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TFT Set 6 Overview!

Creator: Hades4u November 1, 2021 7:36am
Hades4u
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Permalink | Quote | PM | +Rep November 1, 2021 7:36am | Report

Teamfight Tactics: Gizmos & Gadgets is right around the corner, featuring 28 new and exciting traits, 59 new champions, a new crazy mechanic called Hextech Augments, chibi champions as little legends, and finally new double-up co-op mode being added to the labs! 😊

Once TFT Set 6 is released, all of these resources will be updated to reflect the new Gizmos & Gadgets update:
Let's look over all the champions and their abilities. The values next to each champion's name is the cost. Please note that values below are subject to change and might differ when the Teamfight Tactics Gizmos & Gadgets update is out.

CAITLYN ¹
Enforcer ~ Sniper

Ace in the Hole - Caitlyn takes aim at the farthest enemy, firing a deadly bullet towards them that deals magic damage to the first enemy it hits.

Percent of Attack Damage: 800 / 1200 / 2000

CAMILLE ¹
Clockwork ~ Challenger

Defensive Sweep - Camille gains a shield blocking damage over 4 seconds, then sweeps her leg, dealing magic damage to enemies in a cone.

Damage Reduction: 150 / 200 / 300
Bonus Damage: 300 / 400 / 600
DARIUS ¹
Syndicate ~ Bodyguard

Decimate - Darius swings his axe in a circle, dealing magic damage and healing himself for each enemy hit.

Damage: 100 / 150 / 200
Healing: 50 / 75 / 100


EZREAL ¹
Scrap ~ Innovator

Mystic Shot - Ezreal fires a missile at his target, dealing magic damage. If the missile hits, he grants himself 30% bonus stacking attack speed, up to 150% at 5 stacks.

Damage: 125 / 200 / 350



GAREN ¹
Academy ~ Protector

Decisive Strike - Garen shrugs off all Crowd Control effects, empowering his next strike to deal 225% of his Attack Damage, plus an additional percent of his missing Health in bonus physical damage. This ability can be cast while stunned.

Percent of Missing HP: 20% / 25% / 30%

GRAVES ¹
Academy ~ Twinshot

Solar Barrier - Graves launches a smoke grenade toward the enemy with the highest Attack Speed. The grenade explodes on impact dealing magic damage to nearby enemies, and Disarms enemies who remain within the smoke cloud.

Damage: 150 / 250 / 400
Disarm Duration: 2 / 2.5 / 3

ILLAOI ¹
Mercenary ~ Bruiser

Harsh Lesson - Illaoi slams her target, linking their souls for 5 seconds and dealing magic damage. While linked, Illaoi is healed for a percent of the damage taken by her target.

Damage: 175 / 300 / 500
Healing Percent: 30% / 35% / 40%


KASSADIN ¹
Mutant ~ Protector

Null Sphere - Kassadin fires an orb of void energy at his target, dealing magic damage, applying Mana Reave, and granting Kassadin a shield that reduces incoming damage by 30% for 4 seconds.

Damage: 200 / 275 / 340
Percent Mana Reave: 35% / 50% / 65%


POPPY ¹
Yordle ~ Bodyguard

Buckler Toss - Poppy throws her buckler at the farthest enemy, dealing a percent of her Armor as magic damage. The buckler then bounces back, granting Poppy a shield that blocks damage.

Percent of Armor: 200% / 250% / 300%
Damage Blocked: 250 / 375 / 525



SINGED ¹
Chemtech ~ Innovator

Fling - Singed flings a nearby enemy towards the largest cluster of enemies, stunning his target when they land. All adjacent enemies take magic damage and are briefly stunned.

Damage: 125 / 175 / 250
Stun Duration: 1.5 / 2 / 2.5
TWISTED FATE ¹
Syndicate ~ Arcanist

Wild Cards - Twisted Fate throws three cards in a cone that deal magic damage to each enemy they pass through.

Damage: 150 / 225 / 300



TWITCH ¹
Chemtech ~ Assassin

Piercing Bolt - Twitch fires a powerful bolt towards his target that pierces through enemies hit, dealing a percent of his Attack Damage as physical damage and applying 50% Grievous Wounds for 5 seconds.

