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Teamfight Tactics Item Cheat Sheet - Set 6.5, TFT Gizmos and Gadgets: Neon Nights

How to get Teamfight Tactics Set 6.5 items, and what each TFT item does.

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B.F. Sword

+10 Attack Damage

Gain 50/75/100 AD
Spells & atks deal +20% dmg. If target HP > 1800, +60% dmg
At 50% health briefly enter stealth, then gain 40% AS
Magic & true dmg heal for 33% of dmg dealt. Also heal lowest health ally
Atks heal for 33% of dmg dealt. When HP < 40% gain a 30% shield
+8 mana on attacks
Wearer and allies to left and right gain +30% atk speed
75% Crit Chance, Converts every 1% excess crit chance to crit damage.
Wearer is also a Striker

Recurve Bow

+10% Attack Speed

Spells & atks deal +20% dmg. If target HP > 1800, +60% dmg
+75% AS, +1 range. Atks can't miss
Gain 2 AD & AP when you attack or take damage
Gain 6% AS per attack. Stacks infinitely.
Attacks hit 1 additional target for 70% AD damage.
Every 3rd atk deals 70 magic damage to 3 extra targets.
Taunt at start. On death create a high health voidspawn.
Crits reduce targets armor by 70% for 5s. Does not stack
Wearer is also a Challenger

Chain Vest

+20 Armor

At 50% health briefly enter stealth, then gain 40% AS
Gain 2 AD & AP when you attack or take damage
Negates incoming crits, deals AOE dmg when hit
The wearer and allies within 2 hexes gain a shield for 8s
Gain 18 armor and MR for each attacker
Reduces AS of enemies within 2 Hexes by 25%
Burn 16% of an enemy's health over 8s and reduce healing
Shoots a beam that delays enemy spellcast.
Wearer is also a Debonair

Needlessly Large Rod

+10 Ability Power

Magic & true dmg heal for 33% of dmg dealt. Also heal lowest health ally
Gain 6% AS per attack. Stacks infinitely.
The wearer and allies within 2 hexes gain a shield for 8s
Increases ability power by 75
Enemies within 2 have -50% MR and take dmg on spellcast
Gain 25 AP every 5s
Magic & True dmg spells burn 20% enemy HP over 10s & reduces healing
Magic & true dmg abilities crit. +30% Crit dmg, +15% chance. +20 AP
Wearer is also an Arcanist

Negatron Cloak

+20 Magic Resist

Atks heal for 33% of dmg dealt. When HP < 40% gain a 30% shield
Attacks hit 1 additional target for 70% AD damage.
Gain 18 armor and MR for each attacker
Enemies within 2 have -50% MR and take dmg on spellcast
+200 MR, If hit by magic or true damage, launch a fireball
All allies within 1 hex gain 30 AP
Banish the unit opposite you for 5s. Pierces through CC immunity
+20% atk speed, CC immunity for the first 15s
Wearer is also a Mutant

Tear of the Goddess

+15 Starting Mana

+8 mana on attacks
Every 3rd atk deals 70 magic damage to 3 extra targets.
Reduces AS of enemies within 2 Hexes by 25%
Gain 25 AP every 5s
All allies within 1 hex gain 30 AP
After each spellcast, wearer's mana is set to 20.
Allies in 1 heal 18% HP every 5s and take reduced AOE dmg
Gain +10 AD / 10% AP. Heal 10% dmg dealt. One buff 33% at random
Wearer is also Hextech

Giant's Belt

+150 Health

Wearer and allies to left and right gain +30% atk speed
Taunt at start. On death create a high health voidspawn.
Burn 16% of an enemy's health over 8s and reduce healing
Magic & True dmg spells burn 20% enemy HP over 10s & reduces healing
Banish the unit opposite you for 5s. Pierces through CC immunity
Allies in 1 heal 18% HP every 5s and take reduced AOE dmg
+1000 Health
At the beginning of each round, gain a spell shield
Wearer is also Chemtech

Sparring Gloves

+5% Critical Strike Chance +10% Dodge Chance

75% Crit Chance, Converts every 1% excess crit chance to crit damage.
Crits reduce targets armor by 70% for 5s. Does not stack
Shoots a beam that delays enemy spellcast.
Magic & true dmg abilities crit. +30% Crit dmg, +15% chance. +20 AP
+20% atk speed, CC immunity for the first 15s
Gain +10 AD / 10% AP. Heal 10% dmg dealt. One buff 33% at random
At the beginning of each round, gain a spell shield
Can't hold other items; Gain 2 temp items/round.
Wearer is also a Assassin

Spatula

It must do something...

