TFT Set 13 Champions List Pool Magic & Mayhem update

All TFT Set 13 Champions List Pool Magic & Mayhem update with ggmeo.

All champions tft set 13

Amumu

Passive: Reduce all incoming damage by 12/15/25. Every second, emit sparks that deal 10/15/25 (AP) magic damage to adjacent enemies.

Darius

Spin, dealing 2.4 (AD) physical damage to adjacent enemies and healing 150/175/200 (AP). Apply a 2 (AD) physical damage bleed to target over 4 seconds.

Draven

Passive: If Draven has an empowered axe in hand, it replaces his next attack, dealing 10/15/25 + 1.6 (AD) physical damage. Empowered axes return to Draven after hitting an enemy.

Active: Spin an empowered axe.

Steb

Passive: On heal, heal the 2 closest allies for 0.25% of the amount.

Active: Heal for 270/310/360 (AP) and strike target for 260/390/585 (AP) magic damage.

Irelia

Enter a defensive stance and gain 400/475/575 (AP) Shield that rapidly decays over 3 seconds. When it expires, deal 70/100/150 (AP) magic damage + 0.3% of the damage absorbed to enemies around and in front of Irelia.

Powder

Send a monkey towards the largest group of enemies, causing a 2-hex radius explosion on impact. Enemies hit take 305/460/680 (AP) magic damage, reduced by 0.33% for each hex they are away from the epicenter. Wound and 1% Burn applied for 5 seconds to all enemies hit.

Burn: Deal a percent of the target's max Health as true damage every second

Wound: Reduce healing received by 33%

Lux

Grant 160/180/240 (AP) Shield to the lowest current Health ally. Lux's next attack deals 360/540/900 (AP) bonus magic damage.

Maddie

Fire 6 shots towards the farthest enemy that deal 1.25/1.25/1.4 + 10/15/25 (AD) physical damage to the first enemy they hit.

Morgana

Curse the nearest non-cursed enemy, dealing 500/750/1150 (Ability power) magic damage over 10 seconds and reducing the effectiveness of shields used on them by 50%.

Singed

Gain (AP) Durability and grant the ally who has dealt the most damage this round 100/120/160% Attack Speed, decaying over 4 seconds.

Trundle

Heal 160/190/230 (AP) and chomp target for 2.8 (AD) physical damage. Both effects are increased by up to 0.75% based on Trundle's missing Health.

Violet

Jab target 2 times for 54/81/126 (AD) physical damage each. Then uppercut them, dealing 200/300/473 (AD&AP) physical damage and briefly knocking them up.

Zyra

Send vines towards the current target, Stunning them for 1 second and dealing 260/390/585 (AP) magic damage. Then smaller vines seek out the 2 nearest enemies and deal 80/120/180 (AP) magic damage to them.

Experiment Bonus: Ability damage bleeds enemies for % bonus true damage over 3 seconds.

Vex

Deal 220/330/500 (AP) magic damage to target and create a one-hex radius zone of darkness around them. After a brief delay, deal 110/165/250 (AP) magic damage to enemies still in the zone.

Akali

Throw a shuriken at target, dealing 80/120/185 (AP) magic damage and marking them to take 15% more damage for 4 seconds. Then dash away from target. After a brief delay, dash towards them and deal 240/360/600 (AP) magic damage.

Leona

Fortify for 3 seconds, gaining (AP) Durability. Afterwards, deal 115/175/270 (AP) magic damage to adjacent enemies.

Nocturne

For 6 seconds, attacks also cause adjacent enemies to bleed for 1.2/1.2/1.4 + 15/25/40 (AD) physical damage over 1 second.

Tristana

Fire a cannonball at target, dealing 271/406/611 (AD) physical damage. If they die, the cannonball ricochets to the nearest enemy, dealing the overkill damage. When it does, permanently gain 1% Attack Damage.

