apply 2 bleeds instead.
Active: Throw two giant axes towards the enemy with the most bleeds. Deal 100/150/400 physical damage to enemies hit and consume their bleed, instantly dealing the remaining damage. The axes then return, dealing 30/45/100 physical damage to enemies hit.




Rage Gene
Passive: Gain 5/5/50 Rage per second and 5/5/20 Rage per attack.
Active: Transform into Mega Gnar and leap into the largest group of enemies within 3 hexes. Then, deal 100/150/2000 physical damage to enemies within 2/2/10 hexes, reduce their Armor and Magic Resist by 15/20/250, and Stun them for 1/1/15 second. Mega Gnar gains 400/600/15000 Health, and replaces his Ability with Grab n' Throw.
Grab n' Throw: Throw the target at the farthest enemy, dealing 380/570/9000 physical damage to them and 135/205/4500 physical damage to enemies they pass through. If there's only 1 enemy left, throw them off the battlefield instead.




Triggerseed
Passive: Shields from this Ability can critically strike with Precision.
Active: Grant 2/2/10 allies 185/350/3000 Shield and 10%/15%/100% Damage Amp for 6 seconds. Then deal 155/235/2000 magic damage to enemies adjacent to them. After casting 6 times, also grant 100% stacking Attack Speed to targets.




Firestorm
Charge up, gaining 15% Ability Power per Burning enemy. Then, gain 250/350/3000 Shield for 2.5 seconds and rush through a nearby group of enemies, dealing 80/120/1500 magic damage to each.
After rushing, unleash a 2 Hex firestorm that deals a total of 475/715/5000 magic damage split among all enemies hit over 2 seconds.




Final Spark
Passive: On cast, all allies that share a trait with Lux gain 3/3/100 mana.
Active: Fire a laser towards the most enemies in a line that deals 375/565/6500 magic damage, reduced by 25%/25%/10% for each enemy hit (minimum 40%).
Fae Bonus: Heals the lowest percent Health ally for 18% of ability damage dealt.




Final Spark
Passive: On cast, all allies that share a trait with Lux gain 3/3/100 mana.
Active: Fire a laser towards the most enemies in a line that deals 375/565/6500 magic damage, reduced by 25%/25%/10% for each enemy hit (minimum 40%).
Fae Bonus: Heals the lowest percent Health ally for 18% of ability damage dealt.




Final Spark
Passive: On cast, all allies that share a trait with Lux gain 3/3/100 mana.
Active: Fire a laser towards the most enemies in a line that deals 375/565/6500 magic damage, reduced by 25%/25%/10% for each enemy hit (minimum 40%).
Fae Bonus: Heals the lowest percent Health ally for 18% of ability damage dealt.
New Set 18 Team Comps
See All Team CompsOther Set 18 Changes
What happened to Carousel?
Enchanted Wilds brought them back!
- The old Carousel as you knew it from before Set 17 is back!
- During Carousel rounds, you have to pick a champion with an item attached to it
- If you don't pick up a champion before time runs out, you will be given a random unit from those remaining











