New Set of TFT is coming called Neon Nights for Set 6.5. We have a ton of new champions and traits as this is the biggest mid-set update for Teamfight Tactics so far.
When will Set 6.5 release on PBE? They said it will come out on February 2 with Patch 12.3
When will Set 6.5 release on Live? They said Neon Nights will come out in Patch 12.4 on February 16
Will my Rank get reset? They will likely do a ‘soft reset’
At the start of combat and every few seconds, the Hexcore sends out a pulse that grants a 4 second shield for Hextech champions that, while active, adds bonus magic damage on attacks. This shield does not stack. The frequency of pulses increases at 2/4/6/8.
Debonair champions gain bonus Health and Ability Power that increases at 3/5/7. If there is a Debonair VIP in play, they activate their unique bonus. (Sell the old VIP for a chance to see a new one in your Shop.)
Brand (1), Talon (2), Leona (3), Draven (4), Zeri (5)
Rival
This trait is active when you have exactly 1 unique Rival unit, as Rivals refuse to work together.
Vi’s mana cost is reduced by 20.
Jinx gains 40% Attack Speed for 3 seconds after scoring a takedown.
Vi (4), Jinx (5)
Mastermind
At the start of combat, the Mastermind grants the 2 allies directly in front of him a portion of their maximum Mana. (1)
Silco (5)
Removed:
Academy, Imperial, Protector, Sister
New Champions
Ahri
Cost
4g
Traits
Syndicate, Arcanist
Orb of Deception
Ahri fires an orb in a line, dealing magic damage to all enemies it passes through on the way out and the way back. Ahri fires 1/1/2 additional orb(s) for each time she has cast this combat.
Alistar
Cost
4g
Traits
Hextech, Colossus
Pulverize
Alistar charges through the enemy team, dealing magic damage, knocking them back, and stunning them for seconds. He then taunts nearby enemies.
Ashe
Cost
2g
Traits
Syndicate, Sniper
Volley
Ashe fires a volley of arrows centered on her target, dealing % of her Attack Damage as physical damage per arrow and slowing their Attack Speed by % for seconds.
Brand
Cost
1g
Traits
Debonair, Arcanist
Sear
Brand launches a fireball at the nearest enemy, lighting them ablaze for seconds and dealing magic damage. If the enemy is already on fire, they take bonus magic damage which stuns them for seconds. (Total Damage: x) VIP Bonus: Brand fires a 2nd fireball at the farthest enemy.
Corki
Cost
2g
Traits
Yordle, Twinshot
Bombardment
Corki fires a missile at his target that explodes on impact, dealing magic damage to nearby enemies.
Draven
Cost
4g
Traits
Debonair, Challenger
Spinning Axes
Draven starts spinning an axe, empowering his next attack to deal % of his Attack Damage plus bonus physical damage. The axe will return to his original location after striking the target. If Draven catches it, he will empower the axe again. Draven can spin up to 2 axes at a time. Passive: Draven ignores % of his target’s Armor. VIP Bonus: Draven gains infinite attack range and ignores % of his target’s Armor.
Gnar
Cost
3g
Traits
Socialite, Yordle, Striker
GNAR!
Gnar transforms into Mega Gnar for the rest of combat. Mega Gnar throws a boulder at the farthest enemy within boulder range, dealing % of his Attack Damage plus bonus damage as physical damage to all enemies it passes through. While in Mega Gnar form, Gnar is melee, gains Health, and his mana costs are reduced by 30.
Irelia
Cost
4g
Traits
Scrap, Striker
Bladesurge
Irelia dashes to her target, striking them for % of her Attack Damage + bonus damage as physical damage. If this kills the target, she Bladesurges again at the lowest Health enemy.
Jarvan IV
Cost
1g
Traits
Hextech, Striker
Ageless Standard
Jarvan calls down his standard to a nearby location, granting all nearby allies bonus % Attack Speed for seconds.
Kha’Zix
Cost
4g
Traits
Mutant, Assassin
Arid Assault
Kha’Zix leaps towards the lowest Health enemy, striking them for (Total) physical damage (% of his Attack Damage + ) and increasing their maximum Mana by % until they cast.
