
TFT’s New Set 14: Cyber City
Cyber City is the latest Set for Teamfight Tactics, bringing a war of fractions with futuristic technologies that can also travel back in time to compete and control your city.
The new Set will be on PBE soon!
Cyber City
NEW Mechanic, Opening Encounters, Augments, Items, Cosmetics, and more.
With Set 14 - Cyber City, you’ll have a mechanic called HACK that will alter each game! You can expect around ~3 HACKS to appear over the course of the game who can all affect core game systems!
HACKS Examples
HACKED Augment slots, 1v2 Augment choices, HACKED loot & more.
- Black Market Augments: Pick an old, forbidden and exclusive Augment from previous Sets!
- 1v2 Augment Rounds: Either pick 1 strong Augment OR 2 Augments as a pair! (which will make you have 4 Augments at the end of the game)
- Hacked Loot: From orbs that drop you extra Health to Unstable item components that change each round such as - Pandora's items!
You will also see HACKED shops, carousels and more!

New Game Mechanic: Encounters
See All Encounters

New Set 14 Augments
See All Augments
Round start: items on your bench are randomized. Gain 1 random component.

Gain a Sylas. Your strongest Sylas's ability deals more damage and recasts on kill, but his Health gain no longer scales with Ability Power.

Gain a Titan's Resolve and another after 5 player combats. Your Titan's Resolves can continue stacking to 45 instead of 25. The total resist bonus is increased by 25%.

Gain a Bastion Emblem and a Galio.

Gain a Bastion Emblem, a Steadfast Heart, and an Illaoi.

Your units gain 15 Mana on kill. Gain a completed item Anvil.
New Set 14 Traits
See All SynergiesOrigins
Anima Squad
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% Dmg Amp
5
20 Armor & MR, 10% Dmg Amp
7
30 Armor & MR, 15% Dmg Amp
10
100 Armor & MR, 50% Dmg Amp
BoomBots
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
Cyberboss
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
Cypher
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
Divinicorp
Divinicorp champions grant unique stats to your team, increased for each Divinicorp in play. Divinicorp champions gain double.
- Morgana - 9% AP
- Rhaast - 6 Armor/MR
- Senna - 8% AD
- Gragas - 50 Health
- Vex - 5% Crit
- Renekton - 5% Attack Speed
- Emblem - 3% Omnivamp
1
100% bonus
2
110% bonus
3
125% bonus.
4
145% bonus
5
165% bonus.
6
185% bonus.
7
200% bonus.
Exotech
Gain 3 out of 7 unique Exotech 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
God of the Net
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.
1
Bonus effect
Golden Ox
Golden Ox gain Damage Amp and have a chance to drop gold on kill.
If you spend 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% Dmg Amp, 20% gold
4
20% Dmg Amp, 30% gold
6
22% Dmg Amp, 50% loot, 8% chance loot is a component
Nitro
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!
Overlord
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.
1
Bonus effect
Soul Killer
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.
1
Bonus effect
Street Demon
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!
Syndicate
Get a Kingpin hat that uniquely upgrades a Syndicate champion's ability.
Syndicate champions gain Health and Damage Amp
3
100 Health, 5% Dmg Amp, 1 Kingpin
5
450 Health, 20% Dmg Amp, 2 Kingpins
7
600 Health, 30% Dmg Amp, Upgrade Kingpin effect
Virus
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.
1
Bonus effect
Classes
A.M.P.
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
Bastion
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.
Bruiser
Your team gains 100 Health. Bruisers gain more.
2
20% Health
4
45% Health
6
75% Health
Dynamo
Every 3 seconds, your team gains Mana. Dynamos gain 100% more
2
5 Mana
3
8 Mana
4
12 Mana
Executioner
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
Marksman
Marksmen gain Attack Damage. After 8 seconds of combat, they increase their bonus by 100%.
2
18% AD
4
45% AD
Rapidfire
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
Slayer
Slayers gain Attack Damage and Omnivamp. Overhealing heals the lowest percent Health Slayer for 50% of the excess amount.
2
15% AD, 15% Omnivamp
4
40% AD, 15% Omnivamp
6
70% AD, 20% Omnivamp
Strategist
- Combat Start: Allies in the back 2 rows gain Damage Amp.
- Allies in the front 2 rows gain Durability. Strategists get triple.
2
7% Dmg Amp, 5% DR
3
11% Dmg Amp, 7% DR
4
16% Dmg Amp, 11% DR
5
20% Dmg Amp, 14% DR
Techie
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.
New Set 14 Champions
See All Champions




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





Garen gains a Shield for 2 seconds. Deal physical damage to the current target and send a wave that deals physical damage to enemies hit. If the wave hits 2 or fewer enemies, gain 50 Mana
Shield:
700/1000/5000
Damage:
6.5/6.5/30
Wave Damage:
2.6/2.6/15





Passive: Attacks deal 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 Durability, then pick up a nearby enemy, knocking up all enemies within 1 hex. Then, slam down, dealing 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.
Passive Attack Damage:
90/135/314
Durability:
0.6/0.6/0.99%
Slam Damage:
200/300/13370





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





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 physical damage to the current target. For the duration of the Ability, Samira is Unstoppable and has Omnivamp.
Dashback Damage:
5/5/25
Omnivamp:
0.25/0.25/1





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 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.
Damage:
1/1/2 + 10/15/100





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





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




Annie throws a fireball at the current target that deals magic damage and mini-fireballs split between the target and 2 nearby enemies that deal magic damage each.
Every 4 casts, instead, summon Tibbers next to the current target, dealing magic damage to enemies within 1 hex.
Fireball Damage:
175/265/790
Mini Fireball Damage:
40/60/180
Tibbers Damage:
270/405/1215
New Set 14 Team Comps
See All Team CompsNew Set 14 Item Changes
See All Items

