
Enchanted Wilds is Teamfight Tactics 18th Set, taking players into a magical world shaped by nature, ancient powers, and wandering Wisps. The set introduces a new roster of champions, traits, and team comps, including familiar jungle creatures such as Elder Dragon and Raptors as playable units.
Adaptor: Throw a volley of kunai at the target, dealing physical damage. If the target is Burning, deal an additional damage. Adaptor: If the Ability kills, cast it again.
Slice the target for physical damage and gain Shield for seconds.
Summon five razor-sharp leaves that converge on the current target, dealing a total of physical damage and applying% Wound and% Burn for seconds. Scarlet Buff: Cinderling gains Attack Damage each cast. Wound: Reduces healing received. Burn: Deals a percent of the target’s max Health as true damage every second.
Tether the current target, dealing magic damage over seconds. Then release a burst of power around them, dealing magic damage to all enemies in a Hex radius and% Slowing them for seconds. Slow: Reduce Attack Speed
Restore Health over seconds. The next attack is replaced with a bash that deals magic damage.
Passive: Start combat with bonus Armor and Magic Resist that decays over seconds. Active: Bash the current target, dealing magic damage and Stunning them for seconds.
Active: Gain Shield for seconds and deal magic damage to enemies in a cone. Quest: Each player combat, Ornn stores damage blocked as Forge Power, doubled at 3-star. Gain an Artifact Anvil the first time Forge Power reaches. (Forge Power: | )
Begin consuming max Mana per second and channeling a laser on target. Each second while casting, deal magic damage to them and reduce their Magic Resist by. Teal Buff: Gain Mana Regen for every seconds channeled.
Gain Shield for seconds. Then grant the ally who has dealt the most damage this combat decaying Attack Speed for seconds.
Passive: Restore Health each second, tripled for seconds after casting. Active: Lunge out of the ground, Stunning adjacent enemies for second and dealing magic damage to them.
Wind up, then fire an arrow at the most enemies in line with the target. It deals physical damage to enemies hit, reduced by for each enemy it passes through (minimum ).
Launch a giant blast at the target that deals magic damage, increased to if they're below max Health. If they die, permanently gain% Ability Power.
Gain Attack Speed for the next attacks. These attacks are replaced with feathers that deal physical damage and reduce Armor by.
Passive: On death, spawn a Spirit Walker with max Health. Active: Restore Health and strike the target, dealing physical damage.
Roar, restoring Health, cleansing disables, and healing the two lowest percent Health allies for. Then slam the current target, dealing magic damage and Stunning them for seconds.
Passive: Every third attack is replaced with a Headshot that deals physical damage.
Transform into a spider and gain max Health. Attacks while in Spider Form deal bonus magic damage and heal for. Subsequent casts grant decaying Attack Speed for seconds.
Adaptor: Belch a noxious bubble at the current target that explodes on the first enemy hit, dealing magic damage. Enemies within a 1 hex radius of the explosion take magic damage over seconds. Adaptor: Heavily slows the target. Purple Buff: Every seconds, Gromp gains Ability Power.
Passive: Kayle ascends based on her star level, granting her stacking bonuses. 1st Ascension: Attacks deal bonus magic damage. 2nd Ascension: Attacks% Shred enemies hit for seconds. 3rd Ascension: Attacks fire waves, dealing magic damage to all other units hit. 4th Ascension: Gain infinite range. Every rd wave is much larger. Shred: Reduce Magic Resist
Passive: After player combat, your strongest LeBlanc has a chance to create a copy of an ally on your board, increased by per takedown. Active: Launch a mirror image at the current target, dealing magic damage and to adjacent enemies.
Leap to the lowest Health enemy within Hexes and deal physical damage. The next attacks deal bonus physical damage. Grey Buff: Gain Precision and Critical Strike Chance, increased up to based on missing Health.
Passive: Attacks are replaced by a dance that deals physical damage to all adjacent enemies. Active: Burrow underground, gaining Durability for seconds and healing over the duration. Green Buff: When allies fall below Health, they restore max Health.
Gain Shield for seconds. Then, cleave in a cone dealing magic damage and strike in a line, dealing magic damage to enemies hit.
Grant Shield to Shen and a nearby damaged ally for seconds. Both of their next attacks gain Attack Speed and deal bonus magic damage.
Throw 2 clusters of mushrooms that deal magic damage to the nearest enemies. Then hurl a giant mushroom that deals magic damage to target. Each cast has a chance to forage an extra mushroom that can be collected for bonus effects. Red: Reroll (Reds Foraged: ) Green: Tactician Health (Greens Foraged: ) Yellow: XP (Yellows Foraged: )
Bite the current target, dealing physical damage and healing for of the damage dealt. Gain Attack Speed for the rest of combat.
Dash, then launch an orb at the current target that deals physical damage and splits, dealing physical damage to nearby enemies.