Percent of Attack Damage: 175% / 185% / 200%

ZIGGS ¹
Scrap ~ Yordle ~ Arcanist

Mini Inferno Bomb - Ziggs hurls a bomb at his target. After a moderate delay, the bomb lands dealing magic damage to the enemy in the epicenter, and half to adjacent enemies.

Damage: 250 / 350 / 475

BLITZCRANK ²
Scrap ~ Protector ~ Bodyguard

Rocket Grab - Blitzcrank pulls the farthest enemy, dealing magic damage and stunning them for 2.5 seconds. His next attack after pulling knocks up for 1 second. Allies within range will prefer to attack Blitzcrank's target.

Damage: 200 / 350 / 999
ZYRA ²
Syndicate ~ Scholar

Grasping Spines - Zyra summons vines in the row with the most enemies, dealing magic damage and stunning.

Damage: 200 / 300 / 500
Stun Duration: 1.5 / 2 / 2.5



KATARINA ²
Academy ~ Assassin

Shunpo - Katarina blinks behind the enemy with the lowest Health within three hexes and slashes all adjacent enemies, dealing magic damage. For each enemy this kills, Katarina is refunded mana.

Damage: 0 / 0 / 0
Mana Refunded: 0 / 0 / 0
KOGMAW ²
Mutant ~ Sniper ~ Twinshot

Barrage - For 3 seconds, Kog’Maw gains infinite Attack Range, 80% Attack Speed, and his attacks deal a percent of the target's maximum Health as bonus magic damage.

Percent of Max Health: 3% / 4% / 6%


QUINN ²
Mercenary ~ Challenger

Disarming Assault - Quinn sends Valor out at her target, dealing magic damage to the target and nearby enemies. The main target is disarmed for 3 seconds and all nearby enemies have their Attack Damage reduced for 4 seconds.

Damage: 150 / 250 / 350
Attack Damage Reduction: 40% / 40% / 80%

SWAIN ²
Imperial ~ Arcanist

Death's Hand - Swain unleashes piercing bolts of eldritch power in a cone towards his target, dealing magic damage to enemies within and healing Swain for each enemy hit.

Damage: 300 / 425 / 575
Healing: 200 / 275 / 350



TALON ²
Imperial ~ Assassin

Blade's End - Passive: Talon's first attack on an enemy causes them to bleed for magic damage over 7 seconds. Every third attack on a target applies an additional bleed.

Damage: 450 / 600 / 1000




TRISTANA ²
Yordle ~ Sniper

Buster Shot - Tristana fires a massive cannonball towards her target, dealing a percent of her Attack Damage plus physical damage to the first enemy it hits. If the target is within two hexes of Tristana, they're knocked back a few hexes and briefly stunned.

Percent of Attack Damage: 200% / 210% / 225%
Bonus Damage: 150 / 200 / 250
Knockback Hexes: 1 / 2 / 3

WARWICK ²
Chemtech ~ Challenger

Force Of Will - Passive: Warwick's Attacks deal an additional percent of his target's current Health as bonus magic damage, and heal him for the damage dealt.

Percent of Health: 6% / 9% / 12%

TRUNDLE ²
Scrap ~ Bruiser

Chomp - Trundle bites his target dealing 175% of his Attack Damage, applying 50% AS Slow for 3 seconds, and stealing Attack Damage for the rest of combat.

Attack Damage Stolen: 20 / 30 / 50


LULU ²
Yordle ~ Enchanter

Wild Growth - Lulu embiggens low Health allies, granting them bonus Health and knocking up enemies near them. If the ally is already embiggened, they are healed instead.

Bonus Health: 300 / 350 / 400
Number of Allies: 1 / 2 / 3

ZILEAN ²
Clockwork ~ Innovator

Time Bomb - Zilean places a bomb on the closest enemy, stunning them. When the stun ends, or the target dies, the bomb explodes dealing magic damage to adjacent enemies and reducing their Attack Speed for 3 seconds.

Damage: 200 / 300 / 450
Stun Duration: 1.5 / 2 / 2.5
Attack Speed Reduction: 20% / 35% / 50%
VI ²
Enforcer ~ Sister ~ Bruiser

Denting Blow - Vi empowers her next attack to blast through her target, dealing magic damage to all enemies in a cone and reducing their Armor for 8 seconds.

