TFT Set 6: Gizmos & Gadgets

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New Traits - Origins

Academy
Academy
Academics have bonus Attack Damage and Ability Power. They also learn from their allies, gaining and additional bonus whenever an ally casts their Ability.
(2) 18 Attack Damage and Ability Power; 3 from allies' casts
(4) 40 Attack Damage and Ability Power; 5 from allies' casts
(6) 50 Attack Damage and Ability Power; 10 from allies' casts
(8) 70 Attack Damage and Ability Power; 15 from allies' casts
Chemtech
Chemtech
After dropping below 75% Health, Chemtech champions gain 25% damage reduction, Attack Speed, and regenerate % of their maximum Health for 8 seconds.
(3) 25% Attack Speed, 3% Health Regeneration
(5) 50% Attack Speed, 4% Health Regeneration
(7) 75% Attack Speed, 6% Health Regeneration
(9) 100% Attack Speed, 10% Health Regeneration
Clockwork
Clockwork
Your team has increased Attack Speed, with an increase per augment in the Hexcore.
(2) 10% Attack Speed + 5% per augment.
(4) 35% Attack Speed + 10% per augment.
(6) 70% Attack Speed + 15% per augment.
Cuddly
Cuddly
(1) At the start of combat, Yuumi attaches herself to the nearest ally, or to the lowest Health ally after being unattached for 2 seconds. Attaching to an ally grants them a shield equal to 60% of Yuumi's maximum Health. Yuumi detaches if the shield breaks.

While attached, Yuumi is untargetable and cannot attack, but gains 5 Mana per second, and 10 Mana whenever the ally attacks.
Enforcer
Enforcer
Enforcers stun enemies at the start of combat. They break free after 5 seconds, or after losing 40% or their maximum Health. Enforcers will not try to stun enemies who are immune to crowd control effects.
(2) The enemy who has the most Health
(4) And the enemy who dealt the most damage last combat
Glutton
Glutton
(1) An ally can be fed to Tahm Kench once per planning phase, permanently granting him either Attack Damage, Ability Power, Health, Armor, or Magic Resist.

To feed, hold an ally over Tahm Kench until his mouth opens, then release.
Imperial
Imperial
At the start of combat, the Imperial who dealt the most damage last combat becomes the Tyrant. The Tyrant deals bonus damage. When the Tyrant dies, the Imperial who has dealt the most damage this combat becomes the new Tyrant.
(3) The Tyrant deals 75% bonus damage
(5) The Tyrant deals 125% bonus damage and the other Imperials deal 75% bonus damage
Mercenary
Mercenary
Gain a treasure chest that opens when you win combat against a player. At the start of each planning phase vs a player, dice rolls add loot to the chest. The longer you've gone without opening the chest, the luckier the dice.
(3) Roll 2 dice
(5) The dice are even luckier!
(7) Upon winning, roll a 3rd dice that grants bonus loot.
Mutant
Mutant
Mutants gain unique bonuses. These are different each game.

Voidborne:
(3) Mutants execute targets they damage who are below 20% Health.
(5) And Mutants deal 40% of their damage as true damage.
-----------------------------------------
Bio-Leeching: Your team gains Omnivamp (healing for a percentage of all damage dealt).
(3) 30% Omnivamp
(5) 55% Omnivamp
-----------------------------------------
Voracious Appetite: Mutants grow stronger each time an ally dies.
(3) +20 Attack Damage and Ability Power
(5) +30 Attack Damage and Ability Power
-----------------------------------------
Synaptic Web: The Abilities of Mutants cost less to cast. (Minimum 10 Mana)
(3) 20 Mana less
(5) 40 Mana less
-----------------------------------------
Adrenaline Rush: Mutants' attacks have a chance to trigger 2 additional attacks against their target.
(3) 40% chance
(5) 75% chance
-----------------------------------------
Cybernetic Enhancement: Mutants with at least 1 item gain bonus stats.
(3) 450 Health and 30 Attack Damage
(5) 900 Health and 60 Attack Damage
-----------------------------------------
Metamorphosis: Mutants grow every 2 seconds, gaining bonuses that stack up to 5 times.
(3) +18 Armor and Magic Resist, +1 Attack Damage and Ability Power
(5) +25 Armor and Magic Resist, +2 Attack Damage and Ability Power
(3) ??? (Randomly selected per game)
(5) ??? (Randomly selected per game)
Scrap
Scrap
At the start of combat, components held by Scrap champions turn into full items for the rest of combat. Also, your team gains a shield for each component equipped by your team, including those that are part of a full item.
(2) 1 component, 20 shield
(4) 3 components, 35 shield
(6) All components, 60 shield
Sister
Sister
(2) Sisters gain empowered skills to compete with each other.

Vi's Ability range increases by 2 hexes.

Jinx gains 40% Attack Speed for 3 seconds after scoring a takedown.
Socialite
Socialite
Socialite reveal a spotlight on the battlefield. The unit standing in the spotlight at the start of combat gains unique bonuses.
(1) 20% bonus damage
(2) and 5 Mana per second
(3) and heal for 30% of all damage they deal
Syndicate
Syndicate
Certain allies are cloaked in shadows, gaining 60 Armor, 60 Magic Resist and 20% Omnivamp (healing for a percentage of all damage dealt.)
(3) The Syndicate champion with the lowest percent Health
(5) All Syndicate champions
(7) Your whole team, and the effects are increased by 33%
Yordle
Yordle
(3) After each player combat, a random Yordle is added to your bench for free.
(6) And Yordle's Abilities cost 20% less to cast.
Yordle-Lord
Yordle-Lord
(1) Benefits from the Yordle trait.

