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m (Housekeeping, replaced: ===Items== → === Items == (2))
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<tabber>
<onlyinclude>{{{{{1<noinclude>|TFT Data/Infobox</noinclude>}}}|Assassin|{{{2|}}}|{{{3|}}}|{{{4|}}}|{{{5|}}}
 
  +
Set 2=
|icon = Assassin TFT icon.png
 
  +
{{TFT trait infobox|Assassin|set=2}}
|item = Youmuu's Ghostblade
 
  +
The '''Assassin''' trait contains champions that are usually good at bursting down single high-value targets. Assassins usually have some ability to get close to their target very fast, this is represented by the innate every assassin has in Teamfight Tactics, which turns them invisible and jump to the furthest enemy on the board.
|synergy = {{sbc|Innate:}} At the start of combat, Assassins stealth and become invulnerable for a short duration and jump behind the farthest enemy, and non-assassin champion are {{tip|TFT slow|slowed}} for the start of combat.<br />{{sbc|Synergy:}} Assassins gain {{as|'''bonus''' critical strike damage}}:
 
  +
* 3 Assassins: +125%
 
  +
== Strategy ==
* 6 Assassins: +350%
 
  +
* '''Assassins''' are best at taking down squishy backline champions.
}}</onlyinclude>
 
  +
* Because of the '''Assassins''' innate ability to become invisible at the start of rounds, it is very unlikely an enemy will target them, giving the assassin time to build up mana and deal damage unhindered.
  +
* It's really important to have at least one unit that is not an '''Assassin''' on an Assassin team, ideally as far away from the enemy team as possible. This will force the enemy team to move within range of the only unit they can target, and allows all allied Assassins to sneak behind and enter the newly formed vacant spaces.
  +
* {{TFTt|Glacial|Glacials}} have a lot of area of effect special abilities, since '''Assassins''' scatter at the start of every round, they have a natural advantage against these champions.
  +
=== Items ===
  +
* Most '''Assassins''' have melee range, {{TFTi|Rapid Firecannon}} can help avoid a situation where some assassins stand around because they can't get in range of a target.
  +
* If an assassin can target an enemy unit when the round starts, they won't leap at the start of the round.
  +
* With the upgraded critical chance and critical damage, stacking items related to getting critical hits is more beneficial for assassins than most other traits. {{TFTi|Infinity Edge}} and {{TFTi|Jeweled Gauntlet}} are particularly good.
  +
* {{TFTi|Locket of the Iron Solari}} and {{TFTi|Zeke's Herald}} can be used with '''Assassins''' without worrying about the inferior positioning these items force.
  +
* Although a bit counter-intuitive, {{TFTi|Frozen Heart}} will effect all units the '''Assassin''' jumps over at the start of match. This will also happen if a champion with a jump as their special ability jumps.
  +
* '''Assassins''', due to their frail defenses and high damage, fight their rounds very quickly, they either destroy their enemies fast, or get destroyed fast. {{TFTi|Trap Claw}} is a useful defensive item for Assassins, as it allows them precious seconds added to their life, and gives them a non-responsive target to wail on. The one-time activation effect doesn't matter much to them, as the rounds are usually too quick for it to matter.
  +
  +
== Counters ==
  +
[[File:TFT Assassin Countering.png|thumb|187px|The best team position to counter '''Assassins'''. The tank in the lower right is important, as they will draw Assassins to them.]]
  +
* '''Assassins''' don't have many area of effect abilities, clumping allied champions in a corner will prevent the assassins from getting to the squishy backline. Be careful, allied units can move forward simultaneously giving open spaces behind the backline that the assassins can jump to.
  +
* Placing an unimportant tanky champion in the furthest spot away from the '''Assassins''' will cause the assassins to attack that champion instead of a more valuable unit, see image to the right.
  +
* {{TFTi|Phantom Dancer}} will allow champions to {{tip|tft dodge|dodge}} the critical hits that '''Assassins''' naturally land.