Urgot

Fire an explosive charge, dealing 3/3/3.3 + 35/50/75 (AD) physical damage to target and 1.5/1.5/1.65 + 35/50/75 (AD) physical damage to adjacent enemies. 20% Sunder all enemies hit for 6 seconds.

Experiment Bonus: On Combat Start and after Ability casts, dash to the target, then gain % max Health Shield and % Attack Speed for 5 seconds.

Sunder: Reduce Armor

Vander

Stop attacking and brace for 2.5 seconds, gaining 100/125/150 (AP) Armor and Magic Resist. Empower the next attack to deal 4 (AD) physical damage, increased by 2 (AD) physical damage for each 1 or 2 cost champion on your team.

Vladimir

Heal 190/230/280 (AP) and deal 120/180/280 (AP) magic damage to the target.

Zeri

Passive: Every 3rd attack is replaced with a spark that deals 1.8 + 10/15/20 (AD) physical damage to target and 1.8 + 10/15/20 (AD) physical damage to 2 nearby enemies.

Ziggs

Toss a bomb at target, dealing 175/265/400 (AP) magic damage. 3 mini-bombs fly out, dealing 80/120/180 (AP) magic damage to random enemies.

Camille

Kick the target, dealing 165/250/458 (AD&AP) Adaptive Damage. Heal for 40% of the damage dealt.

Adaptive Damage: Uses the damage type the target resists less

Sett

Pull in an enemy on either side and slam them together, dealing 180/270/420 (AP) magic damage and Stunning them for 1.5/1.5/2 seconds.

If only one enemy is grabbed, the damage and Stun duration are increased by 50%.

Rell

Gain 300/350/400 (AP) Shield for 4 seconds. Lance enemies in a line for 120/180/270 (AP) magic damage and steal 10/12/15 Armor and Magic Resist from enemies hit.

Renata Glasc

Fire a pair of missiles at target. Allies they pass through gain 95/120/150 (AP) Shield for 3 seconds. When they collide, they deal 280/420/650 (AP) magic damage to target and 140/210/325 (AP) magic damage to adjacent enemies.

Blitzcrank

Passive: After surviving damage, deal 3% of the damage absorbed as magic damage to target.

Active: Gain 415/450/500 (AP) Shield for 4 seconds. Shock the nearest 3 enemies for 40/60/100 (AP) magic damage and reduce their damage by 10% for 4 seconds.

Cassiopeia

Blast target for 230/345/550 (AP) magic damage. Every third cast, splash miasma to 2 enemies within 3 hexes, dealing 160/240/385 (AP) magic damage to each.

Ezreal

Fire a shot towards current target that deals 101/152/232 (AD) physical damage to all enemies within 1 hex. Then, deal 273/409/627 (AD) physical damage to the unit in the center of the blast.

Gangplank

Gangplank Harvest from Flames: Mana 0/60

Cleanse all negative effects and heal 100/125/150 (Ability power). Slash, dealing 158/236/354 (Attack damage) physical damage to enemies in a line. If only one enemy is hit, the damage is doubled.

Gangplank Sticky Bombs: Mana 0/75

Passive: While gaining Mana, throw out 3 sticky bombs. If the enemy they attach to dies, they pass to another nearby enemy.

Active: Detonate them, dealing 225/338/543 (AD&AP) physical damage to the enemy they're attached to and 45/68/109 (AD&AP) physical damage to adjacent enemies.

Scar

Lob bombs at the nearest 3 enemies, Stunning them for 1.5/1.5/1.75 seconds and dealing 120/180/280 (AP) magic damage to each. Heal 240/280/330 (AP).

Kog'Maw

Passive: Attacks deal 55/85/140 (AP) bonus magic damage.

Active: Gain 25% stacking Attack Speed for the rest of combat. After every 2 casts, gain +1 Range.

Loris

Gain 500/575/675 (AP) Shield for 4 seconds. It redirects 0.5% of damage taken by adjacent allies. When it expires, deal 150/225/360 (AP) magic damage in a cone.

