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Home // News // [Set 15] TFT Role & Item Overhaul
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[Set 15] TFT Role & Item Overhaul

Set 15 brings big changes to Teamfight Tactics, with a clearer role system and a major item overhaul debuting in K.O. Coliseum.

Roles Revamped

Currently, roles function as little more than suggestions on what sort of items would suit which unit best. They were great shorthand set-to-set to allow players to, at a glance, understand how to build brand new champions who have brand new traits. If it's a "Magic Caster" you know they're getting a Shojin and a Jeweled Gauntlet, and if it's an "Attack Fighter" then they're getting a Bloodthirster and Hand of Justice.


Starting with Set 15, roles will be both a bit more clear and a bit more significant beyond existing to recommend a good set of items. The format of the unit roles remains the same. It’ll be a two-word compound which tells you two things—what sort of damage do they do, and what is their role within a composition?


Damage Types

The first word in the new role system denotes the type of damage the units do. There are three possible damage types:


Attack


Magic


Hybrid



Primarily benefits from Attack Damage for their offensive stat. 


Primarily benefits from Ability Power for their offensive stat.  


Benefits from both Attack Damage and Ability Damage for their offensive stat. 


This is a pretty simple distinction, and it’s mostly the same as how things have been handled thus far, with the addition of the “Hybrid” damage type. Once you read “Attack,” “Magic,” or "Hybrid" you already get a good idea of what sort of items suit the unit best, even when it’s your first time fielding them.

Team Role

Next up, team roles. Each unit will fulfill one of six team roles and this affects how they generate Mana, as well as grants a smaller, secondary passive in most cases.


Tank


Fighter


Assassin



Melee champions that take damage for the team 


  • 5 Mana per attack 

  • Generates Mana from taking damage 

  • More likely to be targeted 


Melee champions that are durable frontline damage dealers 


  • 10 Mana per attack 

  • Has 10% Omnivamp 


Melee champions that are fragile or mobile damage dealers 


  • 10 Mana per attack 

  • Less likely to be targeted 






Marksman


Caster


Specialist



Ranged champions that primarily deal damage by attacking


  • 10 Mana per attack 




Ranged champions that primarily deal damage by casting 


  • 7 Mana per attack 

  • Generates 2 mana per second


Unique champions (like Viktor from Into the Arcane)


  • Generates resources in a unique way.


Together, these damage types and team roles create 18 different role combinations in TFT. However, Riot stressed that this wouldn't be a dramatic change in practice. Roles revamped won't change the way you play TFT—you'll still place your tanks in the frontline, and your carries in the back. Riot has also said that not every set will have all 18 combinations, and that some sets won't even contain a single Hybrid or Specialist.


The biggest change introduced by the role revamp is how Mana is treated in TFT. In the past, every unit generated mana the same way and gained the same amount of mana per attack made or taken. Because everyone gained mana when they attacked, for many units, Attack Speed ended up being more important than Mana items, which felt counterintuitive for mages. These changes address that, and now every unit is rewarded with mana for doing what they’re supposed to be doing.


Item Changes

Riot began experimenting with items a few months ago, adding five new items and revamping a couple of fan favourites. Now, they're ready to take the next step and introduce an item overhaul with K.O. Coliseum.


There are three overarching changes:


  • Items that trigger once per combat at certain Health thresholds will now be referred to as "Lifeline" items. 


  • Most items that used to provide Mana now provide "Mana Regen" instead.


  • Items that are crafted from components are no longer considered Unique. You can stack multiple of these items now—though, whether or not you should, is up for debate.


Normal Items

Adjusted Items


Tear of the Goddess


Spear of Shojin 


Arcangel’s Staff


Hand of Justice




Mana: 15 > 0


Mana Regen: 0 > 1


Mana: 15 > 0


Mana Regen: 0 > 1




Mana: 15 > 0


Mana Regen: 0 > 1




Mana: 15 > 0


Mana Regen: 0 > 1










Morellonomicon


Nashor’s Tooth


Edge of Night


Titan’s Resolve




Attack Speed: 10 > 0


Ability Power: 25 > 20


Mana Regen: 0 > 2


AP: 10 > 20


Attack Speed on Proc: 60% > 30%


Mana Regen: 0 > 2




No longer unique.