Lucian
Cost
3g
Traits
Hextech, Twinshot
Relentless Pursuit
Lucian dashes away from his current target and fires shots at nearby enemies that deal magic damage.
Morgana
Cost
3g
Traits
Syndicate, Enchanter
Soul Shackle
Morgana grants herself a shield for seconds and shackles herself to all enemies in a 2 hex radius. She then deals magic damage per second to them, as long as the shield holds. If the shield expires without being broken, all targets are stunned for seconds. If the shield is broken, Morgana instead refunds herself mana.
Nocturne
Cost
1g
Traits
Hextech, Assassin
Unspeakable HOrror
Nocturne terrifies his target, stunning them with fear for seconds and dealing magic damage over the duration.
Rek’Sai
Cost
2g
Traits
Mutant, Bruiser, Striker
Furious Bite
Rek’Sai bites her target, dealing % of her Attack Damage and stealing % of her target’s Armor and Magic Resist.
Renata
Cost
4g
Traits
Chemtech, Scholar
Toxic Wave
Renata unleashes a toxic wave towards the largest group of nearby enemies, poisoning all enemies in its path for seconds. Poisoned enemies suffer % reduced Attack Speed and take magic damage per second. Damage dealt by the poison can stack.
Sejuani
Cost
2g
Traits
Hextech, Bruiser, Enforcer
Arcane Assault
Sejuani signals Bristle to charge, dealing magic damage and stunning her target for seconds. She then gains Frost Armor, granting her Armor and Magic Resist for seconds.
Senna
Cost
3g
Traits
Socialite, Enchanter
Piercing Darkness
Senna fires a beam in the direction of her target, dealing % of her Attack Damage as physical damage to all enemies hit (total: X). For each enemy hit, she heals the lowest health ally for % of the damage dealt plus .
Silco
Cost
5g
Traits
Mastermind, Scholar
Unstable Concoction
Silco injects an unstable concoction into of his lowest Health allies, granting them % maximum Health, % bonus Attack Speed, and immunity to crowd control for seconds. When the concoction wears off, unstable units die, dealing magic damage to nearby enemies.
Sivir
Cost
4g
Traits
Hextech, Striker
On the Hunt
For the next seconds, Sivir grants herself % bonus Attack Speed and her attacks bounce up to times, dealing % of her Attack Damage to enemies hit.
Syndra
Cost
2g
Traits
Debonair, Scholar
Force of Will
Syndra flings the nearest enemy towards the farthest enemy, dealing magic damage to all nearby enemies upon impact, and stunning the thrown target for seconds. VIP bonus: Force of Will’s impact area is larger and knocks up affected enemies for seconds.
Tryndamere
Cost
3g
Traits
Chemtech, Challenger
Spinning Slash
Tryndamere spins in a line towards the most enemies, dealing % of his Attack Damage (total: X) to enemies in his path and empowering his next 3 attacks to deal % more damage.
Zeri
Cost
5g
Traits
Debonair, Sniper
Lightning Crash
Zeri charges herself up with electricity for seconds. While electrified, she aims at the farthest enemy, her attacks pierce, and she dashes after every shot. Passive: Zeri’s attacks fire bullets, each dealing % of her Attack Damage as physical damage plus bonus magic damage to the first unit hit. VIP Bonus: Zeri’s Lightning Nova’s radius is doubled.
Other Champion Changes:
Blitzcrank no longer a Protector
Ekko is now an Innovator
Jinx is now a Rival and no longer a Sister
Kassadin is now a Scholar and no longer a Protector
Leona is now a Debonair and no longer an Academy
Swain is now a Hextech and no longer an Imperial
Talon is now a Debonair and no longer an Imperial
Vi is now a Rival and no longer a Sister. She is also now a 4g unit with Piltover Pulverizer:
Vi shields herself for damage and deals magic damage to her target and enemies behind it.
On her 2nd cast, she also dashes through her target.
On her 3rd cast, she instead throws her target into the air and slams them back to the ground, dealing in a circle around her target.
Champions on your board permanently transform into random champions that cost 1 more. Gain 3 Magnetic Removers.