Damage: 350 / 500 / 750
Armor Reduction: 40% / 50% / 70%



CHOGATH ³
Mutant ~ Colossus ~ Bruiser

Enchanted Arrow - Ashe fires an arrow at the farthest enemy, dealing magic damage to the first enemy hit and stunning them. If the arrow travels at least 5 hexes, the stun duration is doubled. Enemies within 1 hex receive 50% of these effects.

Damage: 300 / 400 / 800
Stun Duration: 1.5 / 1.5 / 2.5


EKKO ³
Scrap ~ Assassin

Parallel Convergence - Ekko invokes an afterimage that bats a device towards the largest group of units. Upon landing, it deals magic damage to enemies within and slows for 4 seconds. Allies inside gain Attack Speed for 4 seconds.

Damage: 200 / 325 / 450
Slow Amount:35% / 35% / 50%
Attack Speed Bonus: 30% / 50% / 70%
GANGPLANK ³
Mercenary ~ Twinshot

Parrrley - Gangplank shoots his target, dealing a percent of his Attack Damage. If this kills a champion, Gangplank plunders 1 gold.

Percent of Attack Damage: 225% / 250% / 300%




HEIMERDINGER ³
Yordle ~ Scholar ~ Innovator

Rocket Swarm - Heimerdinger fires 3 waves of five rockets that converge on his target. Each rocket deals magic damage, reduced by 30% for each target they hit. Each successive cast fires an additional wave of rockets, up to 10.

Damage: 30 / 45 / 75



LEONA ³
Academy ~ Bodyguard

Solar Eclipse - Leona calls down a beacon of light upon herself, granting herself shield for 4 seconds. Leona and all allies within two hexes gain Armor and Magic Resistance for the same duration.

Shield: 500 / 800 / 1300
Armor and Magic Resistance: 30 / 50 / 80




LISSANDRA ³
Chemtech ~ Scholar

Iron Maiden - Lissandra encases her target in an iron maiden, stunning them for 1.5 seconds and dealing magic damage to enemies within a large area. If Lissandra is below 50% Health, she encases herself instead, dealing damage to surrounding enemies and becoming untargetable and invulnerable for 2 seconds. Damage from this ability applies 40% Attack Damage reduction for 5 seconds.

Damage:250 / 400 / 700
SHACO ³
Syndicate ~ Assassin

Decieve - Shaco dips into the shadows, briefly becoming untargetable. His next attack is empowered to deal a percent of his Attack Damage as physical damage, and is guaranteed to critically strike targets below 50% Health.

Percent of Attack Damage: 250% / 260% / 275%






MALZAHAR ³
Mutant ~ Arcanist

Malefic Visions - Malzahar infects the mind of the closest unafflicted target, dealing magic damage over 8 seconds and applying 40% Magic Resistance shred for the duration. If an afflicted target dies, Malefic Visions spreads to the nearest unafflicted targets with the remaining duration.

Damage: 800 / 1100 / 1500
Number of Targets: 1 / 1 / 2

MISS FORTUNE ³
Mercenary ~ Sniper

Make It Rain - Miss Fortune rains 4 waves of bullets down around a random enemy, dealing magic damage to enemies in the area and reducing their incoming healing by 50% for 6 seconds.

Damage: 200 / 300 / 450





SAMIRA ³
Imperial ~ Challenger

Flair - If a target is adjacent to Samira, she slashes with her blade in a cone towards them dealing a percent of her Attack Damage as physical damage to all enemies within and reducing their Armor. This armor reduction can stack. Otherwise, she fires an empowered shot at her target with the same effects and refunds 20 mana.

Percent of Attack Damage: 150% / 160% / 175%
Armor Reduction: 5 / 10 / 15

TARIC ³
Socialite ~ Enchanter

Starlight Bastion - Taric heals himself and the lowest Health ally. Any overhealing is converted to a shield that lasts 4 seconds.

Healing: 200 / 300 / 600




ZAC ³
Chemtech ~ Bruiser

Yoink! - Zac stretches his arms up to three hexes to pull the two most distant enemies towards him, dealing magic damage. Zac takes less damage while using this ability.