Veigar is summoned from a Yordle Portal when every Yordle is 3-star.

New Traits - Classes

Arcanist
Arcanist
Arcanists increase the Ability Power of your team.
(2) Your team gains 20% Ability Power
(4) Your team gains 20% Ability Power, Arcanists gain 40%
(6) Your team gains 50% Ability Power, Arcanists gain 50%
(8) Your team gains 145% Ability Power.
Assassin
Assassin
Innate: When combat starts, Assassins leap to the enemy backline.

Assassins' Abilities can critically strike and they gain bonus Critical Strike Chance and bonus Critical Strike Damage.
(2) +10% Crit Chance and +20% Crit Damage
(4) +30% Crit Chance and +40% Crit Damage
(6) +50% Crit Chance and +60% Crit Damage
Bodyguard
Bodyguard
Bodyguards have increased Armor. Shortly after combat begins, Bodyguards gain a Shield and taunt adjacent enemies, forcing them to attack the Bodyguard.
(2) 100 Armor, 100 Shield
(4) 200 Armor, 300 Shield
(6) 350 Armor, 600 Shield
(8) 500 Armor, 1000 Shield
Bruiser
Bruiser
Your team gains bonus maximum Health. Bruisers gain double the bonus.
(2) 125 Health
(4) 225 Health
(6) 400 Health
(8) 700 Health
Challenger
Challenger
Challengers get bonus Attack Speed. Upon scoring a takedown, Challengers dash to a new target and double this bonus for 2.5 seconds.
(2) 30% Attack Speed
(4) 55% Attack Speed
(6) 80% Attack Speed
(8) 130% Attack Speed
Colossus
Colossus
Innate: Colossi are bigger, more powerful, and immune to crowd control effects. However, each Colossus requires 2 team slots.
(2) Colossus champions take 25% less damage.
Enchanter
Enchanter
Your team has bonus Magic Resist. Enchanters gain bonus healing and shielding.
(2) +20 Magic Resist; 25% healing and shielding
(3) +35 Magic Resist; 40% healing and shielding
(4) +50 Magic Resist; 60% healing and shielding
(5) +75 Magic Resist; 100% healing and shielding
Innovator
Innovator
Innovators build a mechanical companion to join the battle. The companion receives bonus Health and Attack Damage based on allied Innovators' star levels.
(3) Mechanical Scarab
(5) Mechanical Bear
(7) Mechanical Dragon
Protector
Protector
Protectors shield themselves for 6 seconds whenever they cast an Ability. This shield doesn't stack.
(2) 20% maximum Health shield
(3) 35% maximum Health shield
(4) 45% maximum Health shield
(5) 60% maximum Health shield
Scholar
Scholar
Your team gains Mana every 2 seconds.
(2) 5 Mana
(4) 10 Mana
(6) 20 Mana
Sniper
Sniper
Innate: Snipers gain 1 hex Attack Range.

Snipers deal bonus damage for each hex between themselves and their target.
(2) 8% bonus damage
(4) 16% bonus damage
(6) 30% bonus damage
Transformer
Transformer
(1) Jayce adopts melee form when placed in the front 2 rows, and ranged form in the back 2 rows.
Twinshot
Twinshot
Twinshots gain bonus Attack Damage. When a Twinshot attacks, they have a chance to attack twice instead.
(2) 5 Attack Damage, 40% chance
(4) 40 Attack Damage, 70% chance
(6) 80 Attack Damage, 100% chance

Tier 1 - Champions

Caitlyn 1
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.

Damage : 800 / 1400 / 2250
View Detail
Camille 1
Defensive Sweep

Camille gains a shield blocking damage over 4 seconds, then sweeps her leg, dealing magic damage to enemies in a cone. While this shield holds, Camille's attacks restore Health.

Damage : 150 / 200 / 300
Shield Amount : 225 / 300 / 425
Healing Per Attack : 30 / 50 / 80
View Detail
Darius 1
Decimate

Darius swings his axe in a circle, dealing magic damage, then heals himself Health for each enemy hit.

Damage : 200 / 275 / 350
Heal : 120 / 140 / 160
View Detail
Ezreal 1
Mystic Shot

Ezreal fires a missile at his target, dealing 150% of his Attack Damage plus bonus physical damage. If the missile hits, he grants himself 20% bonus stacking Attack Speed, up to 100% at 5 stacks.

Damage : 25 / 50 / 100
View Detail
Garen 1
Decisive Strike

Garen shrugs off all crowd control effects, empowering his next strike to deal 200% of his Attack Damage, plus an additional % of his missing Health in bonus physical damage. This ability can be cast while stunned.

Percent Missing Health Damage : 15% / 15% / 15%
View Detail
Graves 1
Smoke Grenade

Graves launches a smoke grenade toward this current target. The grenade explodes on impact dealing magic damage to nearby enemies, and disarms enemies who remain within the smoke cloud for a few seconds.

