Set 2 was added to the public beta alongside the preseason 2020 content for League of Legends, and marks Teamfight Tactic's first non-beta set. Titled Rise of the Elements, set 2 features a collection of champions, origins and classes themed around the classical elements as opposed to set 1's theme of faction politics. It was made playable on the live servers in V9.22.
|Alchemists ignore collision, immunity to crowd control and never stop moving.|
|Assassins gain bonus critical strike damage and bonus critical strike chance.|
|An Avatar's Origin Element is counted twice for Trait bonuses.|
|When Berserkers attack, they have a chance to hit all units in cone in front of them and apply on-hit effects.|
|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.|
|While at least 2 Druids are in play, Druids regenerate 45 health each second.|
|Mages have a chance, when casting, to instead Doublecast.|
|All allies gain bonus magic resistance.|
|While at least 3 Predators are in play, Predators instantly kill enemies they damage who are below 25% health.|
|Every 3 seconds, Rangers have a chance to gain increased attack speed for 3 seconds.|
|While at least 2 Soulbound units are in play, the first Soulbound unit to die in a round will instead enter the Spirit Realm, becoming untargetable and continuing to fight as long as another Soulbound unit is alive.|
|Summoned units gain bonus health and last longer.|
|Wardens gain increased total armor.|
Origins are called Elements in this set.
|All allies gain a chance to dodge enemy basic attack.|
|Crystals have a maximum amount of damage they can take from a single attack or ability hit.|
|Deserts reduce the enemy team's armor.|
|Electrics deal magic damage to nearby enemies whenever they deal or receive a critical strike. The damage does not scale with spell power.|
|Glacials' basic attacks have a 25% chance on-hit to stun their target for 1.5 seconds and deal bonus magic damage.|
|Inferno spell damage and critical strikes burns the area beneath the target, dealing a percentage of that spell's or crit's pre-mitigation damage as magic damage over 4 seconds, with each tick occuring every 0.5 seconds.|
|When a Light unit dies, all other Lights gain stackable bonus attack speed and are healed for 20% of the dying unit maximum health.|
|While at least 2 Lunars are in play, every 7 seconds, your team gains 15% critical strike chance, 15% critical strike damage, and 15% ability power.|
This effect stacks up to 4 times, for a maximum of 60% critical strike chance, 60% critical strike damage, and 60% ability power.
|While at least 2 Mountains are in play, at the start of combat, a random ally gains a 1500 health stoneshield.|
|All allies restore mana every 4 seconds.|
|While at least 3 Poisons are in play, Poisons apply Neurotoxin when they deal damage, increasing the mana cost of the target's spell by 33%.|
|At the start of combat, Shadow units deal increased damage for 6 seconds.|
|Steel units gain damage immunity for a few seconds when they are reduced below 50% health.|
|Variables transform into another Element based on in-game conditions. The condition and available elements are not consistent across Variables.|
|At the start of combat, select Woodland units create a copy of themselves (excluding items).|
List of champions
|3||The Arclight Blade|
|5|| Curse of the Sad Mummy|
Explodes in an infernal tantrum, dealing 100 / 200 / 1337 (× AP) magic damage to all enemies within 3 hexes, and stunning them for 1.5 / 2 / 2.5 seconds.
Summons Tibbers near her target, dealing 100 / 200 / 300 (× AP) magic damage to all adjacent enemies. Tibbers fights for the rest of the round or until killed, dealing 125 / 350 / 1500 (× AP) magic damage with each basic attack. Cannot gain mana while Tibbers is active.
Tibbers has 1600 / 2200 / 3000 health and 30 armor.
|4|| Ranger's Focus|
For the next 5 seconds, gains 50 / 75 / 100% bonus attack speed, and her basic attacks fire a flurry of five arrows dealing 30 / 35 / 75% AD physical damage per arrow, for a total of 150 / 175 / 375% AD physical damage.
