Magic n' Mayhem, Teamfight Tactics' 12th Set, is coming to the live servers next Wednesday, with Patch 14.15! Read on as we go over the 12 new Class Traits that will be featured in the set!
Ascendant (1)
Each five-cost has their own unique Class, and Ascendant is Xerath's. Xerath is an Arcana 5-cost unit which when fielded will allow you to purchase "Ascendant Charms". If you haven't read up on what charms are yet, they are (usually) temporary buffs you can purchase between each round that can offer a variety of boons. Ascendant Charms are extra powerful, and the odds to find one increase by every 8% after each combat with Xerath on your board, up to 40%.
Ascendant Charms are named after Major Arcana. For example, The Lovers Charm, which costs 4 gold, will grant you a random 5-cost unit and two 2-cost units that share a trait with them. The Chariot, which costs 5 gold, will cause rerolls to cost only 1 gold and XP to cost only 3 gold for that entire round.
Bastion (2/4/6/8)
Bastions are this Setβs Behemoth and Warden analogs - they cause your entire team to become more durable. For each Bastion you have, your entire team gains Armour and Magic Resist. Bastion units gain more, and the value they gain doubles in the first 10 seconds of combat. At Bastion 8, two backline units become completely invulnerable until 4 Bastions perish, making Bastions the perfect frontline tanks.
Bat Queen (1)
This 5-cost unitβs unique Class is called Bat Queen. The trait empowered Morganaβs Ability, My Lovely Pets. When Morgana casts her ability, she summons a swarm of eight bats which seek out enemies and damage them. When a Bat kills an enemy, they have a 40% change to abduct a 1-star copy of that unit, and add it to your bench.
Best Friends (1)
Norraβs unique Trait is βBest Friends,β which allows her to summon Yuumi to help out the team. Yuumi can be attached to allies by holding her over them, and she will share her Ability Power with Norra until she dies.
Blaster (2/4/6)
Blasters are namely backline units that can dish out some serious damage. The trait grants Damage Amplification to each unit, which increases for 3 seconds after each Ability cast. As Rumble is the only melee Blaster, and heβs a 1-cost to boot, youβll need a tough frontline to protect these units while they amp up.
Hunter (2/4/6)
Hunters are pretty similar to Blasters, in that they are mostly ranged units that are meant to dish out damage. Their ability grants them 15%+ Attack Damage, rather than general Damage Amplification, and the AD boost increases after the units get a takedown.
Incantor (2/4)
Incantors grant their entire team 10 Ability Power, so theyβre paired well with a magic damage team composition. When Incantors themselves attack ro cast, they all gain stacks of extra Ability Power, up to 40. Every other attack grants 1 stack, while each Ability crants 3 stacks. At Incantor (4), the rate at which Incantors gain stacks doubles, as does the team-wide AP bonus.
Mage (3/5/7/9)
Mages are your magic damage powerhouses. They can cast their abilities twice per cast, but they have modified Ability Power pools to compensate. At Mage 3, your Mage units will have access to only 75% of their overall Ability Power, but as you field more mages, that percentage goes up. At Mage 7 and 9, Mages actually gain Ability Power in addition to being able to double cast, making this a powerful vertical if you can overcome the frontline problem.
Multistriker (3/5/7/9)
Multistrikers work similarly. They have a chance to trigger 2 extra attacks every time they attack. The chance to trigger a second attack increases as you field more units, and at Multistriker 7, the units also heal every time they attack.
Preserver (2/3/4/5)
Preservers are similar to Altruists in Set 11, fulfilling a support role. Preservers will heal your team a percentage of their max Health every 3 seconds, and if the unit is full on Health, theyβll gain Mana instead. While your whole team benefits, Preservers will gain double the amount of Health or Mana.
Scholar (2/4/6)
Scholars are like Spears of Shojins - they gain mana each time they attack. The more you field, the more mana you get per attack.
Shapeshifter (2/4/6/8)
Shapeshifters are another good frontline option for you. They gain bonus Max Health overall, and this effect is tripled after they cast their first Ability.
Vanguard (2/4/6)
Vanguards also make good tanks, gaining Shields whenever they go below 50% Health. When Shielded, these units become more durable overall. The more Vanguards you field, the stronger the Shield they gain at half health.
Warrior (2/4/6)
Finally, Warriors are short-range units that want to get into the thick of the fight and stay there. These units gain Omnivamp and Damage Amp, the amount increasing as you field more Warrior units. When they drop below 60% Health, Warriors gain double Damage Amp, becoming deadlier the closer they are to death.