  +
* Placing a high DPS champion in a spot where they can't attack the enemy frontline but can attack the '''Assassins''' after they jump, will allow the champion to focus on taking them out first.
  +
|-|
  +
Set 1=
  +
{{TFT trait infobox|Assassin|set=1}}
  +
The '''Assassin''' trait contains champions that are usually good at bursting down single high-value targets. Assassins usually have some ability to get close to their target very fast, this is represented by the innate every assassin has in Teamfight Tactics, which turns them invisible and jump to the furthest enemy on the board.
  +
  +
== Strategy ==
  +
* '''Assassins''' are best at taking down squishy backline champions.
  +
* Because of the '''Assassins''' innate ability to become invisible at the start of rounds, it is very unlikely an enemy will target them, giving the assassin time to build up mana and deal damage unhindered.
  +
* It's really important to have at least one unit that is not an '''Assassin''' on an Assassin team, ideally as far away from the enemy team as possible. This will force the enemy team to move within range of the only unit they can target, and allows all allied Assassins to sneak behind and enter the newly formed vacant spaces.
  +
* {{TFTt|Glacial|Glacials}} have a lot of area of effect special abilities, since '''Assassins''' scatter at the start of every round, they have a natural advantage against these champions.
  +
=== Items ===
  +
* Most '''Assassins''' have melee range, {{TFTi|Rapid Firecannon}} can help avoid a situation where some assassins stand around because they can't get in range of a target.
  +
* If an assassin can target an enemy unit when the round starts, they won't leap at the start of the round.
  +
* With the upgraded critical chance and critical damage, stacking items related to getting critical hits is more beneficial for assassins than most other traits. {{TFTi|Infinity Edge}} and {{TFTi|Jeweled Gauntlet}} are particularly good.
  +
* {{TFTi|Locket of the Iron Solari}} and {{TFTi|Zeke's Herald}} can be used with '''Assassins''' without worrying about the inferior positioning these items force.
  +
* Although a bit counter-intuitive, {{TFTi|Frozen Heart}} will effect all units the '''Assassin''' jumps over at the start of match. This will also happen if a champion with a jump as their special ability jumps.
  +
* '''Assassins''', due to their frail defenses and high damage, fight their rounds very quickly, they either destroy their enemies fast, or get destroyed fast. {{TFTi|Trap Claw}} is a useful defensive item for Assassins, as it allows them precious seconds added to their life, and gives them a non-responsive target to wail on. The one-time activation effect doesn't matter much to them, as the rounds are usually too quick for it to matter.
  +
  +
== Counters ==
  +
[[File:TFT Assassin Countering.png|thumb|187px|The best team position to counter '''Assassins'''. The tank in the lower right is important, as they will draw Assassins to them.]]
  +
* '''Assassins''' don't have many area of effect abilities, clumping allied champions in a corner will prevent the assassins from getting to the squishy backline. Be careful, allied units can move forward simultaneously giving open spaces behind the backline that the assassins can jump to.
  +
* Placing an unimportant tanky champion in the furthest spot away from the '''Assassins''' will cause the assassins to attack that champion instead of a more valuable unit, see image to the right.
  +
* {{TFTi|Phantom Dancer}} will allow champions to {{tip|tft dodge|dodge}} the critical hits that '''Assassins''' naturally land.
  +
* Placing a high DPS champion in a spot where they can't attack the enemy frontline but can attack the '''Assassins''' after they jump, will allow the champion to focus on taking them out first.
  +
</tabber>
  +
  +
== Notes ==
  +
* The jump has a delay of {{fd|0.395}} seconds.
  +
  +
== Trivia ==
  +
* If both teams have only '''Assassins''', all assassins will turn invisible and stand still at the start of the round.
  +
 