Damage: 450 / 600 / 999
Damage Reduction: 60% / 70% / 80%



VEX ³
Yordle ~ Arcanist

Grasping Roots - Vex shields herself for 4 seconds. When the shield expires, it deals magic damage to all enemies within 2 hexes, and additional damage if it wasn't destroyed. If it was destroyed, Personal Space becomes 25% stronger this combat. This effect can stack.

Damage: 150 / 250 / 350
Shield: 500 / 700 / 900
Bonus Damage: 150 / 250 / 350

BRAUM ⁴
Syndicate ~ Bodyguard

Vault Breaker - Braum slams his vault door into the ground, creating a fissure towards his target. Enemies within two hexes of Braum and those struck by the fissure are stunned and take magic damage.

Damage: 100 / 125 / 1000
Stun Duration: 2.5 / 3.5 / 7







DR MUNDO ⁴
Chemtech ~ Mutant ~ Bruiser

Zap Dose - Dr. Mundo injects himself with “medicine”, restoring 20% of his maximum Health and becoming energized for 6 seconds. While energized, he restores an additional percent of his maximum Health over the duration and deals magic damage to a random nearby enemy second. At the end of the spell, Dr. Mundo expels a burst of electricity that deals a percent of his current Health as magic damage to all enemies within two hexes.

Damage: 30 / 50 / 100
HP Healing Percent: 65% / 75% / 200%
HP Damage Percent: 20% / 25% / 30%
FIORA ⁴
Enforcer ~ Challenger

Blade Waltz - Fiora becomes untargetable as she strikes her target's vitals four times. Each strike deals 200% of her Attack Damage as physical damage, bonus true damage, and heals her for 15% of the total damage dealt. If the target dies, Fiora will change targets to the nearest enemy.

Bonus True Damage: 75 / 125 / 400







JANNA ⁴
Scrap ~ Enchanter ~ Scholar

Monsoon - Janna summons a Monsoon, healing all allies over 3 seconds. When the spell is cast, nearby enemies are knocked back and stunned.

Healing: 400 / 550 / 2000
Stun Duration: 1 / 1 / 4









JHIN ⁴
Clockwork ~ Sniper

Curtain Call - Passive: Jhin always attacks a certain amount of times per second. He converts each 1% of bonus Attack Speed into .8 Attack Damage. Jhin transforms his weapon into a powerful sniper rifle for his next four shots. Each shot deals a percent of his Attack Damage as physical damage, reduced by 33% for each target they pierce through. The fourth shot is guaranteed to critically strike, and deals 44% more damage based on his target's missing Health.

Attacks Per Second: 0.9 / 0.9 / 1.4
Percent of Attack Damage: 175% / 250% / 444%
LUX ⁴
Academy ~ Arcanist

Final Spark - After gathering energy, Lux fires a beam towards the farthest enemy target, dealing magic damage and applying Attack Damage reduction for 4 seconds.

Damage: 350 / 500 / 1337
Attack Damage Reduction: 40% / 40% / 80%









ORIANNA ⁴
Clockwork ~ Enchanter

Command: Shockwave - Orianna sends out her ball towards the largest group of champions, then commands it to release a shockwave. Allies within two hexes gain a shield for 4 seconds, while enemies within the area are briefly knocked up and dealt magic damage. Enemies adjacent to the ball are drawn in, stunning them.

Damage: 350 / 550 / 1500
Shield: 175 / 375 / 750
Stun Duration: 1.5 / 1.5 / 5
SERAPHINE ⁴
Socialite ~ Innovator

Encore - Seraphine projects her song towards the largest group of units. The song deals magic damage to enemies and applies an Attack Speed slow for 4 seconds. Allies it passes through are healed and gain Attack Speed for 4 seconds.

Damage: 200 / 300 / 1000
Attack Speed Reduction: 35% / 35% / 50%
Healing: 200 / 300 / 1000
Attack Speed Bonus: 30% / 50% / 100%

SION ⁴
Imperial ~ Protector ~ Colossus

Decimating Smash - Sion winds up for a moment, then smashes his axe down. All enemies within a large area are knocked up, stunned, and dealt magic damage.

Damage: 400 / 600 / 2500
Stun Duration: 1 / 1.5 / 4






YONE ⁴
Academy ~ Challenger

Nature's Touch - Yone summons his spirit to attack distant enemies. The spirit is an untargetable, invulnerable copy of Yone and heals him for a percent of the damage it deals. If Yone dies, his spirit dies with him.