Nami

Launch a wave at target that bounces 3 times to enemies within 3 hexes and deals 120/180/290 (Ability power) magic damage.

Nunu

For 3 seconds, gain 45/45/50% (Ability power) Durability and create a 2-hex cloud of noxious fumes that deals 30/45/65 (Ability power) magic damage to enemies within. Afterwards, detonate the cloud and deal 150/225/340 (Ability power) magic damage to all enemies within.

Experiment Bonus: After dealing damage, deal 1% max Health bonus magic damage (1s cooldown).

Smeech

Leap towards the enemy with the fewest items within 4 hexes. Slash 3 times, dealing a total of 5 + 70/105/170 (AD) physical damage. If they die, leap again, dealing 0.3% less damage.

Swain

Swain Demonic Ascension: Mana 40/100

Heal 250/300/350 (Ability power) and ascend for 6 seconds. While ascended, heal 75/90/110 (Ability power) and deal 40/60/95 (Ability power) magic damage to adjacent enemies every second. On takedown, the ascension's duration is extended by 2 seconds.

Swain Murder of Crows: Mana 20/70

Send 8 crows towards target that deal a total of 310/465/700 (Ability power) magic damage. They each fly to a nearby enemy and deal 40/60/90 (Ability power) magic damage.

Twisted Fate

Throw 3 cards at different targets.

Blue Card: Restore 80/100/125 (AP) Health to the lowest Health ally.

Red Card: Deal 110/165/255 (AP) magic damage to the largest circle of enemies.

Yellow Card: Deal 200/300/465 (AP) magic damage to target and Stun them for 1 second.

Renni

Heal 320/350/400 + 0.15 (Health & AP) over 1.5 seconds. For the duration, raise target into the air, Stunning them, and dealing 5 (AD) physical damage. Afterwards, slam them down, dealing 2 (AD) physical damage to all adjacent enemies.

Corki

Lock onto target and strafe to a nearby position, unleashing 21/21/35 missiles split between the target and all enemies within two hexes. Each missile deals 0.35/0.35/0.6 + 6/9/36 (AD) physical damage and reduces Armor by 1.

Every 7th missile deals 0.35/0.35/0.6 + 6/9/36 (AD) physical damage and reduces Armor by 1.

Dr. Mundo

Become energized and heal 450/500/1000 + 0.25 (Health & AP) over 2 seconds. While energized, deal 80/120/500 (AP) magic damage to a nearby enemy each second. Afterwards, deal 0.12/0.12/0.4 (Health) magic damage to all enemies within 2 hexes.

Experiment Bonus: On takedown, gain max Health for the rest of combat.

Ekko

Summon an assault of afterimages that deals 270/405/1200 (AP) magic damage to the target and 135/200/400 (AP) magic damage to 2/2/4 other nearby enemies. Afterimages reduce their target's Magic Resist by 5 for the rest of combat.

Elise

Elise Cocoon: Mana 50/160

Jump to a nearby hex and web all enemies within 2 hexes, Stunning them for 1.75/2/8 seconds and dealing 120/180/1200 (Ability power) magic damage. Heal 200/250/1500 (Ability power).

Elise Volatile Spiderlings: Mana 20/80

Send spiderlings towards the 4 nearest enemies that explode on contact, dealing 205/310/925 (Ability power) magic damage to the target and 90/135/400 (Ability power) magic damage around them.

Garen

Passive: After dealing damage, heal 0.015/0.015/0.03 (Health).

Active: Gain 0.2 + 180/200/1500 (Health & AP) Shield for 4 seconds. Slam a massive sword on target, dealing 2.5/2.5/10 (AD) physical damage to them and 1.25/1.25/5 (AD) physical damage to enemies within 2 hexes.

Silco

Throw a canister at target, dealing 100/200/1000 (AP) magic damage to them and releasing 4/4/8 monstrosities. Monstrosities attack 5 times and deal 36/55/100 (AP) magic damage per attack.

