TFT set 14 Traits list
All TFT set 14 traits list with ggmeo.
Virus
The Virus infects your shop with a 10% chance to spawn a bloblet. When purchased, it merges and increases the strongest Zac's max Health by 3% and Ability Power by 4.
Syndicate
Get a Kingpin hat that uniquely upgrades a Syndicate champion's ability.
Syndicate champions gain Health and Damage Amp.
- (3) 100 Health, 5% Damage Amp, 1 Kingpin
- (5) 400 Health, 20% Damage Amp, 2 Kingpins
- (7) 500 Health, 30% Damage Amp, Upgrade Kingpin effect
Soul Killer
Gain a hologram copy of the highest cost enemy Viego helped kill last round. It has 900/1500/9001 Health, deals 30%/40%/200% damage, and has 1 recommended item.
Overlord
The Overlord takes a bite out of the unit in the hex behind him, dealing 40% of their max Health as true damage. He gains 40% of their Health and 33% of their Attack Damage.
Nitro
Every round, Nitro champions grant Chrome to R-080T, based on their star level. Each Chrome grants 14 Health and 1 Ability Power.
At 200 Chrome, it upgrades to T-43X!
- (3) Summon R-080T!
- (4) Fire a giant laser!
Chrome per star: 0/0/0/0
Golden Ox
Golden Ox gain Damage Amp and have a chance to drop gold on kill.
If you spend 0 gold on rerolls or XP in a single turn, permanently increase their Damage Amp and the gold required for the next bonus. Rerolls count double towards gold spent.
(Golden Ox must have fought last round)
- (2) 16% Damage Amp, 20% gold
- (4) 20% Damage Amp, 45% gold
- (6) 22% Damage Amp, 66% loot, 7% chance loot is a component
God Of The Net
After 2 player combats, open an Armory of Trait Mods that permanently reprogram a champion to benefit from a trait (but not contribute).
Every time you get a Trait Mod, the next one requires 1 additional round.
Rounds remaining: 0
Champions can only have one Trait Mod.
Exotech
Gain unique items that can only be equipped by Exotech champions. They gain Health and Attack Speed for each item equipped.
Divinicorp
Divinicorp champions grant unique stats to your team, increased for each Divinicorp in play.
Divinicorp champions gain double.
- (1) 100% bonus.
- (2) 110% bonus.
- (3) 125% bonus.
- (4) 150% bonus.
- (5) 175% bonus.
- (6) 200% bonus.
- (7) 225% bonus.
Morgana - 9% AP
Rhaast - 6 Armor & Magic Resist
Senna - 8% AD
Gragas - 50 Health
Vex - 7% Critical Strike Chance
Renekton - 5% Attack Speed
Emblem - 3 Omnivamp
Cypher
Gain Intel by losing combat, increased for loss streaks. Gain a small amount for killing enemies.
You may trade your Intel for loot one time on round
3-3, 3-7, 4-3, 4-7, or 5-5.
After trading Intel, Cypher champions gain Attack Damage and Ability Power.
- (3) 1x Intel, 25% AD & AP
- (4) 1.5x Intel, 35% AD & AP
- (5) 2x Intel, 50% AD & AP
Cyperboss
Your strongest Cyberboss upgrades to its final form and gains Health, Ability Power, and its ability hits more enemies.
- (2) 18% Health, 15 AP
- (3) 25% Health, 25 AP
- (4) All Cyberbosses upgrade. Your strongest Cyberboss gains 33% Health and 30 AP.
BoomBot
BoomBots fire a missile every 400 damage dealt at a nearby enemy that deals magic damage. 8% of damage taken contributes to damage dealt.
- (2) 150 magic damage
- (4) 325 magic damage
- (6) Fire two missiles, each dealing 225 magic damage
Animal Squad
At each tier, pick a weapon that a random Anima Squad champion fires periodically during combat. Anima Squad champions gain Armor, Magic Resist, and Damage Amp.