{{clr}}
 
{{clr}}
 
== Patch History ==
 
== Patch History ==
 
{{scroll box|content=
 
{{scroll box|content=
;[[Teamfight Tactics:V9.15|V9.15]]
+
;[[V10.6 (Teamfight Tactics)|V10.6]] - Disabled
  +
* Disabled due to Set 3.
  +
  +
;[[V10.3 (Teamfight Tactics)|V10.3]]
  +
* Bonus critical strike damage changed to {{pp|key=%|2|label1=Assassins|type=the number of Assassins|70|210|3|6}} from {{pp|key=%|2|label1=Assassins|showtype=false|65|225|3|6}}.
  +
  +
;[[V10.2 (Teamfight Tactics)|V10.2]]
  +
* Bonus critical strike damage increased to {{pp|key=%|2|label1=Assassins|type=the number of Assassins|65|225|3|6}} from {{pp|key=%|2|label1=Assassins|showtype=false|50|150|3|6}}.
  +
  +
;[[V9.24b (Teamfight Tactics)|V9.24b]]
  +
* Bonus critical strike damage changed to {{pp|key=%|2|label1=Assassins|type=the number of Assassins|50|150|3|6}} from {{pp|key=%|2|label1=Assassins|showtype=false|75|150|3|6}}.
  +
  +
;[[V9.22 (Teamfight Tactics)|V9.22]] - Returning
  +
* Bonus critical strike damage changed to {{pp|key=%|2|label1=Assassins|type=the number of Assassins|75|150|3|6}} from {{pp|key=%|3|label1=Assassins|showtype=false|75|150|225|3|6|9}}.
  +
* Bonus critical strike chance changed to {{pp|key=%|2|label1=Assassins|type=the number of Assassins|10|20|3|6}} from {{pp|key=%|3|label1=Assassins|showtype=false|5|20|30|3|6|9}}.
  +
* {{sbc|Champions:}} {{TFTc|Diana|set=2}}, {{TFTc|Kha'Zix|set=2}}, {{TFTc|LeBlanc|set=2}}, {{TFTc|Nocturne|set=2}}, {{TFTc|Qiyana|set=2}}, {{TFTc|Zed|set=2}}.
  +
* {{sbc|Item:}} {{TFTi|Youmuu's Ghostblade|set=2}}.
  +
  +
;[[V9.20 (Teamfight Tactics)|V9.20]]
  +
* Bonus critical strike chance reduced to {{pp|key=%|3|label1=Assassins|type=the number of Assassins|5|20|30|3|6|9}} from {{pp|key=%|3|label1=Assassins|showtype=false|10|20|30|3|6|9}}.
  +
  +
;[[V9.19 (Teamfight Tactics)|V9.19]]
  +
* Bonus critical strike chance changed to {{pp|key=%|3|label1=Assassins|type=the number of Assassins|10|20|30|3|6|9}} from {{pp|key=%|3|label1=Assassins|showtype=false|10|25|40|3|6|9}}.
  +
* {{sbc|New Assassin:}} {{TFTc|Kai'Sa|set=1}}.
  +
  +
;[[V9.18 (Teamfight Tactics)|V9.18]]
  +
* Bonus critical strike damage changed to {{pp|key=%|3|label1=Assassins|type=the number of Assassins|75|150|225|3|6|9}} from {{pp|key=%|2|label1=Assassins|showtype=false|75|150|3|6}}.
  +
* Bonus critical strike chance changed to {{pp|key=%|3|label1=Assassins|type=the number of Assassins|10|25|40|3|6|9}} from {{pp|key=%|2|label1=Assassins|showtype=false|10|25|3|6}}.
  +
* Jump delay increased to {{fd|0.395}} seconds from {{fd|0.325}}.
  +
  +
;[[V9.17 (Teamfight Tactics)|V9.17]]
  +
* {{sbc|New Effect:}}
  +
** Assassins gain {{pp|2|key=%|label1=Assassins|type=the number of Assassins|10|25|3|6}} {{as|'''bonus''' critical strike chance}} and {{pp|2|key=%|label1=Assassins|type=the number of Assassins|75|150|3|6}} {{as|'''bonus''' critical strike damage}}.
  +
* {{sbc|Old Effect:}}
  +
** Assassins gain {{pp|2|key=%|label1=Assassins|type=the number of Assassins|125|350|3|6}} {{as|'''bonus''' critical strike damage}}.
  +
  +
;[[V9.15 (Teamfight Tactics)|V9.15]]
 
* {{sbc|New Effect:}} Assassins now jump earlier and their jumps are quicker.
 
