TFT set 13 Traits list
All TFT set 13 traits list with ggmeo.
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
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
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
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
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
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
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
(1) Every 3 rounds, open an armory to purchase permanent upgrades to your strongest Rumble's mech.
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
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 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
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
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
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
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
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
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 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
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
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
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
Watchers gain Durability, increased while above 50% Health.
- (2) 10% or 25% DR
- (4) 20% or 40% DR
- (6) 30% or 60% DR
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
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
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
Your team gains Armor and Magic Resist. Sentinels gain triple.
- (2) 10 AR/MR
- (4) 25 AR/MR
- (6) 50 AR/MR
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 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
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
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
Your team gains 100 max Health. Bruisers gain more.
- (2) 20% Health
- (4) 45% Health
- (6) 70% Health
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
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