Duration: 4 / 5 / 20
Healing Percent: 40% / 50% / 100%





URGOT ⁴
Redeemed ~ Spellweaver

Purge - For the next 5 seconds, Urgot attacks the closest enemy at a fixed rate. Each attack deals 30% AD * 30% AS physical damage. (This ability's damage scales with Attack Damage and Attack Speed.)

Attacks Per Seconds: 5 / 7 / 15






AKALI ⁵
Syndicate ~ Assassin

Perfect Execution - Akali dashes through the most enemies in a line, dealing magic damage as she passes through and marking them for 7 seconds. When a marked target drops below a Health threshold, Akali will dash through them, executing enemies below that Health threshold and dealing magic damage to all other enemies she passes through.

Damage: 225 / 350 / 2000
Health Threshold: 15% / 25% / 90%
Secondary Damage: 225 / 350 / 2000

GALIO ⁵
Socialite ~ Colossus ~ Bodyguard

Colossal Entrance - Passive: Galio’s critical strikes slam the ground, dealing bonus magic damage to enemies around his target. Galio becomes invulnerable and leaps into the sky before crashing down on the largest group of enemies. Enemies within a large radius take magic damage and are knocked into the sky. The lower the enemy’s maximum Health is compared to Galio’s, the further they are knocked up.

Damage:100 / 150 / 500
Secondary Damage:200 / 300 / 2000
JAYCE ⁵
Enforcer ~ Transformer ~ Innovator

Mercury Cannon/Mercury Hammer - Melee form: Jayce swipes his hammer twice before slamming down on his target, dealing damage and shredding their resistances. Ranged form: Jayce deploys an acceleration gate, granting allies in the same row bonus Attack Speed and empowering his next three attacks with electricity.

Damage: 0 / 0 / 0
Resistance Shred: 0% / 0% / 0%
Attack Speed Bonus: 0% / 0% / 0%
Bonus Damage: 0 / 0 / 0

JINX ⁵
Sister ~ Scrap ~ Twinshot

Super Mega Death Rocket - Jinx rides her rocket high into the sky. After a moderate delay, she comes crashing down near the center-most enemy, dealing magic damage to enemies around the epicenter, and 50% of the damage to all other enemies in a large area. The epicenter is left burning for the rest of combat, applying a percent Burn to friends and foes who remain inside other than Jinx.

Damage: 400 / 600 / 3000
Percent Burn: 2% / 2.5% / 3%


TAHM KENCH ⁵
Mercenary ~ Glutton ~ Bruiser

Devour - Tahm Kench devours his target, storing them in his belly and dealing 3 magic damage damage over the duration. During this time, they are invulnerable to other sources of damage and Tahm Kench takes 40% reduced damage. If they die while inside, Tahm Kench spits out a random item component they were holding, or the cost of the unit in gold. Otherwise, he spits them towards the farthest enemy, briefly stunning targets they impact.

Devour Duration: 1000 / 2000 / 30000
VIKTOR ⁵
Chemtech ~ Arcanist

Death Rays - Viktor summons multiple singularities to fire death rays that cut across the battlefield in a line, melting through enemies' defenses. Enemies caught in their path take magic damage, have a percent of any remaining shields destroyed, and suffer Armor Shred.

Damage: 300 / 400 / 1500
Percent of Shield: 25% / 33% / 100%
Armor Shred: 40% / 50% / 70%



YUUMI ⁵
Academy ~ Cuddly ~ Scholar

Final Chapter - Yuumi and Book launch waves toward the farthest enemy, each dealing magic damage and stunning enemies for 1 seconds. She then re-attaches to the nearest ally.

Damage: 60 / 80 / 247
Number of Waves: 4 / 6 / 33







That's all for the champions. Now let's see the new augments!

