TFT set 13 Traits list

All TFT set 13 traits list with ggmeo.

Origins tft set 13

Menaces Menaces

While fielded with Silco, Powder gains Dominator, but no longer benefits from Family. When her monkey explodes, it creates 3 of Silco's monstrosities. Gain a 2-star Powder and a Silco.

Reunion Reunion

When Vi casts, Ekko releases 3 afterimages towards her target dealing 50% damage. When Ekko casts, Vi slams an earthquake towards his target dealing 150% damage.

Gain a Vi and Ekko.

Sisters Sisters

Gain the Sister Trait. When Vi scores a takedown, Jinx gains 75% bonus Attack Speed for 5 seconds. When Jinx scores a takedown, Vi gains 40% bonus Attack Damage for 7 seconds.

Gain a Vi and Jinx.

Unlikely Duo Unlikely Duo

Jinx and Sevika gain 10% Attack Damage and 150 Health. Whenever one casts, they grant the other 15 mana. Sevika's arm is luckier.

Gain a Jinx and Sevika.

Martial Law Martial Law

When Ambessa casts, Caitlyn fires an empowered attack at the target, dealing 225% damage. Ambessa gains 30% of Caitlyn's Attack Damage.

Gain a Caitlyn and Ambessa.

Scrap Scrap

Combat start: Components held by Scrap units temporarily turn into full items. Scrap units gain Shield for 30 seconds for each component held by your team, including those that make up a full item.

  • (2) 1 component, 25 Shield
  • (4) 3 components, 40 Shield
  • (6) All components, and full items become lucky! 65 Shield
  • (9) Generate Radiant items! 70 Shield

Rebel Rebel

Rebels gain 12% max Health.

After your team loses 30% of their Health, a smoke signal appears, granting Rebels 60% Attack Speed for 4 seconds and extra power for the rest of combat.

  • (3) 15% AD/AP
  • (5) 25% AD/AP, 12% Health
  • (7) 45% AD/AP, 20% Health, and Stun all enemies for 2 seconds
  • (10) The smoke signal triggers at Combat Start and every 6 seconds.

Junker King Junker King

(1) Every 3 rounds, open an armory to purchase permanent upgrades to your strongest Rumble's mech.

High Roller High Roller

(1) When casting, Sevika rolls a random Jinx modification to her Ability and gains 80% Durability for 1.5 seconds.

Mods:

  • Rocket: Launch 8 rockets that deal 100 physical damage each
  • Shield: Gain 500 Shield for 4 seconds
  • Coin: Gain 3 gold
  • Triple: Enhance her rolled ability!

Firelight Firelight

Every 6 seconds, Firelights dash. While dashing, they attack with infinite range and heal a percentage of the damage taken since their last dash.

  • (2) 25% of damage taken
  • (3) 40% of damage taken
  • (4) 45% of damage taken. While dashing, gain a massive burst of Attack Speed.

Family Family

Family members support each other, reducing their max Mana and gaining extra bonuses.

  • (3) 25% reduction, 12% DR
  • (4) 30% reduction, 20% AS
  • (5) 40% reduction, heist on topside! After combat, progress the heist, increased for each surviving family member

Experiment Experiment

Gain Laboratory hexes on your board.

Combat start: Experiments standing on Laboratory hexes gain the Experiment bonuses of all Experiments on Laboratory hexes, plus max Health.

  • (3) 2 Laboratories, 100 Health
  • (5) 3 Laboratories, 200 Health
  • (7) Experiment bonuses increase by 100%

Enforcer Enforcer

Combat Start: Enforcers gain Shield and Damage Amp. The highest Health enemy units become WANTED!

When a Wanted enemy dies, Enforcers gain 30% Attack Speed.

  • (2) 1 units; 15% Health, 12% DA
  • (4) 2 units; 25% Health, 25% DA
  • (6) 4 units; 40% Health, 40% DA
  • (8) 6 units; 55% Health, 60% DA
  • (10) ALL enemies; 100% Health, 150% DA, Combat Start: Confiscate all enemy items!

Emissary Emissary

This trait is active only when you have exactly 1 or 4 unique Emissaries.

  • (1) Gain that Emissary's bonus
  • (4) Gain all bonuses. Emissaries gain 300 Health and 30% Damage Amp.

Ambessa: Allies gain 2 Armor and Magic Resist for each opponent defeated.

Garen: On Combat Start, Garen and allies to his left and right gain 20% of his max Health.

Nami: Allies' attacks grant 2 bonus Mana.

Tristana: Allies gain 6% Attack Speed per star level.

Conqueror Conqueror

Conquerors' takedowns grant stacks of Conquest. After gaining enough Conquest, open War Chests full of loot!

Conquerors gain Attack Damage and Ability Power, increased by 3% for each War Chest opened.

  • (2) 18% AD/AP%; 1x Conquest
  • (4) 27% AD/AP%; 3x Conquest
  • (6) 42% AD/AP%; 6x Conquest
  • (9) 100% AD/AP%; 20x Conquest

Chem Baron Chem Baron

Gain Shimmer after each player combat. If your loss streak is at least 3, gain more.

At each stack of 100 Shimmer, the Black Market offers you contraband that only Chem-Barons can use. Chem-Barons gain max Health for each Black Market you pass on.