AS: 0 > 15%


AP: 0 > 10


Armor: 10 > 0


Lifeline: At 60% Health, briefly become untargetable and shed negative effects.




Bonus Resists at Cap: 20 > 15


Grants CC Immunity at Stack Cap for the rest of combat












Hextech Gunblade













Mana Regen: 0 > 1






Reworked Items


Blue Buff


Adaptive Helm 


Protector’s Vow 


Giant Slayer




No longer unique.


Mana Regen: 5


Attack Damage: 15


Ability Power: 15


Mana Regen: 2


Magic Resistance: 20


Gain 15% additional mana from all sources. The wearer gains a bonus based on their role:


Tank/Fighter: Gain 35 Armor and Magic Resistance.


All Others: Gain 15 Attack Damage and Ability Power.






Mana Regen: 1


Armor: 25


Magic Resistance: 25


Start of Combat: Gain 20 Mana.


Lifeline: At 40% Health, gain 20 mana and a shield equal to 20% max health.




Attack Damage: 25 > 20%


Ability Power: 25 > 20%


Attack Speed: 25 > 20%


Damage Amp: 5% > 10%


Gain 15% additional Damage Amp against Tanks.




Radiant Items

Adjusted Items


Radiant

Spear of Shojin


Radiant

Arcangel’s Staff


Radiant

Hand of Justice


Radiant

Morellonomicon




Mana: 15 > 0


Mana Regen: 0 > 2




Mana: 15 > 0


Mana Regen: 0 > 2








Mana: 15 > 0


Mana Regen: 0 > 2






Mana: 15 > 0


Mana Regen: 0 > 4












Radiant

Adaptive Helm


Radiant

Protector’s Vow


Radiant

Blue Buff


Radiant

Spirit Visage




Mana: 15 > 0


Mana Regen: 0 > 5


Magic Resistance: 25


Gain 40% additional mana from all sources. The wearer gains a bonus based on their role:


Tank/Fighter: Gain 60 Armor and Magic Resistance


All Others: Gain 30 Attack Damage and Ability Power.




Mana: 30 > 0


Mana Regen: 0 > 3


Armor: 50


Magic Resistance: 50


Start of Combat: Gain 30 Mana.

 

Lifeline: At 40% Health, gain 40 Mana and a Shield equal to 45% max Health.








Mana: 30 > 0


Mana Regen: 0 > 10


Attack Damage: 60


Ability Power: 60






Mana: 15 > 0


Mana Regen: 0 > 2












Radiant

Giant Slayer


Radiant

Nashor’s Tooth


Radiant

Edge of Night


Radiant

Titan’s Resolve




Attack Damage: 50


Ability Power: 50


Attack Speed: 20%


Damage Amp: 20


Bonus Damage Amp: 20%


Gain 25% additional Damage Amp against Tanks.






Ability Power: 30


Base Attack Speed: 20


Attack Speed on Proc: 75


Mana Regen: 3










No longer unique.


Attack Speed: 40%


Attack Damage: 25


Ability Power: 30


Armor: 10 > 0


Lifeline: At 60% health, briefly become untargetable and shed negative effects.








Bonus Resists at Cap: 50 > 40


Grants CC Immunity at Stack Cap for the rest of combat








Artifacts

Adjusted Items


Blighting Jewel 


Deathfire Grasp 


Horizon Focus


Innervating Locket 




Mana: 15 > 0


Mana Regen: 0 > 2




Mana: 15 > 0


Mana Regen: 0 > 2






Mana: 15 > 0


Mana Regen: 0 > 2






Mana: 15 > 0


Mana Regen: 0 > 2














Manazane













Mana: 15 > 0


Mana Regen: 0 > 2





New Items


Dawncore

Ability Power: 15


Attack Damage: 15


Starting Mana: 15


Mana Regen: 5


Reduce the holder's max mana by 10. Subsequent spellcasts reduce max mana by 10%, to a minimum of 15.



League of Legends Champions:

Teamfight Tactics Guide