Wearer is also a Striker
Wearer is also a Challenger
Wearer is also a Debonair
Wearer is also an Arcanist
Wearer is also a Mutant
Wearer is also Hextech
Wearer is also Chemtech
Wearer is also a Assassin
Gain +1 team size
+50 / 75 / 100 Attack Damage (depending on star level)
+10 Attack Damage
+10% Attack Speed

Basic attacks and spells gain 20% increased damage (pre-mitigation), increased to 60% if the enemy has over 1800 maximum health.
+10 Attack Damage
+20 Armor

When the holder first drops below 50% health, they briefly enter stealth, becoming untargetable and shedding negative effects. After coming out of stealth, the holder gains an additional 40% bonus attack speed.
+10 Attack Damage
+10 Ability Power

The wearer's magic and true damage from abilities heal the wearer and the lowest health ally for 33% of the damage dealt.
+10 Attack Damage
+20 Magic Resist

Physical damage heals the holder for 33% of the damage dealt. Upon falling below 40% health, the holder gains a 30% max Health shield that lasts up to 5 seconds.
+10 Attack Damage
+15 Starting Mana

The holder's attacks restore 8 additional Mana.
+10 Attack Damage
+150 Health

At the start of combat, the wearer and all allies within 1 hex in the same row to the left and right gain 30% bonus attack speed for the rest of combat.
+75% Critical Strike Chance
+10% Critical Strike Damage
+10 Attack Damage

Converts every 1% excess critical strike chance into 1% bonus critical strike damage.

[Unique - Only one per champion]
+10 Attack Damage

Wearer is also a Striker. Cannot equip on a champion that is already a Striker.

[Unique - Only One Per Champion]
+75% Attack Speed

Increases the wearer's attack range by 1 hex and grants 55% bonus Attack Speed, and Basic attacks cannot miss.
+10% Attack Speed
+20 Armor

When the wearer basic attacks or takes damage from any source, grants 2 bonus attack damage and 2 ability power for the rest of combat, stacking up 25 times for a maximum of 50. At maximum stacks, additionally gains 25 bonus armor and bonus magic resistance, and increases in size. Resets every round.
+10 Ability Power
+10% Attack Speed

Attacks grant +6% bonus Attack Speed for the rest of combat. This effect can stack any number of times.
+10 Attack Damage
+10% Attack Speed
+20 Magic Resist

Basic attacks fire an additional bolt at another nearby enemy, dealing 70% AD physical damage. Bolts can critically strike and have infinite range.
+20% Attack Speed
+15 Starting Mana

Every third basic attack from the wearer deals 70 magic damage to the target and 3 additional targets, while also reducing their magic resistance by 50% for 5 seconds
+150 Health
+15% Attack Speed

At the start of combat, the wearer taunts enemies within 4 hexes. Additionally, when the wearer dies, a Voidspawn arises, taunting nearby enemies. Summoned units can spawn Voidspawns at 25% effectiveness.
+10% Attack Speed
+15% Critical Strike Chance

When the holder inflicts a critical hit, the target's Armor is reduced by 70% for 5 seconds. This effect does not stack.

[Unique - Only One Per Champion]
+10% Attack Speed

Wearer is also a Challenger. Cannot equip on a champion that is already a Challenger.

[Unique - Only One Per Champion]
+70 Armor

Negates bonus damage from incoming critical hits. On being hit by an attack, deal 60 / 80 / 120 magic damage to all nearby enemies (once every 2.5 seconds).
+10 Ability Power
+20 Armor

At the start of combat, the wearer and all allies within 2 hexes in the same row to the left and right gain a 300 / 350 / 400 health shield for 8 seconds (depending on Star level).
+20 Armor
+20 Magic Resist

The holder gains 18 bonus armor and bonus magic resistance for each enemy targeting them.
+20 Armor
+15 Starting Mana

Reduces the attack speed of enemies within 2 hexes by 30% for 0.5 seconds.

[Unique - Only One Per Champion]
+150 Health
+20 Armor

Every 2 seconds, a random enemy within 2 hexes is burned for 16% of their maximum health as true damage over 8 seconds. Any healing they receive is reduced by 50%.

[Unique - Only One Per Champion]
+20 Armor
+15% Dodge Chance

When combat begins, shoots a beam straight ahead in a 1.5-hex line that delays affected enemies' first spellcast, increasing their maximum mana by 35% until they cast.

