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.
Synergies
Classes
Class | Effect | Champions | Items |
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Alchemists ignore collision, immunity to crowd control and never stop moving. | |||
Assassins gain bonus critical strike damage and bonus critical strike chance.
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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.
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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.
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While at least 2 Druids are in play, Druids regenerate 45 health each second. | |||
Mages have a chance, when casting, to instead Doublecast.
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All allies gain bonus magic resistance.
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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.
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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.
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Wardens gain increased total armor.
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Origins/Elements
Origins are called Elements in this set.
Origin | Effect | Champions | Items |
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All allies gain a chance to dodge enemy basic attack.
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Crystals have a maximum amount of damage they can take from a single attack or ability hit.
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Deserts reduce the enemy team's armor.
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Electrics deal magic damage to nearby enemies whenever they deal or receive a critical strike. The damage does not scale with ability power.
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Glacials' basic attacks have a 25% chance on-hit to stun their target for 1.5 seconds and deal bonus magic damage.
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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.
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When a Light unit dies, all other Lights gain stackable bonus attack speed and are healed for 20% of the dying unit maximum health.
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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.
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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.
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Steel units gain damage immunity for a few seconds when they are reduced below 50% health.
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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).
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List of champions
Champion | Tier | Origin | Class | Ability |
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3 | The Arclight Blade Active: Cleaves the area in front of him, dealing 300 / 600 / 1200 AP magic damage to the target and any enemy adjacent to them. | |||
5 | Curse of the Sad Mummy | |||
4 | Tibbers! Active: 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 Active: 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. | |||
3 | Arise! Active: Summons a Sand Soldier near a random enemy that lasts 6 seconds. Sand Soldiers attack nearby enemies whenever Azir attacks, dealing 150 / 275 / 450 AP magic damage in a line. | |||
4 | Pyroclasm Active: Launches a bouncing fireball at the farthest enemy. The fireball bounces to a random enemy within 3 hexes of the last enemy hit up to 5 / 6 / 20 times, dealing 225 / 300 / 600 AP magic damage with each bounce. | |||
2 | Unbreakable Active: 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%. | |||
1 | Flame Cascade | |||
3 | Adrenaline Rush Active: Creates a toxic cloud around him for 8 seconds. The cloud deals 50 / 100 / 200 AP (+ 1.25% of his maximum health) magic damage every second to nearby enemies and heals for 100 / 125 / 150% of the damage dealt. | |||
3 | Ice Shot Active: After a 0.25-second delay, fires a shard of ice at the lowest-health unit, dealing 250 / 450 / 900 AP magic damage and applying on-hit effects. | |||
1 | Triggerseed | |||
4 | Monsoon Active: Summons a Monsoon with 3-hex radius around her, healing allies therein for 25 / 35 / 200% AP of their maximum health over 3 seconds, with each tick of healing occurring every 0.5 seconds. Nearby enemies are knocked back and stunned for 1.5 seconds. | |||
2 | Counter Strike | |||
3 | Inspire | |||
4 | Arid Assault Active: 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 Active: 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 for 5 seconds. | |||
1 | Living Artillery Active: After a 0.35-second delay, launches an acidic blob at a random enemy, dealing 150 / 300 / 500 AP magic damage. | |||
2 | Ethereal Chain | |||
1 | Lunar Barrier | |||
4 | The Culling Active: Fires 12 (+ 400% total attack speed) bullets in a direction for 4 seconds, each dealing 50% AD physical damage, applying on-hit effects, and dealing 40 / 50 / 100 AP magic damage. Lucian will dash during The Culling to keep hitting enemies. | |||