* {{sbc|New Effect:}} Assassins now jump earlier and their jumps are quicker.
 
* {{sbc|New Effect:}} Non-assassin champion movement is now slowed for the start of combat.
 
* {{sbc|New Effect:}} Non-assassin champion movement is now slowed for the start of combat.
Line 15: Line 100:
 
* {{sbc|Bug Fix:}} {{TFTi|Ionic Spark}} now works against Assassins as intended.
 
* {{sbc|Bug Fix:}} {{TFTi|Ionic Spark}} now works against Assassins as intended.
   
;[[Teamfight Tactics:V9.14b|V9.14b]]
+
;[[V9.14b (Teamfight Tactics)|V9.14b]]
* Bonus critical strike damage reduced to {{pp|2|key=%|label1=Assassins|type=the number of Assassins|125|350|3|6}} from {{pp|2|key=%|label1=Assassins|type=the number of Assassins|150|350|3|6}}.
+
* Bonus critical strike damage reduced to {{pp|2|key=%|label1=Assassins|type=the number of Assassins|125|350|3|6}} from {{pp|2|key=%|label1=Assassins|showtype=false|150|350|3|6}}.
 
* Critical strike damage is now additive, instead of multiplicative
 
* Critical strike damage is now additive, instead of multiplicative
   
;[[Teamfight Tactics:V9.13|V9.13]] - Added
+
;[[V9.13 (Teamfight Tactics)|V9.13]] - Added
* {{sbc|Innate:}} At the start of combat, Assassins stealth and become invulnerable for a short duration and jump behind the farthest enemy.
+
* {{sbc|Innate:}} At the start of combat, Assassins stealth and become invulnerable for a short duration and leap to the farthest enemy.
 
* {{sbc|Synergy:}} Assassins gain {{pp|2|key=%|label1=Assassins|type=the number of Assassins|150|350|3|6}} {{as|'''bonus''' critical strike damage}} (multiplicative).
 
* {{sbc|Synergy:}} Assassins gain {{pp|2|key=%|label1=Assassins|type=the number of Assassins|150|350|3|6}} {{as|'''bonus''' critical strike damage}} (multiplicative).
* {{sbc|Champions:}} {{TFTc|Akali}}, {{TFTc|Evelynn}}, {{TFTc|Katarina}}, {{TFTc|Kha'Zix}}, {{TFTc|Pyke}}, {{TFTc|Rengar}}, {{TFTc|Zed}}.
+
* {{sbc|Champions:}} {{TFTc|Akali|set=1}}, {{TFTc|Evelynn|set=1}}, {{TFTc|Katarina|set=1}}, {{TFTc|Kha'Zix|set=1}}, {{TFTc|Pyke|set=1}}, {{TFTc|Rengar|set=1}}, {{TFTc|Zed|set=1}}.
 
* {{sbc|Item:}} {{TFTi|Youmuu's Ghostblade}}.
 
* {{sbc|Item:}} {{TFTi|Youmuu's Ghostblade}}.
 
}}
 
}}

Revision as of 10:19, 17 May 2020

The Assassin trait contains champions that are usually good at bursting down single high-value targets. Assassins usually have some ability to get close to their target very fast, this is represented by the innate every assassin has in Teamfight Tactics, which turns them invisible and jump to the furthest enemy on the board.

Strategy

  • Assassins are best at taking down squishy backline champions.
  • Because of the Assassins innate ability to become invisible at the start of rounds, it is very unlikely an enemy will target them, giving the assassin time to build up mana and deal damage unhindered.
  • It's really important to have at least one unit that is not an Assassin on an Assassin team, ideally as far away from the enemy team as possible. This will force the enemy team to move within range of the only unit they can target, and allows all allied Assassins to sneak behind and enter the newly formed vacant spaces.
  • Glacials Glacials have a lot of area of effect special abilities, since Assassins scatter at the start of every round, they have a natural advantage against these champions.