Heimerdinger

Fire 5/5/7 missiles at random enemies that deal 60/90/270 (AP) magic damage. Each cast fires 1 more missile than the last.

Twitch

For the next 8 attacks, gain 85% Attack Speed, infinite range, and replace attacks with a piercing bolt that targets random enemies. Bolts deal 116/172/593 (Attack damage) physical damage, reduced by 40/40/20% for each enemy they pass through.

Experiment Bonus: After every 5 attacks, deal physical damage to the nearest enemy equal to 20% of their max Health.

Vi

Gain 250/300/1000 (AP) Shield for 3 seconds, then Stun target for 1.5 seconds. Slam them down, dealing 5.5/5.5/11 (AD) physical damage to them and causing a shockwave in their row. Enemies hit take 1.5/1.5/3 (AD) physical damage and are briefly knocked up.

Illaoi

Prophet of Spirits: Gain Shield and summon a tentacle near the current target for 4 seconds. The tentacle slams every second, dealing magic damage in a line and healing Illaoi.

  • AP Shield: 325% / 400% / 500%
  • AP Damage: 80% / 120% / 190%
  • AP Heal Per Slam: 30% / 35% / 40%

Zoe

Launch a star at target that deals 140/210/450 (Ability power) magic damage. It bounces to the farthest enemy within 4 hexes, then bounces back to the target. This effect repeats 2/2/4 times, hitting a different enemy each time.

Ambessa

Ambessa switches between two stances on cast:

Chains: Gain +1 Range. Attacks deal 1.5/1.5/3 (AD) physical damage.

On cast, dash to target and strike in a half-circle, dealing 2.5/2.5/5 (AD) physical damage to enemies hit.

Fists: Gain 0.25/0.25/0.35 (AP) Omnivamp and attack twice as fast.

On cast, briefly Stun target before slamming them into the ground, dealing 4.5/4.5/9 (AD) physical damage, then dash away.

Caitlyn

Enter a sniper's stance and call in an airship that circles the battlefield for 5 seconds, dropping 4/4/20 bombs at a random cluster of enemies over the duration. Bombs deal 1.5/1.5/7.5 + 20/30/100 (AD AP) physical damage in a one-hex circle.

Whenever an enemy is caught in the epicenter of an Air Raid blast, reduce their Armor and Magic Resist by 20 and fire a shot towards them, dealing 2.5/2.5/13.5 (AD) physical damage.

Jayce

Jayce Special Delivery: Mana 40/90

Passive: Summon a placeable Hextech Forge. On cast, the 3 allies closest to it gain 200/275/1800 (Ability power) Shield for 4 seconds. If it's dead, revive it with 100% Health.

Active: Summon 2 Hexgates and knock target into one of them, dealing 225/338/2250 (Attack damage) physical damage and sending them flying back to their original position. While flying, they deal 113/169/1688 (Attack damage) physical damage to all other enemies in the path.

Jayce Hexcrystal Destruction: Mana 30/80

Passive: Summon a placeable Hextech Forge. On cast, the 3 allies closest to it gain 30/40/300% (Ability power) Attack Speed for 3 seconds. If it's dead, revive it with 100% Health.

Active: Throw unstable crystals at the 3/3/20 nearest enemies. Deal 563/844/2430 (Attack damage) physical damage to the nearest enemy, causing a chain reaction of explosions that deal 360/540/2025 (Attack damage) physical damage to enemies within 1 hex of each crystal. Enemies hit by an explosion take 50% less damage from subsequent explosions this cast.

Jinx

Jinx alternates between Zap, Flame Chompers, and Death Rocket for her ability.

Zap: Deal 159/239/2025 (Attack damage) physical damage to enemies in a line and Stun them for 1.25/1.5/10 seconds.

Flame Chompers: Deal 159/239/2025 (Attack damage) physical damage to 3 1-hex circles of enemies.

Death Rocket: Fire a rocket at the center of the board that 480/720/12451 (AD&AP) physical damage to ALL enemies, reduced by 10% for each hex they are away from the epicenter.