Damage : 150 / 250 / 400
Disarm Duration : 2 / 2.5 / 3
View Detail
Illaoi 1
Harsh Lesson

Illaoi slams her target, linking her soul to it for 5 seconds and dealing magic damage. While linked, Illaoi is healed for % of the damage taken by her target.

Magic Damage : 175 / 300 / 500
Damage to Healing : 25% / 30% / 35%
View Detail
Kassadin 1
Null Sphere

Kassadin fires an orb of void energy at his target, dealing magic damage and granting Kassadin a shield that reduces incoming damage by 35% for 4 seconds. Enemies hit by the orb suffer a increased Mana cost for their next Ability cast.

Damage : 250 / 325 / 400
Mana Reave : 50% / 50% / 50%
View Detail
Poppy 1
Buckler Toss

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

Percent of Armor as Damage : 180% / 210% / 240%
Shield Amount : 225 / 275 / 325
View Detail
Singed 1
Fling

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

Damage : 125 / 175 / 250
Stun Duration : 1.5 / 2 / 3
View Detail
TwistedFate 1
Wild Cards

Twisted Fate throws 3 cards in a cone that deal magic damage to each enemy they pass through.

Damage : 140 / 190 / 255
View Detail
Twitch 1
Piercing Bolt

Twitch fires a powerful bolt towards his target that pierces through enemies, dealing % of his Attack Damage plus bonus physical damage and reduces healing by 50% for 5 seconds.

Percent of Attack Damage : 125% / 135% / 150%
Bonus Damage : 25 / 50 / 75
View Detail
Ziggs 1
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 50% to adjacent enemies.

Damage : 325 / 425 / 525
View Detail

Tier 2 - Champions

Blitzcrank 2
Rocket Grab

Blitzcrank pulls the farthest enemy, dealing magic damage and stunning them for 1.5 seconds. His next attack knocks up for 1 second. Allies within range will prefer attacking Blitzcrank's target.

Damage : 150 / 300 / 900
View Detail
Katarina 2
Shunpo

Katarina blinks behind the enemy with the lowest Health within 3 hexes and slashes all adjacent enemies, dealing magic damage. Katarina gains Mana for each enemy killed by Shunpo.

Damage : 160 / 200 / 250
Mana Refund : 20 / 20 / 20
View Detail
KogMaw 2
Barrage

For 3 seconds, Kog’Maw gains infinite Attack Range, 75% Attack Speed, and his attacks deal % of the target's maximum Health as bonus magic damage.

% Health as Damage : 7% / 8% / 9%
View Detail
Lulu 2
Wild Growth

Lulu enlarges low Health allies, granting them bonus Health and knocking up enemies near them. If the ally is already enlarged, they are healed instead.

Bonus Health : 325 / 350 / 375
Number of Targets : 1 / 2 / 3
View Detail
Quinn 2
Disarming Assault

Quinn sends Valor out at the target with the highest Attack Speed, dealing magic damage to the target and nearby enemies. All targets are disarmed for a few seconds.

Damage : 200 / 300 / 700
Disarm Duration : 2 / 2.5 / 3
View Detail
Swain 2
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 : 250 / 375 / 525
Healing : 200 / 230 / 300
View Detail
Talon 2
Blade's End

Passive: Talon's first attack on an enemy causes them to bleed for magic damage over 7 seconds. Every 3rd attack on a target applies an additional bleed.

Damage : 450 / 625 / 950
View Detail
Tristana 2
Buster Shot

Tristana fires a massive cannonball towards her target, dealing % of her Attack Damage plus physical damage to the first enemy it hits. If the target is within 2 hexes of Tristana, they're knocked back some hexes and briefly stunned.

Attack Damage : 200% / 210% / 225%
Bonus Damage : 125 / 150 / 175
Hex Knockback : 1 / 2 / 3
View Detail
Trundle 2
Chomp

Trundle bites his target, dealing 140% of his Attack Damage, and reducing the target's Attack Speed by 25% for 3 seconds. Each bite also steals Attack Damage for the rest of combat.

Attack Damage Steal : 20 / 25 / 40
View Detail
Vi 2
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 : 250 / 375 / 600
Armor Reduction : 40% / 50% / 70%
View Detail
Warwick 2
Eternal Hunger

Passive: Warwick's Attacks deal an additional % of his target's current Health as bonus magic damage, and heal him.

Current Health Damage : 7% / 9% / 12%
Healing : 35 / 50 / 75
View Detail
Zilean 2
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 : 250 / 350 / 700
Attack Speed Reduction : 20% / 35% / 50%
Stun Duration : 1.5 / 2 / 2.5
View Detail
Zyra 2
Grasping Spines

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

Damage : 350 / 450 / 650
Stun Duration : 1.5 / 2 / 2.5
View Detail

Tier 3 - Champions

ChoGath 3
Feast

Cho’Gath devours the lowest Health enemy within range, dealing magic damage. If this kills the target, Cho’Gath gains a stack of Feast, up to max stacks. Each stack of Feast permanently grants 2% bonus Health and size.

Damage : 800 / 900 / 1000
Maximum Feast Stacks : 20 / 40 / 999
View Detail
Ekko 3
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 applies reduced Attack Speed for 4 seconds. Allies inside gain Attack Speed for 4 seconds.

