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Synergies

The best TFT synergies for every champion in Set 12 Magic n' Mayhem. Understand how to match champions for every game and how to build TFT synergies to increase your top 4 consistency.

AscendantAscendant

Xerath makes Ascendant Charms show up in your shop. After each player combat, your odds of seeing one increase by 8% up to a maximum of 40%. Once you buy one, your odds reset.

1

Bonus Effect

BastionBastion

Allies gain 10 Armor and Magic Resist.

Bastion champions gain more, increased by 100% for the first 10 seconds of combat.

2

15

4

40

6

75

8

140 ; and 2 champions starting combat in the back 2 rows are invulnerable until 4 Bastions died

Bat QueenBat Queen

When Morgana's bats kill an enemy, they have an 40% chance to abduct it, granting a 1 star copy or one of their item components!

1

Bonus Effect

BlasterBlaster

Blasters gain bonus damage, which increases for 3 seconds after casting their Ability.

2

15% bonus damage; 30% after casting

4

35% bonus damage; 60% after casting

6

60% bonus damage; 100% after casting

ExplorerExplorer

Norra summons Yuumi, who can be attached to allies by holding her over them. Yuumi casts and dies at the same time as Norra and shares her AP.

1

Bonus Effect

HunterHunter

Hunters gain Attack Damage, increased the first time they get a takedown each combat.

2

15% Base, 35% Increased

4

40% Base, 70% Increased

6

70% Base, 110% Increased + 20% Attack Speed

IncantorIncantor

Your team gains 10 Ability Power.

When Incantors attack or cast they gain stacks of Ability Power up to a max of 20. Attacks grant 1 stack, and casts grant 3 stacks.

2

2 per stack

4

5 per stack, your team gains 20 extra AP

MageMage

Mages echo their Abilities and have modified total Ability Power.

3

70% Ability Power

5

90% Ability Power

7

110% Ability Power

10

200% AP, and Mages max Mana is lowered

MultistrikerMultistriker

Multistrikers' attacks have a chance to trigger 2 additional attacks.

3

30% chance

5

60% chance

7

70% chance; heal 4% max Health on every attack

9

100% chance; heal 10% max Health on every attack

PreserverPreserver

Your team heals for a percent of their maximum Health every 3 seconds. If they're full health, they restore Mana instead.

Preservers gain double the bonuses.

2

2% HP , 3% Mana

3

4% HP , 5% Mana

4

6% HP, 7% Mana

5

9% HP, 12% Mana

ScholarScholar

Scholars gain bonus Mana on attack.

2

3 mana per attack and 10 AP

4

5 mana per attack and 15 AP

6

10 mana per attack, 20 AP, and Abilities heal an ally for 15% of the damage done

ShapeshifterShapeshifter

Shapeshifters gain bonus max Health. After their first Ability cast, they triple this effect.

2

10%

4

16%

6

24%

8

30% + 3% HP regen per 2 seconds

VanguardVanguard

Vanguards take 10/10/15% less damage while shielded.

Combat start and at 50% Health: Gain a Shield for a percent of max Health for 10 seconds.

2

18%

4

30%

6

50%

WarriorWarrior

Warriors gain Omnivamp and bonus damage. When Warriors drop below 70% health, the bonus damage is doubled.

2

10% Omnivamp, 10% bonus damage

4

20% Omnivamp, 20% bonus damage

6

25% Omnivamp, 25% bonus damage, 20% Durability