Items

  • Most Assassins have melee range, Rapid Firecannon Rapid Firecannon can help avoid a situation where some assassins stand around because they can't get in range of a target.
  • If an assassin can target an enemy unit when the round starts, they won't leap at the start of the round.
  • With the upgraded critical chance and critical damage, stacking items related to getting critical hits is more beneficial for assassins than most other traits. Infinity Edge Infinity Edge and Jeweled Gauntlet Jeweled Gauntlet are particularly good.
  • Locket of the Iron Solari Locket of the Iron Solari and Zeke's Herald Zeke's Herald can be used with Assassins without worrying about the inferior positioning these items force.
  • Although a bit counter-intuitive, Frozen Heart Frozen Heart will effect all units the Assassin jumps over at the start of match. This will also happen if a champion with a jump as their special ability jumps.
  • Assassins, due to their frail defenses and high damage, fight their rounds very quickly, they either destroy their enemies fast, or get destroyed fast. Trap Claw Trap Claw is a useful defensive item for Assassins, as it allows them precious seconds added to their life, and gives them a non-responsive target to wail on. The one-time activation effect doesn't matter much to them, as the rounds are usually too quick for it to matter.

Counters

TFT Assassin Countering

The best team position to counter Assassins. The tank in the lower right is important, as they will draw Assassins to them.

  • Assassins don't have many area of effect abilities, clumping allied champions in a corner will prevent the assassins from getting to the squishy backline. Be careful, allied units can move forward simultaneously giving open spaces behind the backline that the assassins can jump to.
  • Placing an unimportant tanky champion in the furthest spot away from the Assassins will cause the assassins to attack that champion instead of a more valuable unit, see image to the right.
  • Phantom Dancer Phantom Dancer will allow champions to Dodge icon dodge the critical hits that Assassins naturally land.
  • Placing a high DPS champion in a spot where they can't attack the enemy frontline but can attack the Assassins after they jump, will allow the champion to focus on taking them out first.

The Assassin trait contains champions that are usually good at bursting down single high-value targets. Assassins usually have some ability to get close to their target very fast, this is represented by the innate every assassin has in Teamfight Tactics, which turns them invisible and jump to the furthest enemy on the board.

Strategy

  • Assassins are best at taking down squishy backline champions.
  • Because of the Assassins innate ability to become invisible at the start of rounds, it is very unlikely an enemy will target them, giving the assassin time to build up mana and deal damage unhindered.
  • It's really important to have at least one unit that is not an Assassin on an Assassin team, ideally as far away from the enemy team as possible. This will force the enemy team to move within range of the only unit they can target, and allows all allied Assassins to sneak behind and enter the newly formed vacant spaces.
  • Glacials Glacials have a lot of area of effect special abilities, since Assassins scatter at the start of every round, they have a natural advantage against these champions.

Items

  • Most Assassins have melee range, Rapid Firecannon Rapid Firecannon can help avoid a situation where some assassins stand around because they can't get in range of a target.
  • If an assassin can target an enemy unit when the round starts, they won't leap at the start of the round.
  • With the upgraded critical chance and critical damage, stacking items related to getting critical hits is more beneficial for assassins than most other traits. Infinity Edge Infinity Edge and Jeweled Gauntlet Jeweled Gauntlet are particularly good.
  • Locket of the Iron Solari Locket of the Iron Solari and Zeke's Herald Zeke's Herald can be used with Assassins without worrying about the inferior positioning these items force.
  • Although a bit counter-intuitive, Frozen Heart Frozen Heart will effect all units the Assassin jumps over at the start of match. This will also happen if a champion with a jump as their special ability jumps.
  • Assassins, due to their frail defenses and high damage, fight their rounds very quickly, they either destroy their enemies fast, or get destroyed fast. Trap Claw Trap Claw is a useful defensive item for Assassins, as it allows them precious seconds added to their life, and gives them a non-responsive target to wail on. The one-time activation effect doesn't matter much to them, as the rounds are usually too quick for it to matter.

