Synergies
The best TFT synergies for every champion in Set 14 - Cyber City. Understand how to match champions for every game and how to build TFT synergies to increase your top 4 consistency.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.