Set 1 was added to the public beta alongside the V9.13 content for League of Legends, and marks Teamfight Tactic's beta set. Titled Faction Wars, set 1 features a collection of champions, origins and classes themed around the faction politics. It was made playable on the live servers during the same patch cycle that it was made playable on public beta.
|Assassins gain bonus critical strike damage and bonus critical strike chance.|
|Blademasters' basic attack have 45% chance to trigger additional attacks against their target. These additional attacks deal damage like basic attacks, trigger on-hit and on-attack effects, and generate mana.|
|Brawlers gain additional maximum health.|
|While at least 2 Guardians are in play, at the start of combat, Guardians grant 40 armor to adjacent allies for the rest of the combat.|
This effect can stack any number of times for each adjacent Guardian.
Guardians do not buff themselves, but can buff other Guardians.
|Gunslingers' basic attacks have a 50% chance to fire additional bullets at other enemies within range. These bullets deal damage like basic attacks and apply on-hit effects.|
|All allies block a flat amount of damage from all sources.|
|Every 3 seconds, Rangers have a chance to gain double attack speed for 3 seconds.|
|When Shapeshifters activate their Special Ability for the first time, they gain additional maximum health and heal for the amount gained.|
|All allies gain spell power.|
|Demon's basic attacks have a 40% chance to reduce target's current mana by 20 and restore mana to the Demon.|
|While at least 2 Dragons are in play, all Dragons gain 75% resistance to magic damage.|
|While at least 3 Elementalists are in play, at the start of combat, summons a Golem adjacent to one of your Elementalists. This effect will fail if there are no valid spaces. The Golem has 2200 health, 100 attack damage, and 40 armor.|
|Exiles start combat with a shield equal to 100% of maximum health when not placed adjacent to an ally. The shield does not scale with spell power.|
|Glacials' basic attacks have a chance to stun their target for 1.5 seconds on-hit.|
|At the start of combat, an ally Hextech launches and detonates a pulse bomb at an enemy unit with at least one item, disabling the items of nearby enemies for 5 seconds.|
|At the start of combat, select Imperials are empowered to deal double damage. This does not affect items.|
|Ninjas gain bonus attack damage and spell power.|
|At the start of combat, select allies gain 50 armor and 50 magic resistance and basic attacks restore 30 health on-hit|
|While at least 2 Phantoms are in play, at the start of combat, a random enemy's health is set to 100.|
Works against epic monsters, but sets their health to 66.7% of their maximum health.
|While at least 3 Pirates are in play, at the end of each round against another player, spawns a chest that grants between 0 and 4, with an average value of 1.75 per chest.|
|Robots begin combat with full mana.|
|Basic attacks and Special Abilities from select Void units deal true damage.|
|Select allies become empowered, causing their basic attacks to generate stacks of Fury, up to 5. Each stack gives 10% attack speed, up to 50% attack speed.|
|Yordles have a chance to dodge enemy basic attacks and on-hit effects.|
List of champions
|3||The Darkin Blade|
|2||Orb of Deception|
|4|| Five Point Strike|
Throws kunai at her attack target, dealing 200 / 350 / 500 (× AP) magic damage to all enemies in a 2-hex cone. This ability can critically strike.
|3|| Enchanted Crystal Arrow|
Fires an arrow at the farthest enemy that stops at the first enemy hit, dealing 200 / 400 / 600 (× AP) magic damage and stunning them. The stun lasts 1 / 1.5 / 2 seconds per hex traveled.
|4||Voice of Light|
Puts up his shield at the farthest enemy for 4 seconds, absorbing and stopping all incoming missiles and reducing his damage taken from that direction by 70 / 80 / 90%.
|1|| The Hextech Ultimatum|
Singles out and leaps on her attack target, dealing 200 / 325 / 450 (× AP) magic damage and rooting them for 4 / 5 / 6 seconds. Allies within range will prioritize attacking that enemy.
|4|| Spinning Axes|
Starts spinning his axe, causing his next basic attack to gain 50 / 100 / 150% AD bonus on-hit physical damage and 100% attack speed for 5.75 seconds, stacking up to two times.
The spinning axe ricochets off the target high up into the air, landing 2 seconds later at Draven's current position. If Draven catches an axe, Spinning Axe is reapplied for no additional cost on his next basic attack.
