Set 6 is upon us! And with it, a whole new batch of synergies to take in. We're here to lay out how each synergy will function in TFT Gizmos & Gadgets.
Academics have bonus Attack Damage and Ability Power and can learn from their allies, increasing this bonus whenever an ally casts an ability.
|2||15 Attack Damage and Ability Power, 3 from allies' casts|
|4||30 Attack damage and Ability power, 5 from allies' casts|
|6||45 Attack damage and Ability power, 7 from allies' casts|
|8||60 Attack damage and Ability power, 10 from allies' casts|
Arcanists increase the Ability Power of your team.
|2||Your team gains 20% Ability Power|
|4||Arcanists gain an additional 40%|
|6||Your team gains 40% Ability Power and Arcanists gain an additional 50%|
|8||Your team gains 120% Ability Power|
Innate: When combat starts, Assassins leap to the enemy backline.
Assassin's abilities can critically strike, and they gain bonus Critical Strike Chance and bonus Critical Strike Damage.
|2||+10% Crit. Chance and +20% Crit. Damage|
|4||+30% Crit. Chance and +40% Crit. Damage|
|6||+50% Crit. Chance and +60% Crit. Damage|
Bodyguards have increased armor. Shortly after combat begins, Bodyguards taunt adjacent enemies, forcing them to attack the Bodyguard.
Your team gains bonus maximum Health. Bruisers gain double the bonus.
Challengers get bonus Attack Speed. Upon scoring a takedown, Challengers dash to a new target and double this bonus for 2.5 seconds.
|2||30% Attack Speed|
|4||50% Attack Speed|
|6||75% Attack Speed|
|8||125% Attack Speed|
After dropping below 60% Health, Chemtech champions gain 25% Damage Reduction, 50% Attack Speed, and regenerate 4% of their Maximum Health each second.
|3||Lasts 4 seconds|
|5||Lasts 8 seconds|
|7||Lasts 15 seconds|
|9||Lasts until the end of combat, 8% regeneration|
Innate: Colossi are bigger, more powerful, and immune to crowd control effects. However, each Colossus requires two team slots.
|2||Colossus champions take 25% less damage|
Your team has increased Attack Speed, with an additional increase per Augment in the Hexcore.
|2||20% Attack Speed, +5 per augment|
|4||40% Attack Speed + 10 per augment|
|6||Massive Attack Speed boost that the devs are still adjusting|
This trait is unique to Yuumi.
|1||At the start of combat, Yuumi attaches herself to the nearest ally or the lowest Health ally after being unattached for two seconds. Attaching to an ally grants them a shield equal to 75% of Yuumi's Maximum Health. Yuumi detaches if the shield breaks.|
While Attached, Yuumi is untargetable and cannot attack, but gains 5 Mana per second and 10 Mana whenever the ally she is attached to attacks.
Your team has a bonus Magic Resist. Enchanters gain bonus healing and shielding.
|2||+20% Magic Resist. 20% healing and shielding|
|3||+35% Magic Resist. 25% healing and shielding|
|4||+50% Magic Resist. 30% healing and shielding|
|5||+75% Magic Resist. 40% healing and shielding|
Enforcers stun enemies at the start of combat. They break free after 4 seconds, or after losing 30% of their Maximum Health.
|2||The enemy who has the most Health|
|4||And the enemy who dealt the most damage last combat|
This trait is unique to Tahm Kench.
|1||An Ally can be fed to Tahm Kench once per planning phase, permanently granting him either Attack Damage, Ability Power, Health, Armor, or Magic Resist.|
At the start of combat, the Imperial who dealt the most damage last combat becomes the Tyrant. The Tyrant deals bonus damage. When the Tyrant dies, the Imperial who has dealt the most damage in this combat becomes the new Tyrant.
|3||60% bonus damage|
|5||100% bonus damage|
Innovators build a mechanical companion to join the battle.
Gain a treasure chest that opens when you win combat against a player. At the start of each planning phase vs. a player, dice rolls add loot to the chest. The longer you've gone without opening the chest, the luckier the dice.
|3||Roll 2 dice|
|5||The dice are even luckier!|
|7||Upon winning roll a third die that grants bonus loot|
Mutant is different in each game of TFT!
Hyper Adrenal Glands: Mutants' attacks have a chance to trigger 2 additional attacks against their target.
Bio-Leeching: Your team gains Omnivamp (healing for a percentage of all damage dealt).
Metamorphosis: Mutants grow every 2 seconds, gaining bonuses that stack up to 5 times.
|3||+20 Armor and Magic Resist. +10 Attack Damage and Ability Power|
|5||+30 Armor and Magic Resist. +20 Attack Damage and Ability Power|
Synaptic Web: The abilities of Mutants cost less to cast (minimum 10 mana).
|3||20 Mana less|
|5||40 Mana less|
Cybernetic Enhancement: Mutants with at least 1 item gain bonus stats.
|3||300 Health and 35 Attack Damage|
|5||500 Health and 60 Attack Damage|
Voracious Appetite: Mutants grow stronger each time an ally dies.
|3||+25 Attack Damage and Ability Power|
|5||+45 Attack Damage and Ability Power|
Voidborne: Mutants execute low-health enemies.
|3||Mutants execute targets they damage who are below 20% Health|
|5||This bonus is obscured in the promo content but we are speculating it is the return of Void. Where Mutant champions deal additional true damage.|
Protectors shield themselves for 4 seconds whenever they cast an ability. This shield doesn't stack.
|2||20% Maximum Health shield|
|3||30% Maximum Health shield|
|4||45% Maximum Health shield|
|5||60% Maximum Health shield|
Your team gains Mana every 2 seconds.
At the start of combat, components held by Scrap champions turn into full items for the rest of combat. Your team also gains a shield for each component equipped, including those that are part of a full item.
|2||1 component, 20 shield|
|4||3 components, 30 shield|
|6||All components, 50 shield|
This is a unique trait for Vi and Jinx
|2||Sisters gain empowered skills to compete with each other.|
Vi's Ability range increases by 2 Hexes
Jinx gains 50% stacking Attack speed for 3 seconds after scoring a takedown
Snipers deal bonus damage for each hex between themselves and their target.
|2||9% bonus damage|
|4||16% bonus damage|
|6||30% bonus damage|
Socialites reveal a spotlight on the battlefield. The unit standing in the spotlight at the start of combat gains unique bonuses.
|1||20% Bonus Damage|
|2||And 5 Mana per second|
|3||And heal for 20% of all damage they deal|
Certain allies are cloaked in shadows, gaining 40 Armor, 40 Magic Resist, and 25% Omnivamp (healing for a percentage of all damage dealt.
|3||The Syndicate champion with the lowest percent health|
|5||All Syndicate champions|
|7||Your whole team and the effects are increased by 50%|
This trait is unique to Jayce
|1||Jayce adopts melee form when placed in the front 2 rows, and ranged form when placed in the back 2 rows.|
When a Twinshot attacks, they have a chance to attack twice instead
|3||After each player combat a random Yordle is added to your bench for free|
|6||And Yordle's abilities cost 20% less to cast|