[Unique - Only One Per Champion]
+20 Armor

Wearer is also a Debonair. Cannot equip on a champion that is already a Debonair.

[Unique - Only One Per Champion]
+75 Ability Power
+10 Ability Power
+20 Magic Resist

Enemies within 2 hexes have their magic resistance reduced by 50% (does not stack). When enemies within 2 hexes cast their ability, they are dealt 200% of their maximum mana as magic damage.
+10 Ability Power
+15 Starting Mana

Grants the wearer 25 ability power every 5 seconds.
+10 Ability Power
+150 Health

Dealing magic or true damage with an ability applies a burn on the enemies hit for 10 seconds, dealing 10% of target's maximum health as true damage over 10s and reducing healing by 50% for the duration of the burn.

[Unique - Only One Per Champion]
+20 Ability Power
+30% Critical Strike Damage
+15% Critical Strike Chance

The holder's magic and true damage from their Ability can critically strike.

[Unique - Only One Per Champion]
+10 Ability Power

Wearer is also an Arcanist. Cannot equip on a champion that is already an Arcanist.

[Unique - Only One Per Champion]
+200 Magic Resist

On being hit by magic or true damage from a casted Ability, launch a fireball at the Ability's caster that deals magic damage equal to 18% of their max Health (0.5 second cooldown).
+20 Magic Resist
+15 Starting Mana

When combat begins, the holder and all allies within 1 hex in the same row gain 30 ability power for the rest of combat.
+150 Health
+20 Magic Resist

At the start of combat, banishes for 5 seconds the unit that mirrors the wielder's placement on the other side of the board. Pierces through CC immunity effects.

[Unique - Only One Per Champion]
+20 Magic Resist
+15% Dodge Chance
+20% Attack Speed

The wearer is immune to attack damage debuffs and crowd control effects for the first 15 seconds of combat.

[Unique - Only One Per Champion]
+20 Magic Resist

Wearer is also a Mutant. Cannot equip on a champion that is already a Mutant.

[Unique - Only One Per Champion]
+50 Starting Mana

After each spellcast, the wearer's mana is set to 20.

[Unique - Only One Per Champion]
+150 Health
+15 Starting Mana

Every 5 seconds, the holder radiates an aura to allies within 1 hex, healing them for 18% of their missing Health. Affected allies take 25% reduced damage from multi-target abilities and attacks for 5 seconds.
+15 Starting Mana
+15 Critical Strike Chance

The holder gains both of the following: +10 Attack Damage and 10 Ability Power. Attacks and Abilities heal for 10% of damage dealt. At the beginning of each planning phase, one of these buffs is increased to 33%.
+15 Starting Mana

Wearer is also a Hextech. Cannot equip on a champion that is already a Hextech.

[Unique - Only One Per Champion]
+1000 Health
+15% Dodge Chance
+150 Health

When combat begins, the holder and all allies within 1 hex in the same row gain a shield that blocks the damage and effects of the first enemy Ability, up to 600 damage.
+150 Health

Wearer is also Chemtech. Cannot equip on a champion that is already Chemtech.

[Unique - Only One Per Champion]
+15% Critical Strike Chance
+15% Dodge Chance

At the beginning of planning phase, the wearer equips 2 random items that are removed at the end of the round. The quality of these items are depending on player level. Cannot be equipped to a champion that already holds another item, nor can the item holder be equipped with any additional items.

[Unique - Only One Per Champion]
+10% Dodge Chance
+5% Critical Strike Chance

Wearer is also an Assassin. Cannot equip on a champion that is already an Assassin.

[Unique - Only One Per Champion]
Increases your unit cap by 1.

TFT Item Cheat Sheet

Use the item chart above to quickly find the items you need in your TFT matches! We all know how little time you have between rounds of TFT to plan out what you will do with your items. That’s where our cheat sheet comes in. Updated for Set 6.5 - TFT Gizmos and Gadgets: Neon Nights!

You can click on the Item Filter to keep track of what items you currently own, and easily see what advanced items you can create with them! We use the cheat sheet format to fit all the information you could possibly need on the screen, so you can read what an item does without having to tab out of Teamfight Tactics and hover or click on the items.

Win more games and stress less by using our TFT item chart. If you're here to read what each TFT item does ahead of time we also have a complete list of every item in Teamfight Tactics below.

TFT Items List

Arcanist Emblem +10 Ability Power

Wearer is also an Arcanist. Cannot equip on a champion that is already an Arcanist.

