Synergies
The best TFT synergies for every champion in Set 4.5 - Festival of beasts. Understand how to match champions for every game and how to build TFT synergies to increase your top 4 consistency.Cultist
Once your team loses 50% of their health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's health and attack scales off the star level of all the Cultist units.
3
Tyrant Galio
6
Demon Lord Galio
9
Supreme Overlord Galio
11
The Endbringer
Daredevil
Daredevils seek the thrill of the battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires two shots, gaining Style. At max Style, they cast their spell.
1
Bonus Active
Divine
Upon attacking 6 times or dropping below 50% health, Divine units remove all crowd control and ascend, take reduced damage and deal bonus true damage for 6 seconds.
2
25% True Damage and Reduction
4
40% True Damage and Reduction
6
55% True Damage and Reduction
8
70% True Damage and Reduction
Dragonsoul
At the start of combat, the first 1/3/6 Dragonsoul allies to take damage receive the Dragon's Blessing. While blessed, the units gains bonus stats, and every 5th attack fires a blast of Dragonflames, dealing 40% of their target's maximum health in magic damage.
On death, this blessing passes to the closest Dragonsoul ally, empowering their first basic attack with Dragonflames.
3
40 Spell Power & Attack Speed
6
70 Spell Power & Attack Speed
9
140 Spell Power & Attack Speed
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.
3
15 Armor and Magic Resisance, 5 Attack Damage and Spell Power
6
20 Armor and Magic Resisance, 10 Attack Damage and Spell Power
9
30 Armor and Magic Resisance, 15 Attack Damage and Spell Power
Enlightened
Enlightened units generate more Mana.
2
50% More Mana
4
100% More Mana
6
150% More Mana
8
250% More Mana
Exile
If an Exile has no adjacent allies at the start of combat, they gain extra bonuses.
1
A shield equal to 50% of their maximum health
2
And 80% Lifesteal
Fabled
Fabled champion's spells gain an additional effect.
3
Empower the Abilities of Fabled champions with an additional effect.
Fortune
Winning combat against a player will give bonus orbs. The longer you've gone without an orb, the bigger the payout!
3
Fortune is active.
6
Wins give an extra bonus orb with rare loot.
10
Legends say one day the Money Tree will rise up to fight.
Ninja
Ninja gain bonus Attack Damage and Spell Power. This effect is only active when you have exactly 1 or 4 unique Ninjas.
1
+50 AD and SP
4
+140 AD and SP
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.
2
18% Attack Speed
4
30% Attack Speed
6
50% Attack Speed
The Boss
When The Boss first drops to 40% health, he removes himself from combat to start doing sit-ups. Each sit-up restores 15% Health and gives him 20% Attack Speed and Movemend Speed. If he reaches full health he returns to combat Pumped Up, converting his basic attack and spell damage to True Damage. If all of his allies die, he will immediately return to combat.
1
The Boss is Here!
Warlord
Warlords have bonus Health and Spell Power. Each victorious combat they've participated in increases this bonus by 10%, stacking up to 5 times.
3
250 Health and 25 Spell Power
6
400 Health and 40 Spell Power
9
700 Health and 70 Spell Power
11
888 Health and 88% Spell Power. Combat Start: The Warlord's army joins the fight.