Damage : 150 / 200 / 350
Attack Speed Slow : 35% / 35% / 50%
Bonus Attack Speed : 35% / 40% / 50%
View Detail
Gangplank 3
Parrrley

Gangplank attacks his target with his gun, dealing 170% of his Attack Damage plus bonus physical damage. If this attack kills a champion, Gangplank plunders 1 gold

Bonus Damage : 110 / 135 / 170
View Detail
Heimerdinger 3
Rocket Swarm

Heimerdinger fires a waves of 5 rockets that converge on his target, each dealing magic damage to the first target they hit. Every 3rd cast, Heimerdinger summons 3 waves instead.

Damage : 70 / 95 / 140
View Detail
Leona 3
Solar Eclipse

Leona calls down a beacon of light upon herself, granting herself a Health shield for a few seconds. Leona and allies within 2 hexes gain Armor and Magic Resistance for the same duration.

Shield Amount : 400 / 650 / 1000
Duration : 5 / 5 / 8
Armor and Magic Resist : 30 / 50 / 80
View Detail
Lissandra 3
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. Damage from the iron maiden reduces enemies' Attack Damage by 30% for 4 seconds.

If Lissandra is below 50% Health, she encases herself instead, dealing damage to surrounding enemies and becoming untargetable and invulnerable for 2 seconds.

Damage : 225 / 300 / 500
View Detail
Malzahar 3
Malefic Visions

Malzahar infects the mind of the closest unafflicted target, dealing magic damage over 8 seconds and reducing the Magic Resist of enemies by 40%.

If an afflicted target dies, Malefic Visions spreads to the nearest unafflicted targets with the remaining duration.

Damage : 700 / 850 / 1000
Spreads Targets : 1 / 1 / 2
View Detail
MissFortune 3
Make it Rain

Miss Fortune rains 4 waves of bullets down around her target, dealing magic damage to enemies in the area and reducing their incoming healing by 50% for 6 seconds.

Magic Damage : 275 / 375 / 550
View Detail
Samira 3
Flair

If a target is adjacent to Samira, she slashes with her blade in a cone towards them dealing 165% 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 gains 20 Mana.

Armor Reduction : 10 / 15 / 20
View Detail
Shaco 3
Decieve

Shaco dips into the shadows, briefly becoming untargetable. His next attack instead deals % of his Attack Damage plus bonus damage as physical damage, and is guaranteed to critically strike targets below 50% Health.

% Attack Damage : 185% / 185% / 185%
Damage : 90 / 110 / 130
View Detail
Taric 3
Starlight Bastion

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

Heal : 325 / 425 / 600
View Detail
Vex 3
Personal Space

Vex shields herself against damage over 4 seconds. When the shield expires, it deals magic damage to all enemies within 2 hexes, and an additional damage if it wasn't destroyed. If it was destroyed, Personal Space becomes 10% stronger this combat. This effect can stack.

Shield Amount : 500 / 600 / 750
Base Damage : 100 / 135 / 175
Bonus Damage : 125 / 200 / 275
View Detail
Zac 3
Yoink!

Zac stretches his arms up to 3 hexes to pull the 2 most distant enemies towards him, dealing magic damage.

Damage : 400 / 525 / 999
View Detail

Tier 4 - Champions

Braum 4
Vault Breaker

Braum slams his vault door into the ground, creating a fissure towards his target. Enemies within 2 hexes of Braum and those struck by the fissure, are stunned for a few seconds and take magic damage.

Damage : 100 / 200 / 600
Stun Duration : 2 / 3 / 6
View Detail
DrMundo 4
Zap Dose

Dr. Mundo injects himself with “medicine”, restoring 35% of his maximum Health and becoming energized for 5 seconds. While energized, he restores an additional 20% of his maximum Health over the duration and deals magic damage to a random nearby enemy each second. When the "medicine" expires, Dr. Mundo expels a burst of electricity that deals % of his current Health as magic damage to all enemies within 2 hexes.

Percent Health Healing : 25% / 35% / 100%
Damage Per Shock : 80 / 125 / 300
Percent Health Damage : 15% / 20% / 50%
View Detail
Fiora 4
Blade Waltz

Fiora becomes untargetable and strikes 4 times at her target's vitals. Each strike deals 170% 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 : 60 / 100 / 300
View Detail
Janna 4
Monsoon

Janna summons a Monsoon, knocking back nearby enemies and stunning them. The Monsoon heals your team over 3 seconds.

Heal : 275 / 350 / 1000
Stun Duration : 0.5 / 0.5 / 4
View Detail
Jhin 4
Curtain Call

Jhin transforms his weapon into a powerful sniper rifle for his next 4 shots. Each shot deals % of his Attack Damage as physical damage, reduced by 33% for each target it pierces through. The 4th shot is guaranteed to critically strike, and deals 100% more damage based on his target's missing Health.

Passive: Jhin always attacks fixed times per second. He converts each 1% of bonus Attack Speed into 0.8 Attack Damage.

Percent of Attack Damage : 150% / 200% / 344%
Attacks per Second : 0.9 / 0.9 / 1.4
View Detail
Lux 4
Final Spark

After gathering energy, Lux fires a beam towards the farthest enemy target, dealing magic damage. If she kills a unit with her beam, she gains 20 mana.

Damage : 225 / 375 / 900
View Detail
Orianna 4
Command: Shockwave

Orianna sends out her ball towards the largest group of champions, then commands it to release a shockwave. Allies within 2 hexes gain 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 and stunned.