Tier 1 Augments:
  • Academy Heart -Your team counts as having 1 additional Academic.
  • All For One - When an ally dies, they grant the Tyrant 25% of their maximum Health.
  • Arcanist Heart - Your team counts as having 1 additional Arcanist.
  • Ascension - After 15 seconds of combat, your units deal 100% more damage.
  • Assassin Heart - Your team counts as having 1 additional Assassin.
  • Binary Airdrop -Your units equipped with 2 items temporarily gain a random completed item at the start of combat.
  • Bodyguard Heart - Your team counts as having 1 additional Bodyguard.
  • Bruiser Heart - Your team counts as having 1 additional Bruiser.
  • Built Different 1 - Your units with no Traits active gain 200 Health and 30% Attack Speed.
  • Calculated Loss - After losing your combat, gain 2 gold and a free Shop refresh.
  • Celestial Blessing 1 - Your units heal for 10% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 300 Health.
  • Challenger Heart - Your team counts as having 1 additional Challenger.
  • Chemical Overload 1 - Chemtechs explode on death, dealing 50% of their maximum Health as magic damage to enemies within 2 hexes.
  • Chemtech Heart - Your team counts as having 1 additional Chemtech.
  • Clockwork Heart - Your team counts as having 1 additional Clockwork.
  • Cutthroat - Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 65% until they cast.
  • Cybernetic Implants 1 - Your units equipped with an item gain 300 Health and 20 Attack Damage.
  • Dominance - After winning your combat, gain 1 bonus gold for every 2 surviving units.
  • Duet - Summon 1 additional Socialite Spotlight.
  • En Garde - The first time an enemy is attacked by a Challenger, they are Disarmed for 4 seconds.
  • Enchanter Heart - Your team counts as having 1 additional Enchanter.
  • Enforcer Heart - Your team counts as having 1 additional Enforcer.
  • Exiles 1 - Your units that start combat with no adajacent allies gain a 40% maximum Health shield for 8 seconds.
  • Featherweights 1 - Your 1 and 2 cost units gain 40% movement and Attack Speed.
  • First Aid Kit - All healing and shielding received by your units is increased by 35%.
  • Hyper Roll - If you have less than 10 gold at the end of a round, gain 3 gold.
  • Imperial Heart - Your team counts as having 1 additional Imperial.
  • Innovator Heart - Your team counts as having 1 additional Innovator.
  • Item Grab Bag 1 - Gain 1 random completed item and 1 Reforger.
  • Knife's Edge 1 - Your units that start combat in the front 2 rows gain 30 Attack Damage.
  • Lifelong Learning - Scholars that survive combat permanently gain 3 Ability Power.
  • Makeshift Armor 1 - Your units with no items gain 30 Armor and Magic Resist.
  • Mercenary Heart - Your team counts as having 1 additional Mercenary.
  • Mutant Heart - Your team counts as having 1 additional Mutant.
  • One For All - When your Syndicates die, they grant your other Syndicates 20 Attack Damage and Ability Power.
  • Pandora's Items - Gain a random component. At the start of each turn, items on your bench are randomized (excluding Force of Nature, Spatula, and consumables).
  • Phony Frontline - Gain 2 Target Dummies.
  • Pirates - Mercenary units have a 50% chance to drop 1 gold when they kill an enemy.
  • Protector Heart - Your team counts as having 1 additional Protector.
  • Runic Shield 1 - Arcanists start combat with a shield equal to 400% of their Ability Power.
  • Scholar Heart - Your team counts as having 1 additional Scholar.
  • Scoped Weapons - Double the hex range of your ranged units, and their attacks cannot miss.
  • Scrap Heart - Your team counts as having 1 additional Scrap.
  • Self-Repair - When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive.
  • Shrug It Off - Bruisers regenerate 2% of their maximum Health each second.
  • Smoke Bomb - The first time Assassins drop below 60% Health, they briefly enter stealth, becoming untargetable and shedding all negative effects.
  • Sniper Heart - Your team counts as having 1 additional Sniper.
  • Sniper's Nest - Snipers gain +8% damage per round they’ve started combat in the same hex. (Maximum +40%)
  • So Small - Yordles gain 35% Dodge Chance.
  • Socialite Heart - Your team counts as having 1 additional Socialite.
  • Stand Behind Me - At the start of combat, Bodyguards grant 100% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack).
  • Stand United 1 - Your units gain 3 Attack Damage and Ability Power per Trait active across your team.
  • Syndicate Heart - Your team counts as having 1 additional Syndicate.
  • Thrill of the Hunt 1 - Your units heal 300 Health on kill.
  • Tinker - Every 1 combat round(s) with Scrap active, gain a Magnetic Remover or Reforger.
  • Twinshot Heart - Your team counts as having 1 additional Twinshot.
  • Underdogs - Whenever your team has fewer units alive than your opponent, your units regenerate 15% of their missing Health every second.
  • Unstable Evolution - Mutants randomly gain one of the following when they reach 2 star: 500 Health, 35% Attack Speed, 35 Attack Damage, or 35 Ability Power. These bonuses stack.
  • Weakspot - Your units' attacks ignore 25% of the target's Armor and reduce healing received by 50% for 10 seconds.
  • Wise Spending - Gain 1 experience point when you refresh your Shop.

