Cyber City is Teamfight Tactic's 14th set. What looks to be one of the thematically richest sets to date, Cyber City will feature different bands fighting over power and territory. As always, the new set brings with it a ton of new characters, traits, mechanics, and cosmetics to the game. Its unique set mechanic, the hacks, will also keep every match feeling fresh and exciting.
Passive: Reduce all incoming damage by 10/15/25 (AP). Active: Deal 200/300/450 (AP) magic damage to the current target and Stun them for 2 seconds.
Passive: Gain 0.3% more max Health from all sources. Active: Flex, healing 0.02 + 75/115/175 (Health & AP) Health, then deal 1.3 + 0.2 (Health & AD) physical damage to the current target.
Gain 350/425/525 (AP) Shield for 4 seconds and deal 110/165/250 (AP) magic damage to adjacent enemies.
Fire wolf at the current target, dealing 5.2 + 20/30/45 (AD) physical damage. Overkill damage bounces to the nearest enemy.
For the next 5 seconds, gain 0.5% Attack Speed and attacks deal 0.4 (AD) bonus physical damage.
Hack the target and the nearest non-hacked enemy, dealing 195/290/480 (AP) magic damage over 10 seconds.
Deal 210/315/475 (AP) magic damage to the current target and 80/120/180 (AP) magic damage to the nearest enemies. Heal 100/125/210 Health + 20/25/40 per enemy hit.
Throw a buckler at the farthest enemy within 4 hexes, dealing 1.6/2.4/3.6 (Armor & AP) magic damage. Gain 375/450/525 (AP) Shield. Cyberboss Upgrade: Throw a buckler at the farthest enemy within 4 hexes, dealing 1.6/2.4/3.6 (Armor & AP) magic damage to them and (Armor & AP) magic damage to enemies within 1 hex. Gain 375/450/525 (AP) Shield.
Fire a soundwave through the current target that deals 220/330/500 (AP) magic damage, reduced by 0.4% for each enemy hit.
Passive: Gain 0.015% Attack Damage for each kill this game. Active: Deal 3.4 + 40/60/90 (AD) physical damage to the current target. Kingpin bonus: Teleport behind the lowest Health enemy within 4 hexes and deal 0.5 (AD) bonus physical damage. Upgraded Kingpin bonus: Teleport behind the lowest Health enemy within 4 hexes and deal 0.75 (AD) bonus physical damage. If this kills, immediately cast again with 0.9% damage.
Gain 150/200/250 (AP) max Health and deal 0.1 + 100/150/225 (AP & Health) magic damage to the current target. If they die, gain an additional 75/100/125 Health.
Gain (AP & Health) Shield that rapidly decays over 4 seconds. Vi's next attack deals 5 (AD) physical damage.
Send a large vine towards the current target, Stunning them for 1 second and dealing 250/375/585 (AP) magic damage. Send a smaller vine at the nearest target that deals 120/180/270 (AP) magic damage.
Heal 0.05 + 200/220/240 (AP & Health) Health, then deal 2 (AD) physical damage and 0.2% Sunder enemies within 1 hex for 6 seconds. Kingpin bonus: Increase Ability range to 2 hexes. Damage reduced by 0.1% per hex away. Heal 0.02 + 50 (Health) Health for each enemy hit. Upgraded Kingpin bonus: Increase Ability range to 4 hexes. Damage reduced by 0.1% per hex away. Heal 0.02 + 50 (Health) Health for each enemy hit. Sunder: Reduce Armor
Heal 280/340/425 (AP) Health and deal 180/270/410 (AP) magic damage to the current target.
Passive: Attacks fire 5 projectiles in a cone that deal 0.35 (AD) physical damage each. Graves casts every 2 attacks. Active: Dash next to the target and quickly fire 2 empowered shells that deal 6/9/16 + 0.4/0.4/0.45 (AD & AP) physical damage per projectile.
Heal 350/400/500 (AP) Health. Deal 150/225/350 (AP) magic damage the current target and 60/90/140 (AP) to enemies within 1-hex. Reduce their Magic Resist by 15 for the rest of combat.
