Into The Arcane is Teamfight Tactic's 13th set. Following the release of the second season of the critically acclaimed animated series Arcane, it introduces a barrage of brand new characters from the show to the game! It also adds new traits and a new set mechanic called Anomalies that will add a ton of variance to every match.
Passive: After surviving damage, deal 3% of the damage absorbed as magic damage to target. Active: Gain Shield for 4 seconds. Shock the nearest 3 enemies for magic damage and reduce their damage by 10% for 4 seconds.
Spin, dealing physical damage to adjacent enemies and healing HP. Apply a physical damage bleed to target over 4 seconds.
Passive: If Draven has an empowered axe in hand, it replaces his next attack, dealing physical damage. Empowered axes return to Draven after hitting an enemy. Active: Spin an empowered axe.
Enter a defensive stance and gain Shield that rapidly decays over 3 seconds. When it expires, deal magic damage + 30% of the damage absorbed to enemies around and in front of Irelia.
Grant Shield to the lowest current Health ally. Lux's next attack deals bonus magic damage.
Fire 6 shots towards the farthest enemy that deal physical damage to the first enemy they hit.
Curse the nearest non-cursed enemy, dealing magic damage over 10 seconds and reducing the effectiveness of shields used on them by 50%.
Send a monkey towards the largest group of enemies, causing a 2-hex radius explosion on impact. Enemies hit take magic damage, reduced 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%
Gain Durability and grant the ally who has dealt the most damage this round Attack Speed, decaying over 4 seconds.
Passive: On heal, heal the 2 closest allies for 25% of the amount. Active: Heal and strike target magic damage.
Heal Health and chomp target for physical damage. Both effects are increased by up to 75% based on Trundle's missing Health.
Deal magic damage to target and create a one-hex radius zone of darkness around them. After a brief delay, deal magic damage to enemies still in the zone.
Jab target 2 times for physical damage each. Then uppercut them, dealing physical damage and briefly knocking them up.
Send vines towards the current target, Stunning them for 1 second and dealing magic damage. Then smaller vines seek out the 2 nearest enemies and deal magic damage to them. Experiment Bonus: Ability damage bleeds enemies for 50% bonus true damage over 2 seconds.
Throw a shuriken at target, dealing magic damage and marking them to take more damage for 4 seconds. Then dash away from target. After a brief delay, dash towards them and deal magic damage.
Kick the target, dealing Adaptive Damage. Heal for 40% of the damage dealt. Adaptive Damage: Uses the damage type the target resists less
Fortify for 3 seconds, gaining Durability. Afterwards, deal magic damage to adjacent enemies.
For 6 seconds, attacks also cause adjacent enemies to bleed for physical damage over 1 second.
Gain Shield for 4 seconds. Lance enemies in a line for magic damage and steal Armor and Magic Resist from enemies hit.
Fire a pair of missiles at target. Allies they pass through gain Shield for 3 seconds. When they collide, they deal magic damage to target and magic damage to adjacent enemies.
Pull in an enemy on either side and slam them together, dealing magic damage and Stunning them. If only one enemy is grabbed, the damage and Stun duration are increased by 50%.
Fire a cannonball at target, dealing physical damage. If they die, the cannonball ricochets to the nearest enemy, dealing the overkill damage. When it does, permanently gain % Attack Damage.
Fire an explosive charge, dealing physical damage to target and physical damage to adjacent enemies. 20% Sunder all enemies hit for 6 seconds. Sunder: Reduce Armor Experiment Bonus: On Combat Start and after Ability casts, dash to the target, then gain max Health Shield and Attack Speed for 5 seconds.
Stop attacking and brace for 2.5 seconds, gaining Armor and Magic Resist. Empower the next attack to deal physical damage, increased by physical damage for each 1 or 2 cost champion on your team.
Heal and deal magic damage to the target.
Passive: Every 3rd attack is replaced with a spark that deals physical damage to target and physical damage to 2 nearby enemies.
Toss a bomb at target, dealing magic damage. 3 mini-bombs fly out, dealing magic damage to random enemies.
Passive: After surviving damage, deal 0.03% of the damage absorbed as magic damage to target. Active: Gain 415/440/465 (AP) Shield for 4 seconds. Shock the nearest 3 enemies for 40/60/100 (AP) magic damage and reduce their damage by 0.1% for 4 seconds.
Blast target for magic damage. Every third cast, splash miasma to 2 enemies within 3 hexes, dealing magic damage to each.
Fire a shot towards current target that deals physical damage to all enemies within 1 hex. Then, deal physical damage to the unit in the center of the blast.
Front: Cleanse all negative effects and heal Health. Slash, dealing physical damage to enemies in a line. If only one enemy is hit, the damage is doubled. Back: 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 physical damage to the enemy they're attached to and physical damage to adjacent enemies.
Passive: Attacks deal bonus magic damage. Active: Gain 25% stacking Attack Speed for the rest of combat. After every 3 casts, gain +1 Range.
Shield for 4 seconds. It redirects 50% of damage taken by adjacent allies. When it expires, deal magic damage in a cone.
Launch a wave at target that bounces 3 times to enemies within 3 hexes and deals magic damage.
For 3 seconds, gain Durability and create a 2-hex cloud of noxious fumes that deals magic damage to enemies within. Afterwards, detonate the cloud and deal magic damage to all enemies within. Experiment Bonus: After dealing damage, deal 3% max Health bonus magic damage (1s cooldown).