Tier 2 Augments:
  • A New Challenger - Gain a Challenger Emblem.
  • Academy Honors - Gain an Academy Emblem.
  • Ancient Archives - Gain 1 Tome of Traits.
  • Arcane Sigil - Gain an Arcanist Emblem.
  • Ardent Censer - Allies healed or shielded by Enchanters gain 15% stacking Attack Speed for the rest of combat (maximum once every 2 seconds).
  • Armor Plating - Colossus become invulnerable for 2 seconds the first time their Health drops to 60% and 30%.
  • Beef Up - Gain a Bruiser Emblem.
  • Built Different 2 - Your units with no Traits active gain 300 Health and 45% Attack Speed.
  • Bulwark - Gain a Protector Emblem.
  • Celestial Blessing 2 - Your units heal for 15% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 450 Health.
  • Chemical Overload 2 - Chemtechs explode on death, dealing 75% of their maximum Health as magic damage to enemies within 2 hexes.
  • Clear Mind - If you have no units on your bench at the end of a round, gain 4 experience points.
  • Cybernetic Implants 2 - Your units equipped with an item gain 450 Health and 30 Attack Damage.
  • Deadeye - Gain a Sniper Emblem.
  • Dual Rule - There are now 2 Tyrants.
  • Element X - Gain a Chemtech Emblem.
  • Exiles 2 - Your units that start combat with no adajacent allies gain a 60% maximum Health shield for 8 seconds.
  • Experiment 13-37 - Gain a Mutant Emblem.
  • Featherweights 2 - Your 1 and 2 cost units gain 60% movement and Attack Speed.
  • Gold Reserves - Mercenaries deal 1% more damage per 1 gold you have. (Maximum +60%)
  • Hidden Blade - Gain an Assassin Emblem.
  • High End Shopping - Champions appear in your Shop as if you were 1 level higher.
  • High Roller - Gain 2 Loaded Dice.
  • Hired Gun - Gain a Mercenary Emblem.
  • Imperial Banner - Gain an Imperial Emblem.
  • Instant Injection - Chemtechs now additionally trigger their bonuses at the start of combat.
  • Knife's Edge 2 - Your units that start combat in the first 2 rows gain 45 Attack Damage.
  • Makeshift Armor 2 - Your units with no items gain 45 Armor and Magic Resist.
  • March of Progress - Gain 4 bonus experience points per round. You can no longer use gold to gain experience points.
  • Metabolic Accelerator - Your Tactician moves faster and heals 2 Health at the start of each round.
  • Metal Detector - Gain a Scrap Emblem.
  • Rich Get Richer - Gain 10 gold. Your maximum interest is increased to 7.
  • Runic Shield 2 - Arcanists start combat with a shield equal to 600% of their Ability Power.
  • Safety Vest - Gain a Bodyguard Emblem.
  • Salvage Bin - Gain a random completed item. Selling champions breaks apart their full items into components (excluding Force of Nature).
  • Shady Business - Gain a Syndicate Emblem.
  • Share the Spotlight - Allies adjacent to a spotlight at the start of combat gain 50% of its bonuses.
  • Sharpshooter - Twinshot's ranged attacks and abilities can bounce once, dealing 20% less damage.
  • Spell Blade - Arcanists' attacks deal bonus magic damage equal to 30% Ability Power on hit.
  • Stand United 2 - Your units gain 4 Attack Damage and Ability Power per Trait active across your team.
  • Sunfire Board - At the start of combat, burn all enemies for 40% of their maximum HP over 16 seconds and reduce healing received by 50%.
  • Thrill of the Hunt 2 - Your units heal 450 Health on kill.
  • Tick Tock - Gain a Clockwork Emblem.
  • Titanic Force - Your units with more than 1200 maximum Health gain Attack Damage equal to 4% of their maximum Health.
  • Trade Sector - Gain a free Shop refresh each round.
  • Valedictorian - Gain a Scholar Emblem.
  • Woodland Charm - At the start of combat, your highest Health Champion creates a 1500 Health copy of themself (excluding items).