Fire a bouncing grenade that hits four enemies, dealing 1.44 (AD) physical damage and 0.2% Sundering them for 4.4 (AP) seconds. The fourth bounce returns to the initial target and deals 3.84 (AD) physical damage. Sunder: Reduce Armor
Send sigils, alternating between the current target and the next nearest enemy, each dealing 65/95/145 (AP) magic damage. Every cast, send 1 more sigil.
Passive: Gain 0.15 (AP) Omnivamp. Active: Deal 2.65 (AD) physical damage to the current target. Then, summon packmates that deal 0.65/0.65/0.7 (AD) physical damage and Alphas that deal 1.65/1.65/1.75 (AD) physical damage to the current target.
Knock the target into the air for 1.75 seconds. Over the duration, heal (AP & Health) Health and deal 4 (AD) physical damage to the target.
First cast: Every second for the rest of combat, heal 0.01 + 10/13/16 (AP & Health) Health and deal 18/27/40 + 0.01 (AP & Health) magic damage to adjacent enemies. Gain 200/250/300 (AP) max Health and 0.1% Damage Amp.
Gain 325/375/450 (AP) Shield for 3 seconds and dredge up a missile. When the Shield ends, hurl the missile at the group of most enemies within hexes, dealing (Armor) magic damage to the centermost enemy, and 0.5% of the damage to enemies adjacent to them.
Passive: Gain 3 Ability Power each Attack. Active: Throw a card at the current target and next nearest target, dealing 160/240/375 (AP) magic damage. Kingpin bonus:Throw a random special card at the current target that deals 280/420/650 (AP) magic damage. Red card hits enemies in a 1-hex area. Blue card deals 0.5% of its damage as true damage. Rarely, Yellow card grants gold. Upgraded Kingpin bonus: Throw all three special cards at three nearby enemies. Red card hits enemies in a 1-hex area. Blue card deals 0.5% of its damage as true damage. Rarely, Yellow card grants gold.
Rapidly fire 3 attacks. The first two deal 0.5 (AD) bonus true damage, and the final attack deals 1.5 + 10/15/25 (AD) bonus true damage.
Deal 300/400/540 (AP) magic damage to the current target. If Veigar is the same star level as the target, deal 0.2% true damage. If Veigar is a higher star level, deal 0.33% true damage. Cyberboss Upgrade: Deal 300/400/540 (AP) magic damage to the current target and 90/120/150 (AP) magic damage to adjacent enemies.
Gain 450/475/500 (AP & Health) Shield for 4 seconds. When it breaks, deal 100/150/240 (AP) magic damage to the 3 closest enemies and Chill them for 3 seconds. Kingpin bonus: Gain 20/100 Armor and Magic Resist. Every 4/2 seconds, Braum's next attack deals 1 + 1 + 0.1 (Armor & MR & Health) bonus magic damage. Chill:
Hurl two massive axes at the most enemies in a line, dealing 3.3/3.3/3.4 + 30/45/80 (AD & AP) physical damage before returning. Damage is reduced by 0.2% for each enemy hit.
Fire 4 lasers at the current target and 4 more split between the nearest 2 enemies, each dealing 54/81/140 (AP) magic damage and reducing Magic Resist by 6 for the rest of combat.
For 3 seconds, tether to the closest 3 enemies, dealing 240/360/575 (AP) magic damage per second split between them. Tethers apply 0.2% Shred and heal Fiddlesticks for 0.15% of the damage dealt. Shred: Reduce Magic Resist
Gain (AP) Durability for 3 seconds. Afterwards, heal 250/300/400 (AP) Health and send a whirlwind at the enemy within 3 hexes that dealt the most damage to Galio during that time. It deals 150/225/335 (AP) magic damage and Stuns for 1.5 seconds.
Heal 300/325/350 + 0.1 (Health & AP) Health, then throw a cask at the largest group of enemies within 3 hexes, dealing 150/225/335 (AP) magic damage to enemies within 1 hex.
Strike the most enemies in a semi-circle, gaining 270/300/350 (AP) Shield for 4 seconds plus 30/50/80 (AP) per enemy hit. Deal 1.2 (AD) physical damage to enemies hit and reduce their Armor by 15/18/20 for the rest of combat.
Fire rockets at random enemies within 2 hexes of the current target. Each rocket deals 1.4/1.4/1.5 (AD) physical damage. Each cast fires an additional rocket.