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 80 / 85 / 90%.
|4|| Arid Assault|
Stealths and attacks the lowest-health enemy with 500 increased movement speed, dealing 100 / 200 / 500 (× AP) bonus physical damage, critically striking, and gaining 5 / 10 / 15 mana.
|3|| Dance of Dread|
Lamb leaps away from her target by 2-hex, while Wolf mauls Kindred's target, dealing 150 / 325 / 650 (× AP) magic damage and applying Grievous Wounds, reducing healing on the target for 5 seconds.
|2|| Ethereal Chain|
Launches an ethereal chain at a random enemy, dealing 225 / 475 / 800 (× AP) magic damage and, after a 0.5 seconds delay, stunning them for 1.5 seconds.
|2|| Shadow Swarm|
Summons 2 / 3 / 4 Shadow Spawns, who hit for 40 / 70 / 100 (× AP) magic damage each attack. Each Shadow Spawn has 250 / 300 / 400 health and can gain the Shadow bonus (if active).
Meditates, becoming untargetable for 1 second and healing 30% (× AP) of maximum health over the duration. Afterwards, for 6 seconds, gains 100% bonus attack speed and basic attacks deal 40 / 80 / 500 (× AP) bonus magic damage on-hit, but cannot gain mana for the duration. Meditate ends if he is full health.
|1||Fury of the Dawn|
|3|| Steel Blades|
Every third basic attack damages all adjacent enemies and applies on-hit effects. It also heals for 50 / 60 / 70% of the damage dealt.
Giantize himself and gains 125 / 150 / 450% bonus attack speed, lifesteal, and immunity to crowd control for the rest of the round.
|1|| Lightning Breath|
Breathes lightning in a cone, dealing 125 / 250 / 450 (× AP) magic damage to enemies therein, and increasing their chance to be critical struck by 25% for the next 10 seconds.
|3|| Elemental Blade|
Dash to the optimum position if available and throws a 2-hex wind blast through them, stunning enemies for 2.5 / 3.5 / 4.5 seconds and dealing 300 / 500 / 900 (× AP) magic damage.
|1||Cull the Meek|
|3|| Decimating Smash|
Winds up for 0.75 seconds, then smashes his axe down a 2-hex line in front of him, knocking up and dealing 200 / 350 / 700 (× AP) magic damage to all enemies hit.
For the next 5 seconds, basic attacks bounce up to 5 / 7 / 9 times to nearby enemies within 2-hex range of their, dealing 100 / 125 / 150% AD physical damage and applying on-hit effects.
Calms the 1-hex raidus area around a random enemy for 3 / 5 / 7 seconds, dealing 150 / 300 / 450 (× AP) magic damage to all enemies standing in it and locking mana of them.
|5|| Cosmic Radiance|
After a 1.5 second delay, pulses cosmic energy onto allied champions within 2 / 3 / 4 hexes, making them invulnerable for 2.5 / 2.5 / 8 seconds.
|2||Deep Sea Lantern|
|4|| Spray and Pray|
For the next 8 seconds, gains 30 / 60 / 200% AD bonus physical damage on-hit and infinite range. During this time his basic attacks travel their full range and hit every enemy they pass through. This also applies on-hit effects.
|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 10 / 13 / 16% (× AP) of target's maximum health bonus true damage.
|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 200 / 500 / 800 (× AP) magic damage. Each strike triggers on-hit effects and heals for all the damage dealt.
|4|| Shepherd of Souls|
Blesses his 2 / 3 / 12 lowest-health allies (except Minions of Light). When they die they are resurrected as a Minion of Light. Each Minion of Light has 500 / 700 / 2000 health, 100 / 175 / 250 (× AP) attack damage, 0.7 attack speed, 20 armor, and can gain the Light bonus (if active).
|5|| Living Lightning|
Creates a clone of himself behind his current target. This clone inherits its creator's items, stats, and current health, and can cast Living Lightning. Its mana cost is 50 / 25 higher. At 3-Star, the mana cost is reduced by 125.
Set 2 Trivia
- Most champions have one Class and one Element, with a few exceptions:
- and have two elements.
- , and have two classes.
- Unlike other champions,
and have their element trait vary.
- element trait changes from one game to another, based on the element of the game ( , , , or ).
- can have one of 10 elements: , , , , , , , , , or . Each game has a pool of 10 champions. Each with their unique variable Trait in that game. Buying a when you already have another Lux change the former Element trait of the former to the latter.
- The majority of champions within Set 2 can be seen wearing a skin.