- (3) 10 Armor & Magic Resist, 5% Damage Amp, Choose a weapon
- (5) 20 Armor & Magic Resist, 10% Damage Amp, Choose a weapon
- (7) 30 Armor & Magic Resist, 15% Damage Amp, Choose a weapon
- (10) 100 Armor & Magic Resist, 25% Damage Amp, Choose an ultimate weapon
Weapons scale with Anima Squad star level and stage.
Street Demon
Allies in painted hexes gain Health, Ability Power, and Attack Damage. Some hexes are Signature hexes and grant 50% more.
- (3) +6% Health, 6 AP, 6% AD
- (5) +10% Health, 10 AP, 10% AD
- (7) +15% Health, 15 AP, 15% AD
- (10) +50% Health, 50 AP, 50% AD Paint the town!
Classes tft set 14
Vanguard
Vanguards gain 10% Durability while Shielded.
Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
- (2) 16% max Health
- (4) 32% max Health
- (6) 40% max Health; 20% Durability while Shielded
Techie
Techies gain Ability Power.
Enemies hit by their abilities deal 10% less damage for 3 seconds.
- (2) 20 AP
- (4) 45 AP
- (6) 80 AP
- (8) 115 AP. Enemies hit deal 18% less damage.
Strategist
Combat Start: Allies in the back 2 rows gain Damage Amp. Allies in the front 2 rows gain Durability. Strategists get triple.
- (2) 6% Damage Amp, 4% Durability
- (3) 9% Damage Amp, 6% Durability
- (4) 12% Damage Amp, 8% Durability
- (5) 15% Damage Amp, 10% Durability
Slayer
Slayers gain Attack Damage and Omnivamp. Overhealing heals the lowest percent Health Slayer for 50% of the excess amount.
- (2) 15% AD, 15% Omnivamp
- (4) 40% AD, 15% Omnivamp
- (6) 70% AD, 20% Omnivamp
Rapidfire
Your team gains 10% Attack Speed. Rapidfire champions gain more on each attack, stacking up to 10 times.
- (2) 4% Attack Speed per stack
- (4) 10% Attack Speed per stack
- (6) 22% Attack Speed per stack
Marksman
Marksmen gain Attack Damage. After 8 seconds of combat, they increase their bonus by 100%.
- (2) 18% AD
- (4) 35% AD. After 8 seconds, gain 20% AD every 6 seconds.
Executioner
Executioner Abilities can critically strike. They also gain bonus Critical Strike Chance and Critical Strike Damage.
If the target's Health is below 30%, the bonus Critical Strike Damage is doubled.
- (2) 25% Critical Strike Chance, 8% Critical Strike Damage
- (3) 35% Critical Strike Chance, 15% Critical Strike Damage
- (4) 45% Critical Strike Chance, 20% Critical Strike Damage
- (5) 50% Critical Strike Chance, 25% Critical Strike Damage; also gain 15% Durability
Dynamo
Every 3 seconds, your team gains Mana. Dynamos gain 100% more.
- (2) 5 Mana
- (3) 7 Mana
- (4) 10 Mana
Bruiser
Your team gains 100 Health. Bruisers gain more.
- (2) 20% Health
- (4) 45% Health
- (6) 75% Health
Bastion
Your team gains 10 Armor and Magic Resist. Bastions gain more.
For the first 10 seconds of combat, Bastions increase their bonus by 100%.
- (2) 18 Armor & Magic Resist
- (4) 50 Armor & Magic Resist
- (6) 90 Armor & Magic Resist, Non-Bastions gain an additional 30 Armor & Magic Resist.
A.M.P.
A.M.P. champions upgrade their abilities in unique ways with Amp. They also gain Health.
- (2) 1 Amp, 100 Máu
- (3) 2 Amp, 200 Máu
- (4) 3 Amp, 350 Máu
- (5) 4 Amp, 500 Máu