Gain 475/525/700 (AP) Shield for 4 seconds. Slam the current target, dealing 200/300/500 (AP) magic damage in a 2-hex line and Stun all enemies hit for 1.25 seconds.
Heal 160/200/250 (AP) Health and leap to the lowest Health enemy in hexes, dealing 2.5 (AD) physical damage. Then, strike 2 times, each dealing 1.8 (AD) physical damage. Each cast increases leap range by 1 hex.
Passive: Attacks deal 0.33 (AD) physical damage to enemies adjacent to the target. Active: Fire a beam two hexes beyond the current target, dealing 4/4/4.2 + 20/30/45 (AD) physical damage to enemies hit.
Fire a chain that deals 200/300/480 (AP) magic damage and Stuns for 1 seconds. The chain links to the 3 closest enemies, dealing 100/150/240 (AP) magic damage to each.
Passive: Gain Mana every second. Active: Launch a magic missile at the current target that bounces to the nearest enemy. Deal 100/150/240 (AP) magic damage to the current target and 50/75/120 (AP) to the other, marking both of them. If they're already marked, deal 2% damage.
Throw a fireball at the current target that deals 175/265/790 (AP) magic damage and mini-fireballs split between the target and 2 nearby enemies that deal 40/60/180 (AP) magic damage each. Every 4 casts, instead, summon Tibbers next to the current target, dealing 270/405/1215 (AP) magic damage to enemies within 1 hex.
Fire a moon blast at the largest group of enemies that deals (AD & AP) physical damage to enemies within 2 hexes. Equip 4 Chakram, plus 1 more for each enemy hit by the blast, that last for 6 attacks and deal 0.07/0.07/0.2 (AD) bonus physical damage each.
Throw a paint bomb at the largest group of enemies within hexes, dealing 200/300/900 (AP) magic damage to enemies within 1 hex and 100/150/450 (AP) magic damage to the nearest 4 enemies.
Fire a disorienting sound blast in a cone, dealing 100/150/1500 + 0.03 (AP & Health) magic damage. Gain (AP & Health) max Health, get bigger, and increase the size of future sound blasts.
Gain (AP) Durability for 4 seconds. Deal 100/150/1200 (AP) magic damage to the largest clump of enemies within 2 hexes and Stun the center enemy for 2 seconds. Enemies damaged by this ability take 0.15/0.25/1.5 (MR) bonus magic damage from allies' attacks for 4/4/10 seconds.
Fire 8 waves of bullets towards the largest clump of enemies over 2 seconds. Enemies struck take 0.6/0.6/1.5 + 8/12/100 (AD) physical damage from the first bullet of each wave, and 0.25% less from other bullets in the same wave. Kingpin bonus: Fire 3 more waves. Upgraded Kingpin bonus: Bullets pierce enemies for 0.8% damage.
Gain 280/300/1500 + 0.1 (AP & Health) Shield for 4 seconds and create an expanding zone that pops three times, each dealing 80/120/360 (AP) magic damage to enemies hit. The third pop Chills enemies for 3 seconds. Chill:
Passive: Gain 0.3% more Armor and Magic Resist from all sources. Active: Throw an EMP at the closest enemy that explodes after 2 seconds. It deals 120/180/1200 (AP) magic damage to enemies within 3 hexes and Stun them for 1.75/2/8 seconds.
Passive: Gain 0.15% Omnivamp. 0.8% of overhealing from Retribution's damage is converted to bonus true damage to its primary target. Active: Send a shadow to the target, dealing 100/150/450 (AP) magic damage to all enemies it passes through. The shadow then explodes, dealing 220/330/900 (AP) magic damage to the target and 100/150/450 (AP) to enemies within 1 hex.
Impale 6 feathers into the current target that each deal 1.6/1.6/4 + 20/30/200 (AD) physical damage. When the target dies, the feathers seek out nearby enemies within 2-hexes, each dealing 0.33/0.33/1 (AD) physical damage.
Throw a shuriken at the furthest unmarked enemy that deals 60/90/400 (AP) magic damage and marks them. Then become untargetable, teleport to them, and summon shadows on every other marked enemy. Deal 2.5/2.5/5 (AD) physical damage to adjcent enemies, while shadows deal 1.5/1.5/2.75 (AD) physical damage to adjacent enemies.