  • (3) Per Combat 15 or loss streak 30; 20 Health
  • (4) Per Combat 20 or loss streak 40; 50 Health
  • (5) Per Combat 20 or loss streak 60; 90 Health
  • (6) Per Combat 30 or loss streak 80; 125 Health
  • (7) Per Combat 30 or loss streak 120; 180 Health

Black Rose Black Rose

Each Black Rose champion's star level increases Sion's power.

  • (3) Summon a chained Sion. He is freed after 5 casts from Black Rose units or when he drops below 65% health.
  • (4) Sion grows stronger and his enemies take more damage from Black Rose units.
  • (5) Sion unleashes dark magic and heals to full Health when freed.
  • (7) When Sion dies, he restores to life with power beyond death!

Automata Automata

Automata gain a crystal when they deal damage. At 20 crystals, they blast their current target, dealing magic damage + 20% of damage dealt since the previous blast and reset. They also gain Armor and Magic Resist.

  • (2) 125 damage, 20 AR/MR
  • (4) 300 damage, 40 AR/MR
  • (6) 625 damage, 70 AR/MR

Academy Academy

The Academy sponsors 3 items each game.

Copies of sponsored items grant bonus max Health and Damage Amp. Academy units holding sponsored items gain double the amount, plus an additional 5% Health and Damage Amp.

  • (3) 2% Health and Damage Amp, gain 1 sponsored item.
  • (4) 3% Health and Damage Amp, gain 1 sponsored item.
  • (5) 4% Health and Damage Amp, gain 1 sponsored item.
  • (6) 8% Health and Damage Amp.

Classes tft set 13

What Could Have Been What Could Have Been

Vander gains 30 permanent max Health each time Silco casts. Silco gains 6 permanent Ability Power each time Vander dies.

Gain a 2-star Vander, a Silco, and a Spear of Shojin.

Geniuses Geniuses

When Heimerdinger casts, Ekko releases 3 afterimages, each dealing 33% damage. When Ekko casts, Heimerdinger fires 3 missiles, each dealing 105% damage.

Gain a Heimerdinger and Ekko.

Watcher Watcher

Watchers gain Durability, increased while above 50% Health.

  • (2) 10% or 25% DR
  • (4) 20% or 40% DR
  • (6) 30% or 60% DR

Visionary Visionary

Whenever Visionaries gain Mana, they gain more.

  • (2) 25% Mana
  • (4) 50% Mana
  • (6) 80% Mana
  • (8) 100% Mana, Abilities heal an ally for 20% of damage dealt

Sorcerer Sorcerer

Your team gains 10 Ability Power. Sorcerers gain more.

  • (2) 20 AP
  • (4) 50 AP
  • (6) 85 AP
  • (8) 100 AP, Abilities reduce their target's damage by 25% for 3 seconds

Sniper Sniper

Snipers deal more damage to targets farther away.

  • (2) 7% damage per hex
  • (4) 16% damage per hex
  • (6) 35% damage per hex and +5 Attack Range

Sentinel Sentinel

Your team gains Armor and Magic Resist. Sentinels gain triple.

  • (2) 10 AR/MR
  • (4) 25 AR/MR
  • (6) 50 AR/MR

Quickstriker Quickstriker

Quickstrikers move faster and gain Attack Speed, based on their target's missing Health.

  • (2) 20-60% AS
  • (3) 30-80% AS
  • (4) 40-100% AS. On target death, Quickstrikers dash to a new target and gain 200 shield for 3 seconds.

Pit Fighter Pit Fighter

Pit Fighters gain 15% Omnivamp and deal bonus true damage. Once per combat at 50% Health, they heal a percentage of their max Health over 2 seconds.

  • (2) 6% true damage, 10% Health
  • (4) 12% true damage, 25% Health
  • (6) 20% true damage, 40% Health
  • (8) 50% true damage, 99% Health

Form Swapper Form Swapper

Innate: Form Swappers change their stats and ability based on if they're placed in the front 2 rows or back 2 rows.

Frontline Form Swappers gain Durability. Backline Form Swappers gain Damage Amp.

  • (2) 15% Durability or 20% Damage Amp
  • (4) 30% Durability or 40% Damage Amp

Dominator Dominator

Combat start: Dominators gain a Shield for 15 seconds.

When Dominators cast, they gain stacking Ability Power based on the Mana spent.

  • (2) 250 Shield, 25% AP
  • (4) 500 Shield, 50% AP
  • (6) 800 Shield, 75% AP

Bruiser Bruiser

Your team gains 100 max Health. Bruisers gain more.

  • (2) 20% Health
  • (4) 45% Health
  • (6) 70% Health

Artillerist Artillerist

Every 5 attacks, Artillerists launch a rocket that deals 125% Attack Damage around the target. They also gain Attack Damage.

  • (2) 10% AD
  • (4) 40% AD
  • (6) 50% AD, Launch a rocket every 5 attacks that deals double damage.

Ambusher Ambusher

Damage from Ambushers' Abilities can critically strike. They also gain bonus Critical Strike Chance and Critical Strike Damage.

  • (2) 20% Crit, 10% Crit Mult
  • (3) 30% Crit, 20% Crit Mult
  • (4) 40% Crit, 30% Crit Mult
  • (5) 55% Crit, 35% Crit Mult; also gain 15% Durability