Shield Amount : 100 / 160 / 400
Damage : 350 / 550 / 1200
Stun Duration : 1 / 1 / 4
View Detail
Seraphine 4
Encore

Seraphine projects her song towards the largest group of unit dealing magic damage to enemies. Allies it passes through are healed Health and gain Attack Speed for 4 seconds.

Damage : 250 / 400 / 1000
Healing : 250 / 400 / 1000
Attack Speed Bonus : 30% / 50% / 150%
View Detail
Sion 4
Decimating Smash

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

Damage : 150 / 200 / 500
Stun Duration : 2 / 3 / 6
View Detail
Urgot 4
Purge

For the next 5 seconds, Urgot attacks the closest enemy at a fixed rate of attacks per second. Each attack deals physical damage. (This Ability's damage scales with Attack Damage and Attack Speed.)

Attacks Per Second : 5 / 7 / 12
View Detail
Yone 4
Soul Unbound

Yone summons his spirit to attack an enemy up to 3 hexes away for a few seconds. The spirit is an untargetable, invulnerable copy of Yone and heals him for % of the damage it deals.

If Yone dies, his spirit dies with him.

Duration : 4 / 5 / 20
Percent of Damage Dealt : 40% / 50% / 100%
View Detail

Tier 5 - Champions

Akali 5
Perfect Execution

Akali dashes in a line through the most enemies, dealing magic damage and marking them for 7 seconds. When a marked target drops below Health threshold, Akali dashes again and executes them, dealing magic damage to enemies she passes through.

Initial Damage : 300 / 375 / 2000
Dash Damage : 275 / 375 / 2000
Execute Threshold : 20% / 25% / 90%
View Detail
Galio 5
Colossal Entrance

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.

Passive: Galio’s Critical Strikes slam the ground, dealing 80 bonus magic damage to enemies around his target.

Damage : 200 / 300 / 9001
Minimum Stun Duration : 1.25 / 1.75 / 9.5
View Detail
Jayce 5
To the Skies!/Shock Blast

To the Skies!: Jayce overcharges himself, becoming unstoppable and gaining a shield for 3 seconds. Jayce then attacks twice, cleaving enemies in front of him for % of his Attack Damage as physical damage before leaping to the skies and slamming down on his target. Enemies within 2 hexes take the same damage and suffer a % reduction in Armor and Magic Resist for 5 seconds.

Passive: Jayce gains 40 Armor and Magic Resist.
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Shock Blast: Jayce summons an acceleration gate, granting allies within the same row % Attack Speed for 5 seconds. He then replaces his next 3 attacks with orbs of electricity that deal % of his Attack Damage as physical damage in an area around his target. The 3rd orb has an increased area of effect.

Passive: Jayce's range is increased by 4 hexes and he gains Attack Damage.

To the Skies!
Armor and Magic Resist Shred : 50% / 50% / 70%
Shield Amount : 350 / 500 / 3000
Attack Damage : 160% / 170% / 1000%
------------------------------------
Shock Blast
Attack Damage Gain : 45 / 70 / 1000
Attack Speed % : 50% / 75% / 300%
Percent of Attack Damage : 170% / 180% / 500%
View Detail
Jinx 5
Super Mega Death Rocket

Jinx rides her rocket into the sky, then comes crashing down near the center-most enemy, dealing magic damage to enemies around the epicenter, and 50% to all other enemies in in a large area. The epicenter burns every unit except Jinx for 5 seconds, dealing % of the target's maximum Health as true damage, and reducing healing by 50% for the duration.

She then swaps to her rocket launcher for the rest of combat, causing her attacks to explode for % of her Attack Damage in a small area around her target.

Damage : 450 / 700 / 8888
Percent Health Burn : 2% / 2.5% / 3%
Attack Damage : 190% / 200% / 888%
View Detail
KaiSa 5
Icathian Monsoon

Kai’sa dashes away from all enemies, then fires a volley of missiles spread evenly among all enemies that deal magic damage each. For each time Kai'Sa has attacked this combat, she'll fire an additional missile.

Base Missiles : 12 / 18 / 100
Damage Per Missile : 80 / 100 / 180
View Detail
TahmKench 5
Devour

Tahm Kench devours his target, storing them in his belly and dealing magic damage damage over 3 seconds. During this time, they are invulnerable to other sources of damage and Tahm Kench takes 40% less damage.

If they die while inside, Tahm Kench either 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 on impact.

If a target is immune to crowd control. Tahm Kench will instead deal 35% of magic damage.

Damage : 900 / 1450 / 30000
View Detail
Veigar 5
Furyhorn Storm

Veigar calls down Furyhorns over a few seconds near random enemies, each dealing magic damage.

Number of Furyhorns : 20 / 30 / 99
Damage : 250 / 275 / 777
View Detail
Viktor 5
Chaos Rays

Passive: Viktor's attacks melt his target's defenses, reducing their Armor by 70% for 6 seconds.

Viktor summons multiple singularities that fire death rays, which cut across the battlefield in a line. To enemies caught in its path, death rays deal magic damage, destroy % of any remaining shields.