Keepers I
At the start of combat, your units grant adjacent allies a 125 health shield for 8 seconds.
Electrocharge I
When your units receive a critical strike, they deal 100 magic damage to nearby enemies.
Disintegrator I
Your units’ attacks deal bonus magic damage equal to 2% of the target’s maximum Health.
Arcane Nullifier I
Your units’ Abilities ignore 20% of the target’s Magic Resist and reduce healing received by 50% for 8 seconds.
Luden’s Echo I
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 150 bonus magic damage.
Backfoot I
Your units that start combat in the back 2 rows gain 20% Attack Speed.
Phalanx I
Your units that start combat in the back 2 rows gain 25 Armor and Magic Resist.
Battlemage I
Your units that start combat in the front 2 rows gain 30 Ability Power.
Meditation I
Your units without items equipped restore 3 Mana per second.
Cybernetic Uplink I
Your champions holding an item gain 150 Health and restore 2 Mana per second.
Cybernetic Shell I
Your champions holding an item gain 150 Health and 30 Armor.
Blue Battery I
After casting their Ability, your units restore 10 Mana.
Archangel’s Embrace I
Upon casting their Ability, your units gain Ability Power equal to 20% of their maximum Mana.
Second Wind I
After 10 seconds of combat, your units heal 50% of their missing Health.
Double Trouble I
If you have exactly 2 copies of a champion on your board, they both gain 30 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to 3-star, gain a 2-star copy.
Tri Force I
Your 3-cost champions gain 233 Health, 13 starting Mana, and 23% Attack Speed.
Swift Justice
Your Enforcers permanently gain 2% Attack Speed after each combat, and an additional 2% if they survived. Gain a Sejuani.
Irresistible Charm
Debonair champions take 25% less damage. Gain a Leona.
Debonair Heart
Your team counts as having 1 additional Debonair. Gain a Talon.
Stored Power
Your Hextech champions permanently gain 1 Ability Power each time they are hit by your Hexcore’s pulses. Gain a Swain.
Hexnova
The first time a Hextech champion drops below 60% Health, they increase nearby enemies’ maximum Mana by 50% until they cast. Gain a Nocturne.
Hextech Heart
Your team counts as having 1 additional Hextech. Gain a Sejuani.
Concussive Blows
Striker’s critical strikes stun their target for 1.5 second(s). Each target can only be stunned once every 5 seconds. Gain a Rek’sai.
Overpower
After every 2 attacks, Strikers gain 75% Critical Strike Chance on their next attack. Gain a Rek’sai.
Striker Heart
Your team counts as having 1 additional Striker. Gain a Rek’sai.
Free…Healthcare?
All units benefit from the Chemtech trait as though they were Chemtech units. This does not affect the number of Chemtech units. Gain a Warwick
Study the Blade
All units benefit from the Challenger trait as though they were Challengers. This does not affect the number of Challengers. Gain a Quinn
Hextech Armory
All units benefit from the Hextech trait as though they were Hextech units. This does not affect the number of Hextech units. Gain a Sejuani.
New Augments Tier 2
Augment name
Description
Treasure Trove II
Gain 2 blue and 1 gray loot orbs.
Golden Gifts I
Gain 1 golden loot orb.
True Twos
Gain 2 random 2-star 2-cost champions.
Four Score
Gain 3 random 4-cost champions.
Component Grab Bag
Gain 3 random item components.
Future Sight I
Know who you will fight next. Gain a Zephyr.
Jeweled Lotus
Magic and true damage from your units’ Abilities can critically strike.
Keepers II
At the start of combat, your units grant adjacent allies a 175 Health shield for 8 seconds.
Arcane Nullifier II
Your units’ Abilities ignore 40% of the target’s Magic Resist and reduce healing received by 50% for 8 seconds.
Electrocharge II
When your units receive a critical strike, they deal 150 magic damage to nearby enemies.
Disintegrator II
Your units’ attacks deal bonus magic damage equal to 3% of the target’s maximum Health.
Luden’s Echo II
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 225 bonus magic damage.
Woodland Trinket
At the start of combat, your highest Attack Speed champion creates two 400 Health copies of themself (excluding items).
