Magic n' Mayhem is Teamfight Tactic's 12th set and it brings with it a jam-packed series of changes including charms, new unique champions to TFT like Norra, Briar, and Smolder, traits, augments, and so much more!
For the next 5 seconds, Ashe fires an additional missile dealing physical damage at another target. This effect stacks.
Passive: Every 4 seconds and every Ability cast, deal 90 magic damage to the 2 closest enemies. Active: Gain 200 Shield for 6 seconds.
Transform into a spider and cast Petrifying Venom on the target. Petrifying Venom: Stun the target for 1.5 seconds, dealing magic damage and healing Elise.
Deal magic damage to adjacent enemies and gain Armor and Magic Resist for 6 seconds. During this time, Attacks deal bonus magic damage.
Transforms into melee form gaining Armor and Magic Resist, and replacing his Ability with Hammer Slam. Hammer Slam: Leap to the current target, dealing physical damage.
Passive: Lillia gains Attack Speed 100% and 75% Move Speed. Active: Heal for HP, then deal magic damage to the current target.
Sneeze fire in a cone towards the target, dealing physical damage, reduced by 20% for each enemy hit. Dragon Upgrade: Instead sneeze dragonfire in a larger area. Dragonfire deals damage and ignores 50% of enemy armor.
Gain a Shield for 3 seconds. Then, wallop the target for additional physical damage.
Fires a soundwave towards the longest line of enemies that deals magic damage, reduced by 20% for each target struck.
Call down a star on the target, dealing magic damage to adjacent enemies. Heal a nearby ally for, increased to if they're below 50% Health.
Fire a shard of ice at the target that pierces through enemies hit, dealing physical damage, reduced by 20% for each target hit. Targets are 20% Sundered for 5 seconds. Sunder: Reduce Armor
Passive: Permantly gain 1% Attack Speed and movement speed for each enemy killed. Attacks heal for Health and deal bonus physical damage. Gain double the healing and physical damage for targets below 25% Health.
Passive: Gain 30% bonus Ability Power from all sources. Active: Fire an orb towards the target dealing magic damage. After hitting an enemy it returns, dealing true damage.
Dash to the farthest enemy within 3 hexes, dealing physical damage to them. The next 3 attacks launch kunai at the target, dealing damage.
For the next 6 seconds, attacks instead deal magic damage.
Reduce incoming damage by 15 for 4 seconds. Fire two magic bolts that converge on the furthest enemy within 3 hexes. Each missile deals magic damage and Stuns the target for 1.25 seconds.
Deal magic damage to the target and gain Shield for 3 seconds. For the rest of combat, attacks deal bonus stacking magic damage.
Launches a honey wad through the current target, dealing physical damage to enemies hit. Adjacent allies hit by the trail are set abuzz, gaining Attack Speed for 4 seconds.
Passive: Shields grant 75% Attack Speed for 3 seconds. Active: Dash up to 2 Hexes away, then deal phyiscal damage to enemies in a line through the target. Gain Shield for 3 seconds.
Bite the target, healing for dealing magic damage, and Chilling them for 3 seconds. Chill: Reduce Attack Speed by 20%
Passive: Rumble gains 15% Omnivamp. Active: For 3 seconds, create a cone of flame that deals magic damage over the duration and Wounds enemies for 5 seconds. Wound: Reduce healing received by 33%
Transform into dragon form and gain an aura that deals magic damage per second to adjacent enemies. Then fly through the largest group of enemies within 2 hexes and Stun them for 1.5 seconds. Dragon Upgrade: While in dragon form, heal 0.75% of max health for each Burning enemy.
Conjure a rift that deals magic damage and 20% Shreds the target for 5 seconds. This ability upgrades the more it is cast. 15 Casts: Enemies adjacent to the target are Shredded and take magic damage. 30+ Casts: For every 30 casts, creates an additional rift that deals 33% damage. Shred: Reduce Magic Resist
Fire a cannonball at the target, dealing physical damage to the first enemy hit. If the enemy hit is within 2 hexes of Tristana, they're knocked back 2 hexes and briefly stunned.
Launch a magic missile at the target that bounces 4 times between enemies dealing magic damage to enemies hit. They also take 10% more damage for 3 seconds.
Dash to the ideal spot within 2 hexes. Then, fire a blast in a line, dealing damage reduced by 20% for each enemy hit.
Passive: On takedown of the current target, if Hecarim's next target is out of range, charge to them, dealing physical damage. Active: For the next 6 seconds, attacks cleave adjacent enemies for physical damage.
Paint a lightning bolt striking the target. A moment later the bolt strikes, dealing magic damage to the target and magic damage to adjacent enemies. Every 3rd cast, paint 2 extra bolts on the lowest percent Health enemies.
For 4 seconds, gain 125% decaying Attack Speed and her attacks deal bonus true damage. Takedowns refresh this effect for 3 seconds.
Blink to the largest group of enemies within 2 hexes and spin, dealing magic damage over 3 seconds to enemies within 2 hexes and Wounding them for 5 seconds. The 2 nearest enemies take magic damage instead. If she kills an enemy, blink and reposition again. Wound: Reduce healing received by 33%
Gain Shield that decays over 2 seconds and slam the target, dealing magic damage in a 2-hex line. Gain 10 Ability Power for the rest of combat.