LeBlanc

Chain together the nearest 4/4/20 enemies for 5 seconds, dealing 650/975/5000 (AP) magic damage split between them. When one takes damage, 0.15/0.2/1% of the amount is split as bonus true damage to the others.

LeBlanc's next 3 attacks deal 150/225/900 (AP) bonus magic damage, increased by 0.5% for each enemy killed by the initial damage.

Malzahar

Summon a gate in a 5-hex line across target. Enemies hit take 80/120/1000 (AP) magic damage and are 20% Shredded for 4 seconds. Malzahar spreads 5 stacks of infection between enemies hit.

Infection deals 18/27/400 (AP) magic damage per second for the rest of combat. This effect can stack infinitely. When an infected target dies, they spread their stacks to nearby enemies.

Shred: Reduce Magic Resist

Mordekaiser

Briefly gain 40% Durability and summon a massive claw, dealing 160/240/800 (Ability power) magic damage to the most enemies in a line. The 4 closest enemies take 25% more damage and are pulled towards Mordekaiser.

For the next 10 seconds, gain 30% Omnivamp, +1 Attack Range, and replace every attack with a slam that deals 330/500/3000 (Ability power) magic damage to target and 110/115/1500 (Ability power) magic damage to all other enemies within 2 hexes.

Rumble

Call down a rain of 5 missiles on target's row that each deal 500/750/4000 (Ability power) magic damage, Wound, and 1% Burn units hit for 5 seconds. For each missile that doesn't hit an enemy, restore 20 Mana.

If there's only 1 enemy left, fire all of the missiles at them.

Sevika

Randomly cast 1 of 3 spells, with a chance of a Jackpot!

Flamethrower: Deal (AD) true damage to target every second until death. Enemies in a cone around them take 50% less as physical damage.

Extendo-Punch: Deal (AD) physical damage to target and knock them away. Then, dash to them and deal (AD) physical damage in a 1 hex radius around them.

Chomp: Deal (AD) physical damage to target. If they are left with less than 15% Health, execute them and cast again on the lowest Health target within 2 hexes, dealing 80% damage.

Viktor

Passive: Attacks are replaced with a Death Ray that deals magic damage and true damage in a 2-hex line. Enemies hit are 30% Sundered and Shredded for 5 seconds.

Active: Summon a chaos storm that engulfs the battlefield, knocking up ALL enemies into the air for 2 seconds. At the end of the duration, slam them to the ground, dealing of their max Health as magic damage.

  • Death Ray Damage: 70 / 175 / 2000
  • Laser True Damage: 35 / 90 / 1000
  • Spell Damage: 120 / 300 / 9999
  • Percent Max Health Damage: 8% / 20% / 100%
  • Stun Duration: 2 / 3 / 30

Sunder: Reduce Armor, Shred: Reduce Magic Resist

Warwick

Passive: While Bloodfrenzied, move faster, gain 20% Omnivamp, 40% Attack Speed, and deal physical damage each second to target. After killing 5 enemies, become Unstoppable and Bloodfrenzied for the rest of combat.

Active: Become Bloodfrenzied for 4 seconds. On kill, Stun enemies adjacent to the dead target for 1 second.

  • Omnivamp: 10% + 10% / 15% / 100%
  • Base Damage: 180 / 300 / 1088
  • Damage: BaseDamage + 200% / 375% / 2500% (AD) x100% (AS)

Mel

Dash to a nearby hex, then gain Shield and grant the same Shield to 2 nearby allies. 50 of the damage blocked by the Shields is stored as unstable energy. After dashing, deal magic damage to 3 nearby enemies.

Every 3rd cast, unleash the unstable energy+Unleash Damage as magic damage split between the 5 nearest enemies.

  • Shield: 300 / 600 / 10000
  • Damage: 180 / 450 / 2700
  • Unleash Damage: 1390 / 3475 / 99999