It's time to make some magic! Teamfight Tactic's 12th Set is set to debut on PBE this Wednesday. Read on to get an in-depth look at all of the upcoming Origins in the set!
The new TFT set, Magic nβ Mayhem, is nearly here! You can test out all of the new features on PBE starting from this Wednesday, July 17th. Otherwise, youβll be able to jump into the fray on July 31st when the set officially comes to the live servers.
In this article, weβre going over the 12 new Origin Traits that will be featured in Magic nβ Mayhem, but keep an eye out for future articles regarding all of the new Classes, Augments, and magical mechanics!
Portal (3/6/8/10)
When you play a Portal comp, you'll find a portal in the bottom left corner of your board that will occasionally toss out helpful boons - temporary items on random units, bombs, and even additional allies to help you fight. The portal becomes stronger and larger the more Portal units you play. Additionally, at the start of combat, all Portal units will gain a shield that lasts 15 seconds.
Dragon (2/3)
When fielding two Dragons, their attacks will Burn (deal a percentage of the enemy's health as true damage) and Wound (minimise healing) enemies for 5 seconds. At Dragon 3, all Dragon units get much stronger, as their abilities gain new effects. Nomsy's ability, for example, will affect a larger area and ignore 50% of enemy armour at Dragon 3.
Witchcraft (2/4/6/8)
A Witch's ability will apply a curse to the enemy they hit for 4 seconds. If the afflicted enemy dies, the curse spreads to the nearest enemy. The curse is more potent the more Witches you field. At the lowest rank, when a Witch hits an enemy with an ability, they become smaller and lose 200 of their max Health. At Witchcraft 4, the enemy also becomes green, healing the lowest Health Witch for 15% of damage taken. At Witchcraft 6, the enemy also becomes frail, taking bonus true damage. Finally, at Witchcraft 8, all curse effects are increased by 50%, and the enemy briefly turns into a frog, causing them to be stunned for 2 seconds, every 8 seconds.
Honeymancy (3/5/7)
Honeymancers are surrounded by bees! The bee friends will deal magic damage to the enemy units every 3 seconds. Each bee deals 8% of Honeymancer's damage dealt and 3% of their damage taken. When a Honeymancer dies, they leave 1 Bee that follows nearby Honeymancers for the rest of the combat. The more Honeymancers you field, the more bees spawn at the start of combat - three bees at Honeymancy 1, five at Honeymancy 5, and seven at Honeymancy 7.
Eldritch (3/5/7/10)
After your team loses 20% of their combined Health, an Old God awakens, appearing on the board and unleashing their unique ability. At Eldritch (3), you summon The Tainted Golem, at 5, The Dark Monolith, at 7, The Many-Eyed Beast, and at 10, The Stormbringer. The Old God gains 25% Health and 10% Ability Power for each Eldritch star level. Each Old God does something different, The Dark Monolith, for instance, stuns adjacent enemies when they join the field, while The Many-Eyed Beast's attacks chain lightning to nearby enemies.
Arcana (2/3/4/5)
Choose which unit will be designated as the High Arcana and gain different bonuses for your whole team. An activated Ahri grants Ability Power per each 3-cost champion on your board. An activated Hecarim grants Damage Reduction and Attack Damage to units that are holding items. An Activated Tahm Kench provides Health for each active trait. An Activated Xerath grants bonus true damage for each Charm purchased. Finally, an activated Emblem gives Damage Amp for each unit holding a Spatula Item.
Faerie (2/4/6/8)
Faeries gain Health and create two special items that are stronger the more Faeries you field. Choose a Queen by giving them the Faerie Crown which grants Damage Amp. Choose a loyal guard by equipping the Glamoured Armour, which grants healing based on the Queen's damage.
Sugarcraft (2/4/6)
Sugarcrafters bake a cake using sugar. Gain sugar for each component your team is holding after a player combat. Sugarcrafters gain Attack Damage and Ability Power, increased by 10% for each cake layer they make. When the cake has reached seven layers, Sugarcrafters gain treats each round instead, which provide gold and other surprises.
Chrono (2/4/6)
When Combat begins, so does a 16 seocnd countdown, which speeds up by 1 second for each Chrono ability cast. At the end of the countdown, gain a special effect, in accordance to the amount of Chrono units fielded. At Chrono 2, at the end of the countdown, your team restores 20% Health and gains Ability Power. Additionally, at Chrono 4, Chronos gain another 35 Ability Power and continue fighting while the rest of the board is frozen in time for 2.5 seconds. Finally, at Chrono 6, Chronos also gain 60% Attack Speed and heal all of their Health instead of only 20% at the end of the countdown.
Pyro (2/3/4/5)
Pyro units gain 3% Attack Speed and execute enemies under 15% Health - these values increase with more fielded Pyro units. For each kill, Pyro champions create Infernal Cinders - like the ones youβll find on an Infernal Dragon Summonerβs Rift - you can collect. Each 4 cinders grants your team another 1% Attack Speed.
Frost (3/5/7/9)
Frost units gain Ability power and attack damage. The first few enemies to die become allied Ice Soldeirs, which lure enemy attacks if they are within range. Soldiers have 300 Health per stage. You spawn one Ice Soldier at Frost 3, two at Frost 5, three at Frost 7, and four at Frost 9. At Frost 7 and 9, the Ice Soldiers explode when they die, dealing massive damage.
Druid
A unique trait in Magic n' Mayhem is Druid! This Origin has only one unit, a three-cost Wukong. Wukong doesn't have any other traits, so he can't build synergy with any particular comp. However, he has strong Abilities and bonus Armour and Magic Resistance, making him a great frontliner to slot into any comp where you might be missing one.