Draven can hold up to two Spinning Axes in his hands at once.
|3|| Last Caress|
Roots enemies standing in the 3 closest hexes in front of her for 0.35 seconds, after which deals 200 / 300 / 400 (× AP) magic damage to those enemies and blinks back 3 hexes. Damage is increased to 600 / 1200 / 2000 (× AP) against enemies below 50% health.
Enters a defensive stance for 1.5 seconds, becoming immune to damage and enemy spell effects. Upon exiting the stance, deals 100 / 250 / 400 (× AP) magic damage to the closest enemy, favoring her attack target, and stuns them for 1.5 seconds.
Leaps towards an enemy and transforms into Mega Gnar, becoming a melee attacker for 60 seconds. After leaping, throws all enemies within 2 hexes of him 2 hexes towards his team, dealing 200 / 300 / 400 (× AP) magic damage and stunning them for 2 seconds.
While in Mega Gnar form, gains 250 / 450 / 650 health and 50 / 100 / 150 attack damage.
Basic attacks deal 5 / 10 / 15% AD bonus physical damage and hit all enemies in a 60° 2-hex cone, applying on-hit effects to all enemies hit.
|2|| Mercury Cannon|
Knocks an adjacent enemy up to 3 hexes away, dealing 200 / 350 / 500 (× AP) magic damage and stunning them for 2.5 / 4.25 / 6 seconds. Then transforms to his Cannon Form, becoming a ranged attacker for 60 seconds, gaining maximum attack speed for his next 3 / 5 / 7 basic attacks.
While in Cannon Form, attack range is increased by 3 hexes.
|1|| Nether Blade|
Basic attacks reduce target's current mana by 25 / 50 / 75, granting a shield for the same amount lasting 4 seconds. The shield can stack.
|3|| Death Lotus|
Channels for 2.5 seconds, while throwing 15 knives at 4 / 6 / 8 enemies within 2 hexes, dealing 45 / 70 / 95 (× AP) magic damage per tick and applying Grievous Wounds, reducing healing on them for 3 seconds. The channel can deal a total of 675 / 1050 / 1425 (× AP) magic damage.
|5|| Divine Judgement|
Targets the 1 / 2 / 3 allies with the lowest health, making them immune to damage for 2 / 2.5 / 3 seconds.
|3|| Slicing Maelstrom|
Summons a storm around himself for 3 seconds, dealing 37.5 / 75 / 112.5 (× AP) magic damage each 0.5 seconds to enemies within 2 hexes of him. Each enemy struck 3 times is stunned for 1.5 seconds. The storm can deal a total of 225 / 450 / 675 (× AP) magic damage.
|1||Taste their Fear|
|4|| Lamb's Respite|
Creates a circular zone around themselves for 3 / 4 / 5 seconds that prevents allies within from dropping below 300 / 600 / 900 health or dying.
|4|| Solar Flare|
After a 0.625-second delay, calls down a solar ray upon the target, dealing 175 / 250 / 325 (× AP) magic damage to all enemies around the target area and stunning any enemy in the center for 5 / 7 / 9 seconds.
|2|| Frozen Tomb|
Encases a 3 hexes away enemy in ice, stunning them for 1.5 seconds and dealing 175 / 325 / 475 (× AP) magic damage to all enemies within 2 hexes of her target.
If she is below 50% health, she instead encases herself, additionally becoming untargetable.
|2|| Wild Growth|
Giantize and grants 1 / 2 / 3 allies 300 / 400 / 500 bonus health for 6 seconds, knocking up enemies adjacent to the affected allies for 1.25 seconds.
|3|| Soul Shackles|
After a 0.5-second delay, fires chains to nearby enemies up to 2 hexes away, dealing 175 / 300 / 425 (× AP) magic damage. After 3 seconds, all chained enemies are stunned for 2 / 4 / 6 seconds and take the same magic damage.
|1|| Primal Surge|
After a 0.5-second delay, heals herself and the ally with the lowest health over 6 seconds, healing them for a total of 150 / 375 / 600 (× AP) health, then transforms to her Cat Form, becoming a melee attacker for 60 seconds.
While in Cat Form, gains 20 / 70 / 120 attack damage.
|5|| Grand Starfall|
Leaps in the air, becoming untargetable, and crashes down towards the farthest enemy, stunning the target for 2 seconds.