Verdant Veil
Your units are immune to crowd control effects for the first 10 seconds of combat.
Weakspot II
Your units’ attacks ignore 40% of the target’s Armor and reduce healing received by 50% for 5 seconds.
Backfoot II
Your units that start combat in the back 2 rows gain 30% Attack Speed.
Phalanx II
Your units that start combat in the back 2 rows gain 35 Armor and Magic Resist.
Battlemage II
Your units that start combat in the front 2 rows gain 45 Ability Power.
Meditation II
Your units without items equipped restore 5 Mana per second.
Cybernetic Uplink II
Your champions holding an item gain 250 Health and restore 3 Mana per second.
Cybernetic Shell II
Your champions holding an item gain 250 Health and 45 Armor.
Second Wind II
After 10 seconds of combat, your units heal 75% of their missing Health.
Archangel’s Embrace II
Upon casting their Ability, your units gain Ability Power equal to 30% of their maximum Mana.
Double Trouble II
If you have exactly 2 copies of a champion on your board, they both gain 45 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to 3-star, gain a 2-star copy.
Tri Force II
Your 3-cost champions gain 333 Health, 23 Mana, and 33% Attack Speed.
Thieving Rascals
Free Yordles from the portal have 35% chance to arrive holding an item component. Gain a Lulu.
Debonair Crest
Gain a Debonair Emblem and a Syndra.
Very VIP
When an ally dies, they grant the Debonair VIP 40% of their maximum Health for the rest of combat. Gain a Syndra.
Hextech Crest
Gain a Hextech Emblem and a Nocturne.
Striker Crest
Gain a Striker Emblem and a Rek’sai.
New Augments Tier 3
Augment
Description
Golden Gifts II
Gain 2 golden loot orbs.
Treasure Trove III
Gain 3 blue loot and 2 gray loot orbs.
High Five
Gain 3 random 5-cost champions.
Radiant Relics
Open an Armory and choose 1 of 4 unique Radiant items.
The Golden Egg
Gain a massive golden egg that hatches in 5 turns.
Future Sight II
Know who you fight next. Gain a Radiant Zephyr.
Electrocharge III
Whenever your units receive a critical strike, they deal 200 magic damage to nearby enemies.
Arcane Nullifier III
Your units’ Abilities ignore 60% of the target’s Magic Resist and reduce healing received by 50% for 8 seconds.
Luden’s Echo III
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 300 bonus magic damage.
Disintegrator III
Your units’ attacks deal bonus magic damage equal to 4% of the target’s maximum Health.
Tiny Titans
Your Tactician heals 35 Health, grows larger, and has 135 maximum Health.
Weakspot III
Your units’ attacks ignore 60% of the target’s Armor and reduce healing received by 50% for 5 seconds.
Backfoot III
Your units that start combat in the back 2 rows gain 40% Attack Speed.
Phalanx III
Your units that start combat in the back 2 rows gain 50 Armor and Magic Resist.
Battlemage III
Your units that start combat in the front 2 rows gain 60 Ability Power.
Meditation III
Your units without items equipped restore 7 Mana per second.
Cybernetic Uplink III
Your units holding an item gain 350 Health and restore 4 Mana per second.
Cybernetic Shell III
Your units holding an item gain 350 Health and 60 Armor.
Blue Battery II
After casting their Ability, your units restore 20 Mana.
Second Wind III
After 10 seconds of combat, your units heal 100% of their missing Health.
Archangel’s Embrace III
After casting their Ability, your units gain Ability Power equal to 40% of their maximum Mana.
Double Trouble III
If you have exactly 2 copies of a champion on your board, they both gain 60 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to 3-star, gain a 2-star copy.
Tri Force III
Your 3-cost champions gain 433 Health, 33 Mana, and 43% Attack Speed.
Debonair Crown
Gain 2 Debonair Emblems.
Hextech Crown
Gain 2 Hextech Emblems.
Striker Crown
Gain 2 Striker Emblems.
New Items
Removed Guardian Angel
Added Edge of Night
When the holder first drops below 50% Health, they briefly enter stealth, becoming untargetable and shedding negative effects. After coming out of stealth, the holder gains 30% bonus Attack Speed.