[Unique - Only One Per Champion]
Archangel's Staff +10 Ability Power
+15 Starting Mana

Grants the wearer 25 ability power every 5 seconds.
Assassin Emblem +10% Dodge Chance
+5% Critical Strike Chance

Wearer is also an Assassin. Cannot equip on a champion that is already an Assassin.

[Unique - Only One Per Champion]
B.F. Sword +10 Attack Damage
Banshee's Claw +15% Dodge Chance
+150 Health

When combat begins, the holder and all allies within 1 hex in the same row gain a shield that blocks the damage and effects of the first enemy Ability, up to 600 damage.
Bloodthirster +10 Attack Damage
+20 Magic Resist

Physical damage heals the holder for 33% of the damage dealt. Upon falling below 40% health, the holder gains a 30% max Health shield that lasts up to 5 seconds.
Blue Buff +50 Starting Mana

After each spellcast, the wearer's mana is set to 20.

[Unique - Only One Per Champion]
Bramble Vest +70 Armor

Negates bonus damage from incoming critical hits. On being hit by an attack, deal 60 / 80 / 120 magic damage to all nearby enemies (once every 2.5 seconds).
Chain Vest +20 Armor
Chalice of Power +20 Magic Resist
+15 Starting Mana

When combat begins, the holder and all allies within 1 hex in the same row gain 30 ability power for the rest of combat.
Challenger Emblem +10% Attack Speed

Wearer is also a Challenger. Cannot equip on a champion that is already a Challenger.

[Unique - Only One Per Champion]
Chemtech Emblem +150 Health

Wearer is also Chemtech. Cannot equip on a champion that is already Chemtech.

[Unique - Only One Per Champion]
Deathblade +50 / 75 / 100 Attack Damage (depending on star level)
Debonair Emblem +20 Armor

Wearer is also a Debonair. Cannot equip on a champion that is already a Debonair.

[Unique - Only One Per Champion]
Dragon's Claw +200 Magic Resist

On being hit by magic or true damage from a casted Ability, launch a fireball at the Ability's caster that deals magic damage equal to 18% of their max Health (0.5 second cooldown).
Edge of Night +10 Attack Damage
+20 Armor

When the holder first drops below 50% health, they briefly enter stealth, becoming untargetable and shedding negative effects. After coming out of stealth, the holder gains an additional 40% bonus attack speed.
Frozen Heart +20 Armor
+15 Starting Mana

Reduces the attack speed of enemies within 2 hexes by 30% for 0.5 seconds.

[Unique - Only One Per Champion]
Gargoyle Stoneplate +20 Armor
+20 Magic Resist

The holder gains 18 bonus armor and bonus magic resistance for each enemy targeting them.
Giant Slayer +10 Attack Damage
+10% Attack Speed

Basic attacks and spells gain 20% increased damage (pre-mitigation), increased to 60% if the enemy has over 1800 maximum health.
Giant's Belt +150 Health
Guinsoo's Rageblade +10 Ability Power
+10% Attack Speed

Attacks grant +6% bonus Attack Speed for the rest of combat. This effect can stack any number of times.
Hand of Justice +15 Starting Mana
+15 Critical Strike Chance

The holder gains both of the following: +10 Attack Damage and 10 Ability Power. Attacks and Abilities heal for 10% of damage dealt. At the beginning of each planning phase, one of these buffs is increased to 33%.
Hextech Emblem +15 Starting Mana

Wearer is also a Hextech. Cannot equip on a champion that is already a Hextech.

[Unique - Only One Per Champion]
Hextech Gunblade +10 Attack Damage
+10 Ability Power

The wearer's magic and true damage from abilities heal the wearer and the lowest health ally for 33% of the damage dealt.
Infinity Edge +75% Critical Strike Chance
+10% Critical Strike Damage
+10 Attack Damage

Converts every 1% excess critical strike chance into 1% bonus critical strike damage.

[Unique - Only one per champion]
Ionic Spark +10 Ability Power
+20 Magic Resist

Enemies within 2 hexes have their magic resistance reduced by 50% (does not stack). When enemies within 2 hexes cast their ability, they are dealt 200% of their maximum mana as magic damage.
Jeweled Gauntlet +20 Ability Power
+30% Critical Strike Damage
+15% Critical Strike Chance

The holder's magic and true damage from their Ability can critically strike.

[Unique - Only One Per Champion]
Last Whisper +10% Attack Speed
+15% Critical Strike Chance

When the holder inflicts a critical hit, the target's Armor is reduced by 70% for 5 seconds. This effect does not stack.