Gain Attack Speed and summon soldiers for the next attacks. These attacks are replaced by commands which direct each soldier to deal magic damage per attack.
Poison the target and the nearest non-poisoned enemy, dealing magic damage over seconds. Poisons stack.
Gain shield for seconds and send out a moonlight orb to the closest enemies, dealing magic damage.
Reduce the Magic Resist of the nearest enemies by. Then drain life from them over seconds, healing for Health and dealing magic damage to each over the duration.
Gain Armor and Magic Resist for 3 seconds and restore Health over the duration. Launch spectral riders at the nearest enemies, dealing magic damage and Stunning them for seconds.
Leap to the farthest enemy within Hexes, dealing magic damage. If they have no adjacent allies, deal magic damage instead and gain mana.
Adaptor: Launch acid at the two nearest enemies, dealing physical damage. Enemies below max Health take physical damage instead. Adaptor: Damages enemies over time.
Passive: On death, split into two Kruglettes with Health. Active: Gain max Health, then roll into the target, dealing damage. Slate Buff: On death, Krug and Kruglettes Shield allies for max Health.
Summon 4 untargetable Tinybeaks nearby for seconds. Whenever Raptor attacks, Tinybeaks attack the same enemy, dealing physical damage. Orange Buff: Dealing physical damage reduces enemy Armor by.
Passive: Every third attack is a Double Strike that hits twice. On takedown, gain a burst of movement speed. Adaptor: Double Strikes grant stacking Attack Speed. Adaptor: Double Strikes deal bonus damage and heal.
Taunt, forcing enemies to attack this champion. For seconds, gain Shield and Armor and Magic Resist. When the Shield breaks, deal physical damage to enemies in Hexes.
Jump to the lowest percent Health enemy within hexes and stab them, dealing physical damage. Then heal for of their missing Health.
Attach an explosive charge to the target that lasts seconds. While active, gain infinite range and Attack Speed. After the duration, the charge explodes and splits damage between all enemies within 2 hexes, dealing physical damage + for each attack while casting. If an enemy with an explosive charge on them dies, it attaches to Tristana's new target.
Passive: On attack, restore Health. Active: Unleash a primal roar, restoring Health. Then gain Attack Speed, Durability, and immunity to crowd control for seconds.
Launch a spirit bomb at the target within hexes that has the most surrounding enemies. It deals magic damage to enemies in a hex radius, reduced by per hex away from the epicenter.
Passive: Every second, restore Health and deal magic damage to enemies within hex. Active: Deal magic damage to enemies within hexes and Stun them for seconds, increased to seconds if the target is Burning. Burn: Deals a percent of the target’s max Health as true damage every second.
Equip Severum and swipe the target times over seconds, each dealing + max Health physical damage. After the onslaught finishes, fire a blast that deals physical damage split among all enemies in a 2 Hex radius.
Passive: When the target dies, leap at the next target, dealing physical damage. Active: Gain Attack Damage for seconds. During this time ignore Armor. Red Buff: Attacks% Burn enemies and heal Brambleback for max Health.
Blink away from the current target, deal physical damage to them, and gain Attack Speed. Every 5th cast consumes the Attack Speed granted from Nature's Wrath and fires a blast through the target that deals physical damage, reduced by for each enemy it passes through (minimum ).
Restore Health and send butterflies at nearby enemies. Enemies hit take magic damage and Sleep for seconds. If they take damage, they wake up and take an additional max Health magic damage.
Gain Shield for seconds and become petrified. When the shield breaks, unleash a wave of dark energy, dealing magic damage to enemies within hexes.
Passive: Gain Omnivamp. Active: Fire a dark blast at nearby enemies, dealing magic damage to them and cursing them for seconds. Then, spawn a Hex withering zone for the same duration that deals magic damage per second. Cursed enemies take more damage per curse.
Adaptor: Gain Attack Speed for the next attacks. These attacks are replaced with javelins that deal magic damage. The 3rd attack instead targets the furthest enemy with the least items and deals magic damage. Adaptor: Transform into a Melee cougar Fighter that swipes enemies.
Gain Shield for seconds. Slam the ground, sending a fissure in the direction of the most enemies. Enemies hit are briefly knocked up, take magic damage, and are Mana Reaved for. Blue Buff: Each time Sentinel casts, allies gain Mana Regen. Mana Reave: Increase the Mana cost of the next Ability cast.
Passive: Upon falling below max Health the first time each combat, gain 100 mana. Active: Wind up a big punch, rapidly healing for before dealing physical damage in a large cone.
Throw a large crossblade that deals physical damage to the current target and bounces times between nearby enemies, dealing physical damage each bounce. When this kills an enemy, bounce an additional time.
Call down a star on the current target, dealing magic damage. If a star has previously fallen on them, call down additional stars that each deal magic damage.