Counters

TFT Assassin Countering

The best team position to counter Assassins. The tank in the lower right is important, as they will draw Assassins to them.

  • Assassins don't have many area of effect abilities, clumping allied champions in a corner will prevent the assassins from getting to the squishy backline. Be careful, allied units can move forward simultaneously giving open spaces behind the backline that the assassins can jump to.
  • Placing an unimportant tanky champion in the furthest spot away from the Assassins will cause the assassins to attack that champion instead of a more valuable unit, see image to the right.
  • Phantom Dancer Phantom Dancer will allow champions to Dodge icon dodge the critical hits that Assassins naturally land.
  • Placing a high DPS champion in a spot where they can't attack the enemy frontline but can attack the Assassins after they jump, will allow the champion to focus on taking them out first.

Notes

  • The jump has a delay of 0.395 seconds.

Trivia

  • If both teams have only Assassins, all assassins will turn invisible and stand still at the start of the round.

Patch History

V10.6 - Disabled
  • Disabled due to Set 3.
V10.3
  • Bonus critical strike damage changed to Error: Parameter '3' is not accepted. from Error: Parameter '3' is not accepted..
V10.2
  • Bonus critical strike damage increased to Error: Parameter '3' is not accepted. from Error: Parameter '3' is not accepted..
V9.24b
  • Bonus critical strike damage changed to Error: Parameter '3' is not accepted. from Error: Parameter '3' is not accepted..
V9.22 - Returning
  • Bonus critical strike damage changed to Error: Parameter '3' is not accepted. from Error: Parameter '3' is not accepted..
  • Bonus critical strike chance changed to Error: Parameter '3' is not accepted. from Error: Parameter '3' is not accepted..
  • Champions: Diana Diana, Kha'Zix Kha'Zix, LeBlanc LeBlanc, Nocturne Nocturne, Qiyana Qiyana, Zed Zed.
  • Item: Youmuu's Ghostblade Youmuu's Ghostblade.
V9.20
  • Bonus critical strike chance reduced to Error: Parameter '3' is not accepted. from Error: Parameter '3' is not accepted..
V9.19
  • Bonus critical strike chance changed to Error: Parameter '3' is not accepted. from Error: Parameter '3' is not accepted..
  • New Assassin: Kai'Sa Kai'Sa.
V9.18
  • Bonus critical strike damage changed to Error: Parameter '3' is not accepted. from Error: Parameter '3' is not accepted..
  • Bonus critical strike chance changed to Error: Parameter '3' is not accepted. from Error: Parameter '3' is not accepted..
  • Jump delay increased to 0.395 seconds from 0.325.
V9.17
  • New Effect:
    • Assassins gain Error: Parameter '3' is not accepted. bonus critical strike chance and Error: Parameter '3' is not accepted. bonus critical strike damage.
  • Old Effect:
    • Assassins gain Error: Parameter '3' is not accepted. bonus critical strike damage.
V9.15
  • New Effect: Assassins now jump earlier and their jumps are quicker.
  • New Effect: Non-assassin champion movement is now slowed for the start of combat.
  • New Effect: Assassins can now be targeted sooner.
  • Bug Fix: Ionic Spark Ionic Spark now works against Assassins as intended.
V9.14b
  • Bonus critical strike damage reduced to Error: Parameter '3' is not accepted. from Error: Parameter '3' is not accepted..
  • Critical strike damage is now additive, instead of multiplicative
V9.13 - Added
  • Innate: At the start of combat, Assassins stealth and become invulnerable for a short duration and leap to the farthest enemy.
  • Synergy: Assassins gain Error: Parameter '3' is not accepted. bonus critical strike damage (multiplicative).
  • Champions: Akali Akali, Evelynn Evelynn, Katarina Katarina, Kha'Zix Kha'Zix, Pyke Pyke, Rengar Rengar, Zed Zed.
  • Item: Youmuu's Ghostblade Youmuu's Ghostblade.