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Matchnamn + #NA1

Spelguide

Lär dig om guiderna för set 14.

Ursprung

  • Divinicorp
    Divinicorp
    Divinicorp champions grant unique stats to your team, increased for each Divinicorp in play.

    Divinicorp champions gain double.
    1
    100% bonus.
    2
    110% bonus.
    3
    125% bonus.
    4
    140% bonus.
    5
    165% bonus.
    6
    190% bonus.
    7
    210% bonus.
  • Street Demon
    Street Demon
    Allies in painted hexes gain Health, Ability Power, and Attack Damage. Some hexes are Signature hexes and grant 50% more.

    Street Demons double all bonuses.
    3
    +6% , 6 , 6% 
    5
    +10% , 10 , 10% 
    7
    +16% , 16 , 16% 
    10
    +45% , 45 , 45% Paint the town!
  • Anima Squad
    Anima Squad
    At each tier, pick a weapon that a random Anima Squad champion fires periodically during combat. Anima Squad champions gain Armor, Magic Resist, and Damage Amp.
    3
    10 , 5% ,Choose a weapon
    5
    25 , 10% ,Choose a weapon
    7
    40 , 15% ,Choose a weapon
    10
    75 , 25% ,Choose an ultimate weapon
  • Soul Killer
    Soul Killer
    Gain a hologram copy of the highest cost enemy Viego helped kill last round. It has 900/1350/9001 Health, deals 30%/40%/200% damage, and has 1 recommended item.
  • Cyberboss
    Cyberboss
    Your strongest Cyberboss upgrades to its final form and gains Health, Ability Power, and its ability hits more enemies.
    2
    25% , 20 
    3
    33% , 30 
    4
    All Cyberbosses upgrade. Your strongest Cyberboss gains 40% and 40 .
  • Exotech
    Exotech
    Gain unique items that can only be equipped by Exotech champions. They gain Health and Attack Speed for each item equipped.
    3
    50 , 2% ,Exotech Item
    5
    150 , 5% ,Exotech Item
    7
    225 , 9% ,Exotech Item
    10
    500 , 40% ,Enhance.
  • Overlord
    Overlord
    The Overlord takes a bite out of the unit in the hex behind him, dealing 40% of their max Health as true damage. He gains 40% of their Health and 25% of their Attack Damage.
  • God of the Net
    God of the Net
    After 2 player combats, open an Armory of Trait Mods that permanently reprogram a champion to benefit from a trait (but not contribute).

    Every time you get a Trait Mod, the next one requires 1 additional round.

    Rounds remaining: -
  • Golden Ox
    Golden Ox
    Golden Ox gain Damage Amp and have a chance to drop gold on kill.

    If you spend 8 gold on rerolls or XP in a single turn, permanently increase their Damage Amp and the gold required for the next bonus. Rerolls count double towards gold spent.
    (Golden Ox must have fought last round)
    2
    12% , 20% gold
    4
    24% , 60% gold
    6
    26% , 100% loot, 7% chance loot is a component
  • BoomBot
    BoomBot
    BoomBots fire a missile every 400 damage dealt at a nearby enemy that deals magic damage. 8% of damage taken contributes to damage dealt.
    2
    150 magic damage
    4
    325 magic damage
    6
    Fire two missiles, each dealing 275 magic damage
  • Virus
    Virus
    The Virus infects your shop with a 10% chance to spawn a bloblet. When purchased, it merges and increases the strongest Zac's max Health by 3% and Ability Power by 4 (doubled in Hyper Roll).
  • Syndicate
    Syndicate
    Get a Kingpin hat that uniquely upgrades a Syndicate champion's ability.

    Syndicate champions gain Health and Damage Amp.
    3
    100 , 5% , 1 Kingpin
    5
    400 , 15% , 2 Kingpins
    7
    500 , 20% , Upgrade Kingpin effect
  • Nitro
    Nitro
    Every round, unique Nitro champions grant Chrome to R-080T, based on their star level. Each Chrome grants 11 Health and 1 Ability Power.

    At 200 Chrome, it upgrades to T-43X!
    3
    Summon R-080T!
    4
    Fire a giant laser!
  • Cypher
    Cypher
    Gain Intel by losing combat, increased for loss streaks. Gain a small amount for killing enemies.

    You may trade your Intel for loot one time on round
    3-3, 3-7, 4-3, 4-7, or 5-5.
    After trading Intel, Cypher champions gain Attack Damage and Ability Power.
    3
    1x Intel, 30%
    4
    1.5x Intel, 50%
    5
    2x Intel, 70%

Klasser

  • A.M.P.
    A.M.P.
    A.M.P. champions upgrade their abilities in unique ways with Amp (). They also gain Health.
    2
    1 , 100
    3
    2 , 200
    4
    4 , 300
    5
    5 , 600
  • Vanguard
    Vanguard
    Vanguards gain 12% Durability while Shielded.

    Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
    2
    16% max Health
    4
    32% max Health
    6
    40% max Health;18%  while Shielded
  • Slayer
    Slayer
    Slayers gain Attack Damage and Omnivamp. Overhealing heals the lowest percent Health Slayer for 50% of the excess amount.
    2
    15% , 15%
    4
    40% , 15%
    6
    70% , 20%
  • Executioner
    Executioner
    Executioner Abilities can critically strike. They also gain bonus Critical Strike Chance and Critical Strike Damage.

    If the target's Health is below 20%, the bonus Critical Strike Damage is doubled.
    2
    25% , 5% 
    3
    35% , 10% 
    4
    45% , 15% 
    5
    50% , 15% ; also gain 12% Durability
  • Bastion
    Bastion
    Your team gains 10 Armor and Magic Resist. Bastions gain more.

    For the first 10 seconds of combat, Bastions increase their bonus by 100%.
    2
    18
    4
    40
    6
    75 Non-Bastions gain an additional 30 .
  • Rapidfire
    Rapidfire
    Your team gains 10% Attack Speed. Rapidfire champions gain more on each attack, stacking up to 10 times.
    2
    4% per stack
    4
    11% per stack
    6
    24% per stack
  • Strategist
    Strategist
    Combat Start: Allies in the back 2 rows gain Damage Amp. Allies in the front 2 rows gain Durability. Strategists get triple.
    2
    6% , 4%
    3
    9% , 6%
    4
    12% , 8%
    5
    15% , 10%
  • Bruiser
    Bruiser
    Your team gains 100 Health. Bruisers gain more.
    2
    20%
    4
    45%
    6
    70%
  • Marksman
    Marksman
    Marksmen gain Attack Damage. After 8 seconds of combat, they increase their bonus by 100%.
    2
    18% 
    4
    35% . After 8 seconds, gain 25%  every 6 seconds.
  • Techie
    Techie
    Techies gain Ability Power.

    Enemies hit by their abilities deal 10% less damage for 3 seconds.
    2
    20
    4
    50
    6
    90
    8
    130 Enemies hit deal 18% less damage.
  • Dynamo
    Dynamo
    Every 3 seconds, your team gains Mana. Dynamos gain 100% more.
    2
    5
    3
    7
    4
    11

Team Up


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