As he travels towards his target all enemies that come in contact with him take 10 / 20 / 30% (× AP) of their maximum health magic damage and receive a burn for 10 seconds, dealing 2% (× AP) of target's maximum health true damage each second and applying Grievous Wounds for the duration, reducing healing.
|2|| Phantom Undertow|
Leaves an afterimage at his location, then dashes behind the farthest enemy. After 1 second, his afterimage returns to him, dealing 150 / 200 / 250 (× AP) magic damage to all enemies it passes through and and stunning them for 1.5 / 2 / 2.5 seconds.
Burrows, becoming untargetable for 1 second while healing each 0.5 seconds for 150 / 300 / 450 (× AP) health in total. She then emerges at her target, dealing 200 / 350 / 500 (× AP) magic damage and knocking them up for 1.75 seconds.
Leaps to and stabs the enemy with the lowest health, dealing 200 / 300 / 400% AD physical damage and applying on-hit effects to his target. After this leap, for the next 6 seconds, gains 25% critical strike chance and increases his total attack speed by 30 / 50 / 70%.
|4|| Glacial Prison|
After a 2 second delay, creates a glacial prison on an enemy, dealing 100 / 175 / 250 (× AP) magic damage to all enemies within 2 hexes of her target and stunning them for 2 / 3.5 / 5 seconds.
|2|| Spirit's Refuge|
Creates a zone around himself that follows him for 3 / 4 / 5 seconds, allowing adjacent allies to dodge all incoming basic attacks.
|3|| Dragon's Descent|
Dashes up to 2 hexes away from her current target and transforms to her Dragon Form, becoming a ranged attacker for 60 seconds.
While in Dragon Form, gains 100 / 150 / 200 attack damage and basic attacks apply a burn on enemies hit for 3 seconds, dealing a total of 200 / 300 / 400 (× AP) bonus magic damage.
Transforms to his Demon Form for 6 seconds.
While in Demon Form, drains health from enemies within 2 hexes of him, dealing 40 / 80 / 120 (× AP) magic damage and healing himself for 30 / 60 / 90 (× AP) each 0.5 seconds for each enemy in range. At the end of the transformation, sends out a Soul Flare, dealing 300 / 600 / 900 (× AP) magic damage to all enemies within 2 hexes.
In total, for each enemy, the drain can deal 480 / 960 / 1440 (× AP) magic damage and heal for 360 / 720 / 1080 (× AP) health.
|1|| Explosive Charge|
Places a bomb on her current target that detonates after 4 seconds or 3 basic attacks, dealing 70 / 110 / 150 (× AP) magic damage to the target and all enemies adjacent to the target. The damage is increased by 50% with each basic attack on the target, dealing up to 175 / 275 / 375 (× AP) magic damage.
|2|| Pick a Card|
After a small delay, randomly selects one of three cards, enhancing his next basic attack to deal 150 / 250 / 350 (× AP) bonus magic damage and apply an additional effect:
Blue Card: Restores 30 / 50 / 70 mana to himself and adjacent allies.
Red Card: Deals the same magic damage to enemies adjacent to the target.
Gold Card: Stuns the target for 2 / 3 / 4 seconds.
|1|| Silver Bolts|
Basic attacks apply a Silver Bolts stack. Attacking a new enemy removes all her stacks from the previous target.
The third stack consumes them all to deal 8 / 12 / 16% (× AP) of target's maximum health bonus true damage.
|3||Assault and Battery|
|3|| Thunder Claws|
Gains 8% increased size and empowers his basic attacks for the next 20 seconds, causing them to chain to up to 2 / 3 / 4 enemies, dealing 80 / 90 / 100% AD physical damage to secondary targets and applying on-hit effects.
|1|| Infinite Duress|
Pounces on the enemy with the lowest health, stunning them for 1.5 seconds and striking them 3 times, dealing a total of 150 / 225 / 300 (× AP) magic damage. Each strike triggers on-hit effects and heals for all the damage dealt.
|5|| Steel Tempest|
Stabs his sword into the two spaces in front of him, dealing 150 / 350 / 550 (× AP) magic damage and applying on-hit effects to enemies within.
Every third cast, instead throws a tornado in a line that travels 6 hexes, dealing the same magic damage and additionally knocking enemies up for 1.5 seconds.