Dash to a nearby location so quickly an untargetable echo lingers. The echo Attacks (AD & AS) as if it were Zeri, but deals 0.5/0.5/1.2% damage. Echoes last (AP) seconds, and disappear when Zeri dies.
Throw a bomb that hits the most enemies in a + shape within Attack Range, dealing 275/415/1200 (AP) magic damage. Cyberboss Upgrade: Throw a bomb that hits the most enemies in a whole row and column within Attack Range, dealing 275/415/1200 (AP) magic damage to enemies within 1 hex of the center and 100/150/450 (AP) magic damage to enemies further away.
On first cast, swap places with the left-most champion on your bench and continue fighting. That champion gains 0.5/1/10 (AP) Attack Speed. If the swapped champion dies, return to the board. Teleport to hit the most enemies in a line, dealing 80/175/1111 (AP) to each one, plus 500/900/7777 (AP) split between all enemies hit. Aurora cannot swap places with another Aurora.
Gain 700/1000/5000 (AP) Shield for 2 seconds. Deal 6.5/6.5/30 (AD) physical damage to the current target and send a wave that deals 2.6/2.6/15 (AD) physical damage to enemies hit. If the wave hits 2 or fewer enemies, gain 50 Mana.
Passive: Attacks deal 90/135/314 (AP) bonus magic damage. At 0.35/0.35/0.9% Health, gain 0.7/0.7/4 (Health) Shield decaying over 8 seconds, 1% Attack Speed, 0.2/0.2/1% Omnivamp, and 100 Mana. Active: Briefly gain 0.6/0.6/0.99% Durability, then pick up a nearby enemy, knocking up all enemies within 1 hex for 1.5 seconds. Then, slam down, dealing 200/300/13370 (AP) magic damage to the target and 0.08/0.12/1 + 0.03/0.05/1 (AP) of the target's max Health as magic damage to all enemies hit. Cyberboss Upgrade: Briefly gain 0.6/0.6/0.99% Durability, then pick up a nearby enemy, knocking up all enemies within 2 hexes for 1.5 seconds. Then, slam down, dealing 200/300/13370 (AP) magic damage to the target and 0.08/0.12/1 + 0.03/0.05/1 (AP) of the target's max Health as magic damage to all enemies hit.
Deal 3/3/30 + 30/40/500 (AD & AP) physical damage to enemies within 2 hexes and Burn, and Wound them for 5 seconds. Gain 400/550/6000 max Health. First Cast: Enter frenzy mode where attacks strike twice, dealing (AD) total physical damage and can dash to new targets. Second Cast: Frenzy mode now strikes thrice, dealing (AD) total physical damage. Cannot cast again. Burn: Deal a percent of the target's max Health as true damage every second Wound: Reduce healing received by 33%
Dash towards the target and fire a volley of bullets over 2 seconds split between enemies within three hexes. Each bullet Shreds 4 Armor and deals 0.8/0.8/4 (AD) physical damage, reduced by 0.2% per hex distance from Samira. When the volley ends, dash back to safety while dealing 5/5/25 (AD) physical damage to the current target. For the duration of the Ability, Samira is Unstoppable and has 0.25/0.25/1 (AP) Omnivamp.
For 5/5/60 seconds, gain 1.25/1.25/5% Attack Speed and lock-on to the lowest percent Health enemy within hexes. Attacks also fire 3 rockets, each dealing 1/1/2 + 10/15/100 (AD) total physical damage. Each cast, the first time a locked-on enemy falls beneath 0.15/0.15/0.95% Health, reel them in, execute them, and grind them into parts.
Passive: When units die, absorb their soul and heal 0.06 (Health) Health. Active: Jump to the largest clump of enemies within 2 hexes, dealing 240/360/4000 (AP) magic damage to adjacent enemies and 120/180/4000 (AP) magic damage to other enemies within 2 hexes. 20% Shred all enemies hit for 4 seconds. Shred: Reduce Magic Resist
Passive: At 0.1% Health, split into two copies with 0.5% Health. Active: Bounce 3 times on nearby enemies. Each bounce deals 130/195/1000 + 0.08/0.08/0.5 (AP & Health) magic damage, Stuns for 1 second, and heals Zac 80/100/2000 (AP) Health.