Damage : 325 / 425 / 1500
Lasers : 3 / 4 / 12
Shield Reduction : 25% / 33% / 100%
View Detail
Yuumi 5
Final Chapter

Yuumi and Book detach and then launch multiple waves toward the farthest enemy, each dealing magic damage and stunning enemies for 0.75 seconds. She then attaches to the nearest ally.

Damage : 45 / 80 / 247
Waves : 3 / 5 / 33
View Detail

Item Changes

* Data on this page was provided by Riot Games. When updating the PBE server, some contents may be different.

  • Banshee's Claw
  • When combat begins, the holder and all allies within 1 hex(es) in the same row gain a shield that blocks the first enemy Ability.
    → 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.
  • Quicksilver
  • The holder gains 20% bonus Attack Speed. The holder is immune to crowd control in combat for 15 seconds. [Unique - only 1 per champion]
    → The holder gains immunity to crowd control in combat for 15 seconds. [Unique - Only One Per Champion]
  • Statikk Shiv
  • Every third attack from the holder unleashes a chain lightning that bounces to 4 enemies, dealing 70 magic damage and reducing their Magic Resist by 50% for 5 seconds.
    → The holder gains 15% bonus Attack Speed. Every third attack from the holder unleashes a chain lightning that bounces to 4 enemies, dealing 70 magic damage and reducing their Magic Resist by 50% for 5 seconds.
  • Archangel's Staff
  • Each time the holder casts their Ability, they gain bonus Ability Power equal to 40% of their maximum Mana (this bonus applies to that Ability cast).
    → During combat, the holder gains 25 Ability Power every 4 seconds.
  • Hextech Gunblade
  • The holder's magic and true damage from Abilities heal them for 33% of the damage dealt. Excess healing fuels a shield that protects the holder against up to 400 damage.
    → The holder's magic and true damage from Abilities heal them for 33% of the damage dealt. The holder also heals their lowest health ally for the same amount.
  • Ionic Spark
  • Enemies within 2 hexes have their Magic Resist reduced by 50%. When they cast an Ability, they are zapped taking magic damage equal to 250% of their max Mana.
    → Enemies within 3 hexes have their Magic Resist reduced by 50%. When they cast an Ability, they are zapped taking magic damage equal to 250% of their max Mana.
  • Deathblade
  • Contributing to a kill grants the holder +10 Attack Damage for the rest of combat. This effect can stack any number of times (starting at 4).
    → The holder gains 50/75/100★ bonus Attack Damage (including components).
  • Runaan's Hurricane
  • The holder's attacks fire a bolt at another nearby enemy, dealing 75% of the holder's Attack Damage and applying on-hit effects. These bolts can critically strike.
    → The holder gains 15 bonus Attack Damage. The holder's attacks fire a bolt at another nearby enemy, dealing 75% of the wearer's Attack Damage as physical damage.
  • Dragon's Claw
  • Grants 200 bonus Magic Resist (including components). On being hit by magic or true damage from an Ability, launch a fireball at the Ability's caster that deals magic damage equal to 30% of their max Health (1 second cooldown).
    → Grants 200 bonus Magic Resist (including components). On being hit by magic or true damage from an Ability, launch a fireball at the Ability's caster that deals magic damage equal to 18% of their max Health (0.5 second cooldown).

Hextech Augments

Tier 1 - Hextech Augments

* Data on this page was provided by Riot Games. When updating the PBE server, some contents may be different.