Tier 3 Augments:
  • Academy Soul - Your team counts as having 2 additional Academics.
  • Arcanist Soul - Your team counts as having 2 additional Arcanists.
  • Assassin Soul - Your team counts as having 2 additional Assassins.
  • Band of Thieves - Gain 2 Thief's Gloves.
  • Bodyguard Soul - Your team counts as having 2 additional Bodyguards.
  • Broken Stopwatch - 8 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds.
  • Bruiser Soul - Your team counts as having 2 additional Bruisers.
  • Built Different 3 - Your units with no Traits active gain 400 Health and 60% Attack Speed.
  • Celestial Blessing 3 - Your units heal for 20% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 600 Health.
  • Challenger Soul - Your team counts as having 2 additional Challengers.
  • Chemical Overload 3 - Chemtechs explode on death, dealing 100% of their maximum Health as magic damage to enemies within 2 hexes.
  • Chemtech Soul - Your team counts as having 2 additional Chemtechs.
  • Clockwork Soul - Your team counts as having 2 additional Clockworks.
  • Cram Session - After casting their first Ability, Academics restore 80% of their maximum Mana.
  • Cybernetic Implants 3 - Your units equipped with an item gain 600 Health and 40 Attack Damage
  • Enchanter Soul - Your team counts as having 2 additional Enchanters.
  • Enforcer Soul - Your team counts as having 2 additional Enforcers.
  • Exiles 3 - Your units that start combat with no adajacent allies gain a 80% maximum Health shield for 8 seconds.
  • Featherweights 3 - Your 1 and 2 cost units gain 80% movement and Attack Speed.
  • Golden Ticket - Each time your Shop is refreshed, you have a 35% chance to gain a free refresh.
  • Imperial Soul - Your team counts as having 2 additional Imperials.
  • Innovator Soul - Your team counts as having 2 additional Innovators.
  • Item Grab Bag 2 - Gain 2 random completed items and 2 Reforgers.
  • Junkyard - Every 3 combat rounds with the Scrap Trait active, gain a random component.
  • Knife's Edge 3 - Your units that start combat in the first 2 rows gain 60 Attack Damage.
  • Level Up! - When you buy experience points, gain an additional 4 experience points. You can now reach level 10.
  • Makeshift Armor 3 - Your units with no items gain 60 Armor and Magic Resist.
  • Mercenary Soul - Your team counts as having 2 additional Mercenaries.
  • Mutant Soul - Your team counts as having 2 additional Mutants.
  • New Recruit - Gain +1 team size.
  • Payday - After winning your combat, gain 1 bonus gold for each surviving Syndicate.
  • Portable Forge - Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn.
  • Protector Soul - Your team counts as having 2 additional Protectors.
  • Runic Shield 3 - Arcanists start combat with a shield equal to 800% Ability Power.
  • Scholar Soul - Your team counts as having 2 additional Scholars.
  • Scrap Soul - Your team counts as having 2 additional Scraps.
  • Sniper Soul - Your team counts as having 2 additional Snipers.
  • Socialite Soul - Your team counts as having 2 additional Socialites.
  • Stand United 3 - Your units gain 6 Attack Damage and Ability Power per Trait active across your team.
  • Syndicate Soul - Your team counts as having 2 additional Syndicates.
  • Thrill of the Hunt 3 - Your units heal 600 Health on kill.
  • Twinshot Soul - Your team counts as having 2 additional Twinshots.
  • Windfall - Gain gold based on the number of Augments you currently have. 0 = 20g / 1 = 25g / 2 = 30g

Let us know which are your favourite changes and what you're looking up to the most in the new Teamfight Tactics Gizmos & Gadgets update! 🔥

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League of Legends Champions:

Teamfight Tactics Guide