7 | Final Spark Active: Fires an elemental blast dealing 550 / 900 / 99999 AP magic damage to all enemies in a line. If at least one enemy is killed, restores 50 mana. | |||
4 | Unstoppable Force | |||
2 | Shadow Swarm | |||
1 | Sap Magic Passive: After being damaged by an enemy spell, the next basic attack heals him for 100 / 150 / 200 AP health. | |||
5 | Meditate 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. | |||
5 | Tidal Wave Active: Summons a massive tidal wave which deals 100 / 200 / 300 AP magic damage to all enemies hit, knocking up and stunning them for 1.5 / 2 / 2.5 seconds. Allies hit are empowered for the next 8 seconds, making their basic attacks deal an additional 25 / 50 / 300 bonus magic damage on-hit. | |||
1 | Fury of the Dawn Active: Giantize and Surrounds himself in light for 7 seconds, gaining 250 / 400 / 550 maximum health and dealing 50 / 70 / 90 AP magic damage every second to adjacent enemies. | |||
3 | Depth Charge Active: Sends out a depth charge that seeks out the farthest enemy, knocking them up and stunning them for 3 / 4 / 6 seconds, while also dealing 100 / 200 / 400 AP magic damage to all enemies it passes through. | |||
2 | Blooming Burst Active: Throws a seed at a random target that explodes for 100 / 200 / 350 AP magic damage three times with 1 / 1 / 3-hex radius (based on the number of detonations). | |||
3 | Steel Blades Passive: Every third basic attack damages all adjacent enemies and applies on-hit effects. It also heals for 50 / 60 / 70% of the damage dealt. | |||
4 | Ragnarok Active: Giantize himself and gains 125 / 150 / 450% bonus attack speed, 0% − 50% (based on missing health) lifesteal, and immunity to crowd control for the rest of the round. | |||
1 | Lightning Breath Active: 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 | |||
2 | Furious Bite | |||
1 | Cull the Meek | |||
2 | Piercing Darkness Active: Fires a beam through her furthest ally (or a nearest enemy if there is no ally), dealing 50 / 100 / 150 AP magic damage to enemies hit by the beam, and granting allies 20 / 45 / 70 bonus magic damage on-hit for 5 seconds. | |||
5 | Poison Trail Passive: Leaves a toxic cloud for 3.25 seconds wherever he moves, poisoning enemies who stand in it for 225 / 300 / 2000 AP magic damage over 6 seconds, with each tick of damage occurring every 0.5 seconds. | |||
3 | Decimating Smash Active: 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. | |||
3 | Ricochet Active: 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. | |||
2 | Crystalline Exoskeleton Active: Shields himself for 150 / 450 / 750 AP health for 8 seconds. While the shield persists, gains 50 / 75 / 100% bonus attack speed. | |||
3 | Equinox Active: Calms the 1-hex radius area around a random enemy for 3 / 5 / 7 seconds, dealing 150 / 300 / 450 AP magic damage to all enemies standing in it and mana-locking them. | |||
2 | Hydro Sphere Active: Conjures a sphere of water with a 2-hex radius which explodes near a random enemy, dealing 225 / 375 / 650 AP magic damage to all enemies hit. | |||
1 | Seismic Shove | |||
5 | Cosmic Radiance Active: 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 Active: After a 0.25-second delay, throws his lantern to the lowest-health ally, shielding them and nearby allies for 250 / 400 / 600 AP health for 5 seconds. | |||
4 | Spray and Pray Active: 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. | |||
2 | Piercing Arrow Active: After channeling for 1.5 seconds, fires a piercing arrow up to 8 hexes away, dealing 225 / 450 / 800 AP magic damage to all enemies in its path. | |||
1 | Silver Bolts Passive: 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. | |||
3 | Primordial Burst Active: Blasts an enemy, dealing 325 / 650 / 975 AP magic damage. If Veigar is a higher star level than his target, instantly kill it. | |||
1 | Drain | |||
2 | Frenzied Bite Active: Bites his target in 2-hex range, priority for his attack target, dealing 200 / 450 / 850 AP magic damage. If the target is below 35% health it is killed instantly. If the target dies during the execute, fully restores mana. | |||
1 | Infinite Duress | |||
2 | Last Breath Active: Blinks to the enemy with the most items and knocks them up, holding them airborne for 1 second and hitting them 4 / 5 / 6 times, dealing basic attack damage and applying on-hit effects with each hit. | |||
4 | Shepherd of Souls | |||
5 | Living Lightning Active: 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. | |||
1 | Rampant Growth Active: Summons 2 / 3 / 5 non-targetable Flame Spitters at a random location at the edge of the arena. Flame Spitters attack the nearest enemy for 4 seconds, dealing 55 / 65 / 75 AP magic damage per attack a total of 4 times. |
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,
- 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.
and have their element trait vary.
- The majority of champions within Set 2 can be seen wearing a skin.