  • Calculated Loss
  • After losing your combat, gain 2 gold and a free Shop refresh.
  • Dominance
  • After winning your player combat, gain 1 bonus gold for every 2 surviving units.
  • Item Grab Bag I
  • Gain 1 random completed item(s) and 1 Reforger(s).
  • Phony Frontline
  • Gain 2 Target Dummies.
  • Hyper Roll
  • If you have less than 10 gold at the end of a round, gain 2 gold.
  • Pandora's Items
  • Gain a random component. At the start of each round, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).
  • Ascension
  • After 15 seconds of combat, your units deal 75% more damage.
  • Built Different I
  • Your units with no Traits active gain 300 Health and 50% Attack Speed.
  • Celestial Blessing I
  • Your units heal for 12% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 300 Health.
  • Knife's Edge I
  • Your units that start combat in the front 2 rows gain 30 Attack Damage.
  • Cybernetic Implants I
  • Your champions holding an item gain 200 Health and 10 Attack Damage.
  • Exiles I
  • Your units that start combat with no adajacent allies gain a 35% maximum Health shield for 8 seconds.
  • Featherweights I
  • Your 1 and 2 cost champions gain 35% Attack Speed and movement speed.
  • First Aid Kit
  • All healing and shielding on your units is increased by 35%.
  • Makeshift Armor I
  • Your units with no items gain 30 Armor and Magic Resist.
  • Stand United I
  • Your units gain 2 AD and AP per Trait active across your army.
  • Thrill of the Hunt I
  • Your units heal 300 Health on kill.
  • Underdogs
  • Whenever your team has fewer units alive than your opponent, your units regenerate 12% of their missing Health each second (up to 200).
  • Weakspot
  • Your units' attacks ignore 20% of the target's Armor and reduce healing received by 50% for 5 seconds.
  • Academy Heart
  • Your team counts as having 1 additional Academic.
  • Arcanist Heart
  • Your team counts as having 1 additional Arcanist.
  • Runic Shield I
  • Arcanists start combat with a shield equal to 300% of their Ability Power for 8 seconds.
  • Assassin Heart
  • Your team counts as having 1 additional Assassin.
  • Cutthroat
  • Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 65% until they cast.
  • Bodyguard Heart
  • Your team counts as having 1 additional Bodyguard.
  • 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).
  • Bruiser Heart
  • Your team counts as having 1 additional Bruiser.
  • Challenger Heart
  • Your team counts as having 1 additional Challenger.
  • En Garde
  • The first time an enemy is attacked by a Challenger, they are Disarmed for 3 seconds.
  • Chemical Overload I
  • Chemtechs explode on death, dealing 20% of their max 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.
  • Enchanter Heart
  • Your team counts as having 1 additional Enchanter.
  • Ardent Censer
  • Allies healed or shielded by Enchanters gain 40% stacking Attack Speed for the rest of combat (maximum once every 4 seconds).
  • Enforcer Heart
  • Your team counts as having 1 additional Enforcer.
  • Imperial Heart
  • Your team counts as having 1 additional Imperial.
  • Dual Rule
  • There are now 2 Tyrants.
  • Innovator Heart
  • Your team counts as having 1 additional Innovator.
  • Self-Repair
  • When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive.
  • Mercenary Heart
  • Your team counts as having 1 additional Mercenary.
  • Pirates
  • Mercenary units have a 50% chance to drop 1 gold when they kill an enemy.
  • Mutant Heart
  • Your team counts as having 1 additional Mutant.
  • Unstable Evolution
  • Mutants randomly gain one of the following when they reach 2 star: 600 Health, 40% Attack Speed, 40 Attack Damage, or 40 Ability Power. These bonuses stack.
  • Protector Heart
  • Your team counts as having 1 additional Protector.
  • Scholar Heart
  • Your team counts as having 1 additional Scholar.
  • Lifelong Learning
  • Scholars that survive your combat permanently gain 5 Ability Power.
  • Scrap Heart
  • Your team counts as having 1 additional Scrap.
  • Sniper's Nest
  • Snipers gain +10% damage for each round fought from the same starting hex. (Maximum +40%)
  • Sniper Heart
  • Your team counts as having 1 additional Sniper.
  • Duet
  • Summon 1 additional Socialite spotlight.
  • Socialite Heart
  • Your team counts as having 1 additional Socialite.
  • Syndicate Heart
  • Your team counts as having 1 additional Syndicate.
  • One For All
  • When your Syndicates die, they grant your other Syndicates 20 Attack Damage and Ability Power.
  • Payday
  • After winning your combat, gain 1 bonus gold for each surviving Syndicate.
  • Twinshot Heart
  • Your team counts as having 1 additional Twinshot.
  • So Small
  • Yordles gain 35% Dodge Chance.

Tier 2 - Hextech Augments

* Data on this page was provided by Riot Games. When updating the PBE server, some contents may be different.

  • Rich Get Richer
  • Gain 10 gold. Your maximum interest is increased to 7.
  • Ancient Archives
  • Gain 1 Tome of Traits.
  • Binary Airdrop
  • Your champions equipped with 2 items temporarily gain a random completed item at the start of combat.
  • Clear Mind
  • If you have no champions on your bench at the end of a round, gain 3 experience points.
  • March of Progress
  • Gain 4 bonus experience points per round. You can no longer use gold to level up.
  • Trade Sector
  • Gain a free Shop refresh each round.
  • Sunfire Board
  • At the start of combat, burn all enemies for 20% of their maximum Health over 8 seconds and reduce healing received by 50%.
  • Metabolic Accelerator
  • Your Tactician moves faster and heals 2 Health at the start of each round.
  • Salvage Bin
  • Gain a random completed item. Selling champions breaks apart their full items into components (excluding Tactician's Crown).
  • Knife's Edge II
  • Your units that start combat in the front 2 rows gain 45 Attack Damage.
  • Cybernetic Implants II
  • Your champions holding an item gain 300 Health and 20 Attack Damage.
  • Exiles II
  • Your units that start combat with no adajacent allies gain a 50% maximum Health shield for 8 seconds.
  • Featherweights II
  • Your 1 and 2 cost champions gain 50% Attack Speed and movement speed.
  • Built Different II
  • Your units with no Traits active gain 450 Health and 65% Attack Speed.
  • Stand United II
  • Your units gain 3 AD and AP per Trait active across your army.
  • Titanic Force
  • Your units with more than 1400 maximum Health gain Attack Damage equal to 3% of their maximum Health.
  • Makeshift Armor II
  • Your units with no items gain 45 Armor and Magic Resist.
  • Celestial Blessing II
  • Your units heal for 20% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 450 Health.
  • Thrill of the Hunt II
  • Your units heal 600 Health on kill.
  • Academy Honors
  • Gain an Academy Emblem.
  • Cram Session
  • After casting their first Ability, Academics restore 80% of their maximum Mana.
  • Arcane Sigil
  • Gain an Arcanist Emblem.
  • Runic Shield II
  • Arcanists start combat with a shield equal to 450% of their Ability Power for 8 seconds.
  • Spell Blade
  • Arcanists' attacks deal bonus magic damage equal to 50% of their Ability Power on hit.
  • Hidden Blade
  • Gain an Assassin Emblem.
  • Smoke Bomb
  • The first time Assassins drop below 60% Health, they briefly enter stealth, becoming untargetable and shedding all negative effects.
  • Safety Vest
  • Gain a Bodyguard Emblem.
  • Beef Up
  • Gain a Bruiser Emblem.
  • Shrug It Off
  • Bruisers regenerate 2.5% of their maximum Health each second.
  • A New Challenger
  • Gain a Challenger Emblem.
  • Element X
  • Gain a Chemtech Emblem.
  • Chemical Overload II
  • Chemtechs explode on death, dealing 30% of their max Health as magic damage to enemies within 2 hexes.
  • Instant Injection
  • Chemtechs now additionally trigger their bonuses at the start of combat.
  • Tick Tock
  • Gain a Clockwork Emblem.
  • Armor Plating
  • Colossus become invulnerable for 2 seconds when their Health drops to 60% and 30%.
  • Imperial Banner
  • Gain an Imperial Emblem.
  • All For One
  • When an ally dies, they grant the Tyrant 40% of their maximum Health.
  • Hired Gun
  • Gain a Mercenary Emblem.
  • Gold Reserves
  • Mercenaries deal 1% more damage per 1 gold you have. (Maximum +60%)
  • Experiment 13-37
  • Gain a Mutant Emblem.
  • Bulwark
  • Gain a Protector Emblem.
  • Valedictorian
  • Gain a Scholar Emblem.
  • Metal Detector
  • Gain a Scrap Emblem.
  • Junkyard
  • Gain a random component every 3 combat rounds with the Scrap Trait active.
  • Deadeye
  • Gain a Sniper Emblem.
  • Shady Business
  • Gain a Syndicate Emblem.
  • Sharpshooter
  • Twinshot's ranged attacks and Abilities can bounce once, dealing 40% less damage.
  • Share the Spotlight
  • Allies adjacent to a spotlight at the start of combat gain 100% of its bonuses.