Heal over 1.5 seconds. For the duration, raise target into the air, Stunning them, and dealing physical damage. Afterwards, slam them down, dealing physical damage to all adjacent enemies.
Lob bombs at the nearest 3 enemies, Stunning them for 1.5 seconds and dealing magic damage to each. Heal Health.
Leap towards the enemy with the fewest items within 4 hexes. Slash 3 times, dealing a total of physical damage. If they die, leap again, dealing 30% less damage.
Front: Heal and ascend for 6 seconds. While ascended, heal and deal magic damage to adjacent enemies every second. On takedown, the ascension's duration is extended by 2 seconds. Back: Send 8 crows towards target that deal magic damage. They each fly to a nearby enemy and deal magic damage.
Throw 3 cards at different targets. Blue Card: Restore Health to the lowest Health ally. Red Card: Deal magic damage to the largest circle of enemies. Yellow Card: Deal magic damage to target and Stun them for 1 second.
Ambessa switches between two stances on cast: Chains: Gain +1 Range. Attacks deal physical damage. On cast, dash to target and strike in a half-circle, dealing physical damage to enemies hit. Fists: Gain Omnivamp and attack twice as fast. On cast, briefly Stun target before slamming them into the ground, dealing physical damage, then dash away.
Lock onto target and strafe to a nearby position, unleashing missiles split between the target and all enemies within two hexes. Each missile deals physical damage and reduces Armor by 1. Every 7th missile deals physical damage and reduces Armor by 7.
Become energized and heal over 2 seconds. While energized, deal magic damage to a nearby enemy each second. Afterwards, deal magic damage to all enemies within 2 hexes. Experiment Bonus: Gain 120 max Health. On takedown, gain 60 max Health for the rest of combat.
Summon an assault of afterimages that deals magic damage to the target and magic damage to other nearby enemies. Afterimages reduce their target's Magic Resist by 5 for the rest of combat.
Front: Jump to a nearby hex and web all enemies within 2 hexes, Stunning them and dealing magic damage. Heal Health. Back: Send spiderlings towards the 4 nearest enemies that explode on contact, dealing magic damage to the target and magic damage around them.
Passive: After dealing damage, heal Health. Active: Gain Shield for 4 seconds. Slam a massive sword on target, dealing physical damage to them physical damage to enemies within 2 hexes.
Fire missiles at random enemies that deal magic damage. Each cast fires 1 more missile than the last.
Gain Durability for 3 seconds. Over the duration, drain Health from the nearest enemies. Then slam down, dealing magic damage to all enemies within 2 hexes.
Throw a canister at target, dealing magic damage to them and releasing monstrosities. Monstrosities attack 5 times and deal magic damage per attack.
For the next 8 attacks, gain 85% Attack Speed, infinite range, and replace attacks with a piercing bolt that targets random enemies. Bolts deal physical damage, reduced by for each enemy they pass through. Experiment Bonus: After every 5 attacks, deal physical damage to the nearest enemy equal to % of their max Health.
Gain Shield for 3 seconds, then Stun target for 1.5 seconds. Slam them down, dealing physical damage to them and causing a shockwave in their row. Enemies hit take physical damage and are briefly knocked up.
Launch a star at target that deals magic damage. It bounces to the farthest enemy within 4 hexes, then bounces back to the target. This effect repeats times, hitting a different enemy each time.
Enter a sniper's stance and call in an airship that circles the battlefield for 5 seconds, dropping 4 bombs at a random cluster of enemies over the duration. Bombs deal 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 physical damage.
Front: Passive: Summon a placeable Hextech Forge. On cast, the 3 allies closest to it gain 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 physical damage and sending them flying back to their original position. While flying, they deal physical damage to all other enemies in the path. Back: Passive: Summon a placeable Hextech Forge. On cast, the 3 allies closest to it gain Attack Speed for 3 seconds. If it's dead, revive it with 100% Health. Active: Throw unstable crystals at the 3 nearest enemies. Deal physical damage to the nearest enemy, causing a chain reaction of explosions that deal 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 alternates between Zap, Flame Chompers, and Death Rocket for her ability. Zap: Deal physical damage to enemies in a line and Stun them for 1.25 seconds. Flame Chompers: Deal physical damage to 3 1-hex circles of enemies. Death Rocket: Fire a rocket at the center of the board that physical damage to ALL enemies, reduced by 10% for each hex they are away from the epicenter.
Chain together the nearest 4 enemies for 5 seconds, dealing magic damage split between them. When one takes damage, of the amount is split as bonus true damage to the others. LeBlanc's next 3 attacks deal bonus magic damage, increased by 0.5% for each enemy killed by the initial damage.
Summon a gate in a 5-hex line across target. Enemies hit take magic damage and are 20% Shredded for 4 seconds. Malzahar spreads 5 stacks of infection between enemies hit. Infection deals 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
Briefly gain 40% Durability and summon a massive claw, dealing 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 magic damage to target and magic damage to all other enemies within 2 hexes.
Call down a rain of 5 missiles on target's row that each deal 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. Burn: Deal a percent of the target's max Health as true damage every second Wound: Reduce healing received by 33%
Randomly cast 1 of 3 spells, with a chance of a Jackpot! Flamethrower: deal true damage to target every second until death. Enemies in a cone around them take 50% less as physical damage. Extendo-Punch: Deal physical damage to target and knock them away. Then, dash to them and deal physical damage in a 1 hex radius around them. Chomp: Deal 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.