[Unique - Only One Per Champion]
Locket of the Iron Solari +10 Ability Power
+20 Armor

At the start of combat, the wearer and all allies within 2 hexes in the same row to the left and right gain a 300 / 350 / 400 health shield for 8 seconds (depending on Star level).
Morellonomicon +10 Ability Power
+150 Health

Dealing magic or true damage with an ability applies a burn on the enemies hit for 10 seconds, dealing 10% of target's maximum health as true damage over 10s and reducing healing by 50% for the duration of the burn.

[Unique - Only One Per Champion]
Mutant Emblem +20 Magic Resist

Wearer is also a Mutant. Cannot equip on a champion that is already a Mutant.

[Unique - Only One Per Champion]
Needlessly Large Rod +10 Ability Power
Negatron Cloak +20 Magic Resist
Quicksilver +20 Magic Resist
+15% Dodge Chance
+20% Attack Speed

The wearer is immune to attack damage debuffs and crowd control effects for the first 15 seconds of combat.

[Unique - Only One Per Champion]
Rabadon's Deathcap +75 Ability Power
Rapid Firecannon +75% Attack Speed

Increases the wearer's attack range by 1 hex and grants 55% bonus Attack Speed, and Basic attacks cannot miss.
Recurve Bow +10% Attack Speed
Redemption +150 Health
+15 Starting Mana

Every 5 seconds, the holder radiates an aura to allies within 1 hex, healing them for 18% of their missing Health. Affected allies take 25% reduced damage from multi-target abilities and attacks for 5 seconds.
Runaan's Hurricane +10 Attack Damage
+10% Attack Speed
+20 Magic Resist

Basic attacks fire an additional bolt at another nearby enemy, dealing 70% AD physical damage. Bolts can critically strike and have infinite range.
Shroud of Stillness +20 Armor
+15% Dodge Chance

When combat begins, shoots a beam straight ahead in a 1.5-hex line that delays affected enemies' first spellcast, increasing their maximum mana by 35% until they cast.

[Unique - Only One Per Champion]
Sparring Gloves +5% Critical Strike Chance
+10% Dodge Chance
Spatula It must do something...
Spear of Shojin +10 Attack Damage
+15 Starting Mana

The holder's attacks restore 8 additional Mana.
Statikk Shiv +20% Attack Speed
+15 Starting Mana

Every third basic attack from the wearer deals 70 magic damage to the target and 3 additional targets, while also reducing their magic resistance by 50% for 5 seconds
Striker Emblem +10 Attack Damage

Wearer is also a Striker. Cannot equip on a champion that is already a Striker.

[Unique - Only One Per Champion]
Sunfire Cape +150 Health
+20 Armor

Every 2 seconds, a random enemy within 2 hexes is burned for 16% of their maximum health as true damage over 8 seconds. Any healing they receive is reduced by 50%.

[Unique - Only One Per Champion]
Tactician's Crown Increases your unit cap by 1.
Tear of the Goddess +15 Starting Mana
Thief's Gloves +15% Critical Strike Chance
+15% Dodge Chance

At the beginning of planning phase, the wearer equips 2 random items that are removed at the end of the round. The quality of these items are depending on player level. Cannot be equipped to a champion that already holds another item, nor can the item holder be equipped with any additional items.

[Unique - Only One Per Champion]
Titan's Resolve +10% Attack Speed
+20 Armor

When the wearer basic attacks or takes damage from any source, grants 2 bonus attack damage and 2 ability power for the rest of combat, stacking up 25 times for a maximum of 50. At maximum stacks, additionally gains 25 bonus armor and bonus magic resistance, and increases in size. Resets every round.
Warmog's Armor +1000 Health
Zeke's Herald +10 Attack Damage
+150 Health

At the start of combat, the wearer and all allies within 1 hex in the same row to the left and right gain 30% bonus attack speed for the rest of combat.
Zephyr +150 Health
+20 Magic Resist

At the start of combat, banishes for 5 seconds the unit that mirrors the wielder's placement on the other side of the board. Pierces through CC immunity effects.

[Unique - Only One Per Champion]
Zz'Rot Portal +150 Health
+15% Attack Speed

At the start of combat, the wearer taunts enemies within 4 hexes. Additionally, when the wearer dies, a Voidspawn arises, taunting nearby enemies. Summoned units can spawn Voidspawns at 25% effectiveness.

League of Legends Champions:

Teamfight Tactics Guide