The many new classes and origins of TFT Set 10 have been revealed! Find all the details and the champions that make them up.
Teamfight Tactics Set 10 releases Tuesday, November 21 on live servers. It brings with it 29 new classes and origins. Here is all the information on what they do and the champions who make them up.
For more information on TFT Set 10, don't hesitate to take a look at the new champions or the new Headliner mechanic. For more information on the champions, click on their images to access their files.
The new origins of TFT Set 10
8-bit
Gain 5% attack damage and start keeping score. When your team deals damage, your score increases. For every score record you break, 8-bit champions gain more attack damage.
- (2) 1.8% per score beaten
- (4) 3% per score beaten
- (6) 5% per score beaten and unlocks a grand prize by reaching the highest score
Country
When your team loses a percentage of its HP, a Warhorse charges onto the board and strengthens your team. Each star level of Country champions increases their HP and attack damage.
- (3) Warhorse
- (5) Midnight Warhorse
- (7) Inferno Summoning Warhorse
Disco
Earn a placeable Disco Ball. At the start of the fight and every few seconds, champions who started the fight next to her gain bonus attack speed and are healed for a percentage of their max HP.
- (3) 5% attack speed, 2% healing
- (4) 10% attack speed, 3% healing
- (5) Gain a second Disco Ball; 15% attack speed, 5% healing
- (6) 25% attack speed, 7% healing
EDM
- (3) 75% of stats
- (4) Bonus activates 1 second more often, 89% of stats
- (5) Bonus activates 2 seconds more often, 111% of stats
Emo
Emo champions have a reduced maximum mana. Every time an ally dies, Emo champions gain mana.
- (2) -20% max mana, +10 mana gained
- (4) -25% max mana, +30 mana gained
- (6) -35% max mana, +40 mana gained. Emos gain 50 power
Heartsteel
Earn hearts by killing enemies. Earn even more by losing player battles. Every 4 player battles, converts earned Hearts into powerful rewards!
The number of hearts you earn increases for each HEARTSTEEL member in play.
- (3) 1x Heart
- (5) 2.5x Heart
- (7) 5.5x Heart
- (9) 10x Heart
Hyperpop
Hyperpop champions grant mana and a few seconds of attack speed to the closest allies after casting their spell.
- (1) 3 mana and 10% attack speed
- (2) 5 mana and 20% attack speed
- (4) 8 mana and 40% attack speed
ILLBEATS
Jazz
K/DA
- (3) +10% HP and AD, +10 power
- (5) +15% HP and AD, +15 power
- (7) +23% HP and AD, +24 power
- (10) +50% HP and AD, + 80 power
Maestro
(1) Jhin has an attack speed of 0.9 and converts 1% attack speed bonus into 0.5% attack damage.
When he sets the pace, Jhin's guns fire at the same rate and he gains 10 Mana per volley. Every fourth volley deals 200% damage.
Mixmaster
(1) The Mixmaster chooses its fate when it is placed on the board. Each version has a passive effect that replaces its basic attacks and an active effect.
Pentakill
Pentakill champions deal more damage and reduce damage taken by 15%. When an enemy champion dies, it empowers a Pentakill champion, increasing its damage bonus.
The 5th kill empowers all Pentakill champions and your team gains attack speed.
- (3) 11% bonus damage
- (5) 25% bonus damage
- (7) 40% bonus damage
- (10) 100% bonus damage, +35% damage reduction
Punk
Your Punk champions gain bonus HP and attack damage. This bonus is increased by 1% each time you spend gold on a Shop Refresh.
After the Punks have fought, your first refresh of the shop costs 1 gold and increases the bonus by 3% instead of 1%.
- (2) +180 and +18%
- (4) +280 and +28%
- (6) +450 and +44%
True Damage
True Damage champions deal bonus true damage. True Damage champions who hold an item benefit from a unique Bling-Bonus bonus on their spell.
- (2) 11% damage
- (4) 20% damage
- (6) 30% damage
- (9) 80% damage
Wildcard
The new classes of Set 10 of TFT
Big Shot
Bruiser
Crowd Diver
Dazzler
Dazzlers spells dazzle enemies for 2 seconds, reducing the target's damage by 25% and dealing a percentage of the spell's damage as bonus magic damage for the duration of the dazzle.
- (2) 20% magic damage
- (4) 40% magic damage
- (6) 64% magic damage
Edgelord
Edgelord champions gain attack speed. When their target falls below a maximum HP percentage, the attack speed gained is doubled. Melee Edgelords also pass through them on their next attack, passing behind their target.
- (3) 25% attack speed
- (5) 40% attack speed
- (7) 75% attack speed
Executioner
Guardian
Once per fight at 50% HP, Guardians protect themselves and their closest ally with a shield based on their maximum HP.
- (2) 30% of max HP
- (4) 50% of max HP
- (6) 70% of max HP
Executioner
Guardian
Once per fight at 50% HP, Guardians protect themselves and their closest ally with a shield based on their maximum HP.
- (2) 30% of max HP
- (4) 50% of max HP
- (6) 70% of max HP
Mosher
Moshers gain attack speed and omnivampirism, increased based on their missing HP.
- (2) 20% attack speed, 10% Omnivampirism
- (4) 30% attack speed, 15% Omnivampirism
- (6) 50% attack speed, 20% Omnivampirism
Rapidfire
Sentinel
Your team gains armor and magic resistance. The Sentinels win double.
- (2) +18 armor and magic resistance
- (4) +35 armor and magic resistance
- (6) +60 armor and magic resistance
- (8) +125 armor and magic resistance
Spellweaver
- (3) 20 power, +1 per spell
- (5) 35 power +1 per spell
- (7) 50 power, +2 per spell
- (10) 100 power, +5 per spell
Comments
Post a Comment