Transform into a Crab for 2 seconds. Over the duration, regain 18% health and release scuttleblasts at 3 nearby allies and 3 nearby enemies. Allies hit are healed for ; enemies hit take magic damage and are stunned for 1.25 seconds.
Gain 35% Durability for 3 seconds. Create a volcanic rupture under the closest enemies which Stun for 1.5 seconds and deal magic damage.
Transform, gaining max Health. While transformed, deal magic damage to enemies within 2 hexes every second. If already transformed, gain additional max Health and increase the damage by 15.
Passive: Has 3 Ability Power for every ZAP purchased. Active: Deal magic damage to the target.
Gain a Shield for 4 seconds, increased by 5% for each enemy targeting Vex. When it expires, deal magic damage to enemies within 2 hexes.
Passive: Gain 30% bonus Armor and Magic Resist from all sources. Active: Spin, gaining Shield for 4 seconds and dealing a total of physical damage to each adjacent enemy. Gain Attack Damage and Attack Speed for the rest of combat; this effect stacks.
Passive: Shields grant 75%% Attack Speed for 3 seconds. Active: Dash up to 2 hexes away, then deal phyiscal damage to enemies in a line through the target. Gain Shield for 3 seconds.
Passive: Every 2 casts, Gwen gains a Snip! stack. Active: Dash and snip twice plus once for every Snip! stack in a cone. The first and last snip each deal magic damage and other snips each deal.
Passive: Attacks embed a spear in her target and every 3 attacks, embed a spear in 2 nearby enemies. Active: Leaps to safety and deal physical damage to each enemy for each of their embedded spears.
Attach a temporal rift to the target and the closest unaffected enemy that deals magic damage over 8 seconds. Reset the duration of all other rifts on the enemy. If they die while affected, the rift explodes into stardust, heals adjacent allies for 8% of their max health.
Fire a bubble that deals magic damage at the largest group of enemies within range. Every 3rd cast, summon The Leviathan instead, which Stuns and deals magic damage to enemies in a line.
Steal Health split between the nearest 3 enemies. Each cast after heals Health and deal physical damage to the target instead.
Passive: Every 4 attacks and when changing targets, leap at the target and deal physical damage to the target and adjacent enemies. Active: For the next 5 seconds, gain Attack speed, Omnivamp, and crowd control immunity.
Gain Shield for 3 seconds and shoot 8 feathers in a wide cone, dealing magic damage to enemies they hit. Then land, granting allies within 2 hexes a Shield for 4 seconds.
Open portals that fire a total of 12 magic bolts split among the 4 closest enemies. Each bolt deals magic damage.
Dive underground and surface next to the closest enemy sending out a shockwave towards the farthest enemy. Enemies within 2 hexes, and those hit by the shockwave take magic damage and are Stunned for 1.75 seconds.
Gain damage reduction for 4 seconds and attract nearby enemy projectiles. At the end, release a nova that deals magic damage in a 2 hex range.
Leap to the largest group of enemies, dealing physical damage to enemies in a 2-hex radius and Stun them for 1.25 second. Then enter a frenzy, gaining Attack Speed, 15% Omnivamp, and causing attacks to deal bonus physical damage to the target and adjacent enemies. If already frenzied, empower the next attack to chomp, dealing physical damage.
Passive: On target death, hookshot to the lowest percent health enemy within 3 hexes and deal physical damage. After a hookshot or Ability cast, the next attack deals true damage. Active: Knock back and Stun enemies adjacent to the target for 1 seconds, dealing physical damage. Create a containment zone around the target for 4 seconds. Gain 30% Durability and 250% Attack Damage while in the zone.
Dash within 2 hexes to hit the most enemies and heal for 225. Excess healing becomes a 3 second Shield. Then, deal magic damage to adjacent enemies and magic damage to enemeis 2 hexes away. Every 2 casts create a snowfall that Chills all enemies and heals all allies for 240 over 3 seconds. Excess healing also becomes a 3 second Shield. Chill: Reduce Attack Speed by 20%
Throw 2 completed items to allies with open slots. If an ally has no room for items, they instead gain a stacking 12% Damage Amp for the rest of combat. Then, throw 3 knickknacks at enemies that each deal magic damage. Occasionally finds something special in his backpack.
Gain shield for 4 seconds and summon a swarm of 8 bats. They seek out the 4 closest enemies within 3 hexes, deal magic damage each. Bats deal true damage to enemies below 25% Health.
Launch a ball at the current target that explodes for magic damage, and colors the area for 3 seconds, dealing magic damage per second. If the ball lands in an area that is already colored, it will bounce to a new location within 2-hexes before exploding.
Passive: Fly around and attack the nearest enemy. Active: Gain Attack Speed and replace Smolder's attacks with fireballs that deal physical damage for 4 seconds. Dragon Upgrade: Each fireball also heals 20 Health.
Launch 10 arcane blasts at random enemies that each deal damage.