Spawn plants around the battlefield that attack the nearest enemy times. Each attack deals magic damage.
Rain moonshards split among the nearest enemies, dealing magic damage each. If the moon is full, instead crash it onto the board, dealing magic damage split among all enemies.
Fire an arrow through the longest line of enemies that deals physical damage, reduced by per enemy hit (minimum ). The arrow tears open a rift for seconds that deals + max Health physical damage per second to enemies within and% Slows them. Slow: Reduce Attack Speed
Passive: Attacks target random enemies in range and apply a bleed that deals physical damage over seconds. Every attack has a chance to deal bonus physical damage and apply bleeds instead. Active: Throw two giant axes towards the enemy with the most bleeds. Deal physical damage to all enemies hit and consume their bleed, instantly dealing the remaining damage.
Passive: Attacks deal damage to enemies adjacent to the target. Active: Become untargetable and fly into the air, gaining Omnivamp. Upon returning, stun all enemies for seconds and Ignite them for seconds. Ignited enemies take max Health physical damage per second. Subsequent casts spew fire at the most enemies in a line through the target, dealing physical damage and Igniting them for seconds The Elder Dragon Buff: Damaging an enemy below Health executes them.
Passive: Gain Rage per second and Rage per attack. Active: Transform into Mega Gnar and leap into the largest group of enemies within hexes. Then, deal physical damage to enemies within hexes, reduce their Armor and Magic Resist by, and Stun them for second. Mega Gnar gains Health, and replaces his Ability with Grab n' Throw. Grab n' Throw: Throw the target at the farthest enemy, dealing physical damage to them and physical damage to enemies they pass through. If there's only 1 enemy left, throw them off the battlefield instead.
Passive: Shields from this ability can critically strike with Precision. Active: Grant allies Shield and Damage Amp for seconds. Then deal magic damage to enemies adjacent to them. After casting times, also grant stacking Attack Speed to targets.
Charge up, gaining Ability Power per Burning enemy. Then, gain Shield for seconds and rush through a nearby group of enemies, dealing magic damage to each. After rushing, unleash a Hex firestorm that deals a total of magic damage split among all enemies hit over seconds.
Passive: On cast, all allies that share a trait with Lux gain mana. Active: Fire a laser towards the largest group of enemies that deals magic damage, reduced by for each enemy hit (minimum ). Blackthorn Bonus: Stuns targets hit for second.
Passive: On cast, all allies that share a trait with Lux gain mana. Active: Fire a laser towards the largest group of enemies that deals magic damage, reduced by for each enemy hit (minimum ). Blossom Bonus: The first target hit is dealt bonus damage.
Passive: On cast, all allies that share a trait with Lux gain mana. Active: Fire a laser towards the largest group of enemies that deals magic damage, reduced by for each enemy hit (minimum ). Coven Bonus: Reduces the Armor and Magic Resist of targets hit by for the rest of combat.
Passive: On cast, all allies that share a trait with Lux gain mana. Active: Fire a laser towards the largest group of enemies that deals magic damage, reduced by for each enemy hit (minimum ). Elderwood Bonus: Casts grant all allies increased max Health for the rest of combat.
Passive: On cast, all allies that share a trait with Lux gain mana. Active: Fire a laser towards the largest group of enemies that deals magic damage, reduced by for each enemy hit (minimum ). Fae Bonus: Heals the lowest percent Health ally for of ability damage dealt.
Passive: On cast, all allies that share a trait with Lux gain mana. Active: Fire a laser towards the largest group of enemies that deals magic damage, reduced by for each enemy hit (minimum ). Inferno Bonus: Restores mana per takedown.
Passive: On cast, all allies that share a trait with Lux gain mana. Active: Fire a laser towards the largest group of enemies that deals magic damage, reduced by for each enemy hit (minimum ). Lunar Bonus: Applies% Vulnerable to enemies hit for seconds. Vulnerable: Increases damage taken
Passive: On cast, all allies that share a trait with Lux gain mana. Active: Fire a laser towards the largest group of enemies that deals magic damage, reduced by for each enemy hit (minimum ). Primal Bonus: Gain Attack Speed for seconds after cast.
Passive: On cast, all allies that share a trait with Lux gain mana. Active: Fire a laser towards the largest group of enemies that deals magic damage, reduced by for each enemy hit (minimum ). Solar Bonus: Weakens enemies hit by% for seconds. Weaken: Reduce Damage Dealt
Passive: After every damage blocked, a sapling jumps towards a nearby enemy and deals magic damage. On death, saplings jump out. Active: Deal magic damage to target and restore + missing Health.
Passive: The first time Taric or his paired ally drops below Health, unleash emerald energy from both of them, granting Shield to allies within Hexes for seconds. Active: Restore Health. Taric and his paired ally deal bonus magic damage on their next attacks.