Tier 3 - Hextech Augments

* Data on this page was provided by Riot Games. When updating the PBE server, some contents may be different.

  • Windfall
  • Gain gold based on the number of augments you have now. 0 = 20g, 1 = 25g, 2 = 30g
  • Wise Spending
  • Gain 2 experience points when you refresh your Shop.
  • High Roller
  • Gain 3 Loaded Dice.
  • Portable Forge
  • Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn.
  • Item Grab Bag II
  • Gain 2 random completed items and 2 Reforgers.
  • Band of Thieves
  • Gain 2 Thief's Gloves.
  • New Recruit
  • Gain +1 maximum team size.
  • Golden Ticket
  • Each time your Shop is refreshed, you have a 40% chance to gain a free refresh.
  • Level Up!
  • When you buy experience points, gain an additional 3. You can now reach level 10.
  • High End Shopping
  • Champions appear in your Shop as if you were 1 level higher.
  • Woodland Charm
  • At the start of combat, your highest Health Champion creates a 1500 Health copy of themself (excluding items).
  • Exiles III
  • Your units that start combat with no adajacent allies gain a 70% maximum Health shield for 8 seconds.
  • Featherweights III
  • Your 1 and 2 cost units gain 70% movement and Attack Speed.
  • Knife's Edge III
  • Your units that start combat in the first 2 rows gain 60 Attack Damage.
  • Cybernetic Implants III
  • Your units equipped with an item gain 400 Health and 30 Attack Damage
  • Built Different III
  • Your units with no Traits active gain 600 Health and 80% Attack Speed.
  • Stand United III
  • Your units gain 6 Attack Damage and Ability Power per Trait active across your team.
  • Makeshift Armor III
  • Your units with no items gain 60 Armor and Magic Resist.
  • Celestial Blessing III
  • Your units heal for 25% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 600 Health.
  • Thrill of the Hunt III
  • Your units heal 900 Health on kill.
  • Academy Soul
  • Your team counts as having 2 additional Academics.
  • Runic Shield III
  • Arcanists start combat with a shield equal to 600% of their Ability Power for 8 seconds.
  • Arcanist Soul
  • Your team counts as having 2 additional Arcanists.
  • Assassin Soul
  • Your team counts as having 2 additional Assassins.
  • Bodyguard Soul
  • Your team counts as having 2 additional Bodyguards.
  • Bruiser Soul
  • Your team counts as having 2 additional Bruisers.
  • Challenger Soul
  • Your team counts as having 2 additional Challengers.
  • Chemical Overload III
  • Chemtechs explode on death, dealing 40% of their max 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.
  • Broken Stopwatch
  • 6 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds.
  • Enchanter Soul
  • Your team counts as having 2 additional Enchanters.
  • Enforcer Soul
  • Your team counts as having 2 additional Enforcers.
  • Imperial Soul
  • Your team counts as having 2 additional Imperials.
  • Innovator Soul
  • Your team counts as having 2 additional Innovators.
  • Mercenary Soul
  • Your team counts as having 2 additional Mercenaries.
  • Mutant Soul
  • Your team counts as having 2 additional Mutants.
  • Protector Soul
  • Your team counts as having 2 additional Protectors.
  • 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.
  • Syndicate Soul
  • Your team counts as having 2 additional Syndicates.
  • Twinshot Soul
  • Your team counts as having 2 additional Twinshots.

Set 6 Cheat Sheet

Cheat Sheet

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