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Synergies

The best TFT synergies for every champion in Set 15 - KO Coliseum. Understand how to match champions for every game and how to build TFT synergies to increase your top 4 consistency.

BastionBastion

Your team gains 10 Armor and Magic Resist.

Bastions gain more, and the value doubles in the first 10 seconds of combat.

2

18 Armor & MR

4

40 Armor & MR

6

75 Armor & MR; Non-Bastions gain an additional 25 Armor & MR.

DuelistDuelist

Duelists gain Attack Speed on each attack, stacking up to 12 times.

2

4% AS

4

7% AS

6

10% AS; Duelists gain 12% Durability

EdgelordEdgelord

Edgelords gain Omnivamp and AD. They also have 40% Attack Speed while attacking enemies under 50% of their Health.

2

10% SV, 15% AD

4

12% SV, 35% AD

6

15% SV, 55% AD

ExecutionerExecutioner

Executioners gain Critical Strike Chance and their spells can critically strike.

2

25% Crit; 10% CritMult

3

35% Crit; 12% CritMult

4

50% Crit; 18% CritMult

5

55% Crit; 28% CritMult

HeavyweightHeavyweight

Your team gains 100 Health. Heavyweights gain additional bonus Health, and Attack Damage equal to a percentage of their Health.

2

20% Health | 0.20% Health to AD

4

40% Health | 0.40% Health to AD

6

60% Health | 0.60% Health to AD

JuggernautJuggernaut

Juggernauts gain Durability, increased above 50% health. When a Juggernaut dies, other Juggernauts heal for 10% of their max Health.

2

15% or 25% DR

4

20% or 30% DR

6

25% or 35% DR

ProdigyProdigy

Your team gains Mana Regen. Prodigies gain more.

2

1 % | 3 %

3

1 % | 4 %

4

2 % | 6 %

5

3 % | 7 % | Prodigy abilities heal an ally for 12% of the damage dealt.

ProtectorProtector

Units gain 5% Durability while shielded. Once per combat at 50% Health, Protectors shield themselves and their closest ally for a percent of their maximum Health. Shields stack.

2

20% Health shield

4

40% Health shield

6

60% Health shield

SniperSniper

Snipers gain Damage Amp, increased against targets farther away.

2

13% DA; +3% DA per hex

3

16% DA; +5% DA per hex

4

22% DA; +7% DA per hex

5

25% DA; +10% DA per hex

SorcererSorcerer

Sorcerers gain bonus Ability Power. When an enemy dies after being damaged by a Sorcerer, they deal a percentage of that enemy's maximum Health to another enemy.

2

20 AP; 8% max Health

4

50 AP; 10% max Health

6

80 AP; 12% max Health to 2 enemies

StrategistStrategist

Combat Start: Allies in the front 2 rows gain a shield for 15 seconds. Allies in the back 2 rows gain Damage Amp. Strategists gain triple.

2

150 Shield; 4% DA

3

225 Shield; 6% DA

4

350 Shield; 10% DA

5

450 Shield; 14% DA