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 |

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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 |

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Melee champions that take damage for the team
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| Melee champions that are durable frontline damage dealers
10 Mana per attack Has 10% Omnivamp
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| Melee champions that are fragile or mobile damage dealers
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Marksman |
| Caster |
| Specialist |

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Ranged champions that primarily deal damage by attacking
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| Ranged champions that primarily deal damage by casting
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| Unique champions (like Viktor from Into the Arcane)
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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:
Normal Items
Adjusted Items
Tear of the Goddess |
| Spear of Shojin |
| Arcangel’s Staff |
| Hand of Justice |

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Mana: 15 > 0
Mana Regen: 0 > 1 |
| Mana: 15 > 0
Mana Regen: 0 > 1
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| Mana: 15 > 0
Mana Regen: 0 > 1
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| Mana: 15 > 0
Mana Regen: 0 > 1
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Morellonomicon |
| Nashor’s Tooth |
| Edge of Night |
| Titan’s Resolve |

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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
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| No longer unique.
AS: 0 > 15%
AP: 0 > 10
Armor: 10 > 0
Lifeline: At 60% Health, briefly become untargetable and shed negative effects.
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| Bonus Resists at Cap: 20 > 15
Grants CC Immunity at Stack Cap for the rest of combat
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| Hextech Gunblade |
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| Mana Regen: 0 > 1 |
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Reworked Items
Blue Buff |
| Adaptive Helm |
| Protector’s Vow |
| Giant Slayer |

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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.
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| 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.
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| Attack Damage: 25 > 20%
Ability Power: 25 > 20%
Attack Speed: 25 > 20%
Damage Amp: 5% > 10%
Gain 15% additional Damage Amp against Tanks.
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Radiant Items
Adjusted Items
Radiant Spear of Shojin |
| Radiant Arcangel’s Staff |
| Radiant Hand of Justice |
| Radiant Morellonomicon |

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Mana: 15 > 0
Mana Regen: 0 > 2
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| Mana: 15 > 0
Mana Regen: 0 > 2
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| Mana: 15 > 0
Mana Regen: 0 > 2
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| Mana: 15 > 0
Mana Regen: 0 > 4
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Radiant Adaptive Helm |
| Radiant Protector’s Vow |
| Radiant Blue Buff |
| Radiant Spirit Visage |

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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.
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| 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.
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| Mana: 30 > 0
Mana Regen: 0 > 10
Attack Damage: 60
Ability Power: 60
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| Mana: 15 > 0
Mana Regen: 0 > 2
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Radiant Giant Slayer |
| Radiant Nashor’s Tooth |
| Radiant Edge of Night |
| Radiant Titan’s Resolve |

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Attack Damage: 50
Ability Power: 50
Attack Speed: 20%
Damage Amp: 20
Bonus Damage Amp: 20%
Gain 25% additional Damage Amp against Tanks.
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| Ability Power: 30
Base Attack Speed: 20
Attack Speed on Proc: 75
Mana Regen: 3
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| 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.
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| Bonus Resists at Cap: 50 > 40
Grants CC Immunity at Stack Cap for the rest of combat
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Artifacts
Adjusted Items
Blighting Jewel |
| Deathfire Grasp |
| Horizon Focus |
| Innervating Locket |

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Mana: 15 > 0
Mana Regen: 0 > 2
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| Mana: 15 > 0
Mana Regen: 0 > 2
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| Mana: 15 > 0
Mana Regen: 0 > 2
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| Mana: 15 > 0
Mana Regen: 0 > 2
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| Manazane |
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| Mana: 15 > 0
Mana Regen: 0 > 2 |
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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. |