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Synergies

The best TFT synergies for every champion in Set 13 Into the Arcane. Understand how to match champions for every game and how to build TFT synergies to increase your top 4 consistency.

AmbusherAmbusher

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

ArtilleristArtillerist

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.

Banished MageBanished Mage

The first time you would be eliminated, if Mel has cast 12 times during player combat this game, she saves you and you remain alive. Afterwards, Mel permanently gains 10%.

1

Bonus Effect

Blood HunterBlood Hunter

Warwick devours enemies that drop below 12% Health, healing him for 400 and granting him 50 Mana.

1

Bonus Effect

BruiserBruiser

Your team gains 100 max Health. Bruisers gain more.

2

20% Health

4

45% Health

6

80% Health

DominatorDominator

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 SwapperForm 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

Machine HeraldMachine Herald

Viktor has a fixed Attack Speed of 0.55 attacks per second and converts ALL bonus Attack Damage, Attack Speed, and Mana into Ability Power. Instead of Mana, Viktor gains 1 Chaos Energy every attack and casts when he has 8.

1

Bonus Effect

Pit FighterPit 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

QuickstrikerQuickstriker

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.

SentinelSentinel

Your team gains Armor and Magic Resist. Sentinels gain triple.

2

10 Armor & MR

4

25 Armor & MR

6

42 Armor & MR

SniperSniper

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

SorcererSorcerer

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

VisionaryVisionary

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

WatcherWatcher

Watchers gain Durability, increased while above 50% Health.

2

10% or 25% DmgRed

4

20% or 40% DmgRed

6

30% or 50% DmgRed