TFT Reckoning Traits - Origins and classes
All you need to know about Origins and classes
The Black Mist has found its way to Teamfight Tactics (TFT) and it’s about to change everything! Reckoning, the latest (5th) TFT set is around the corner. The ultimate battle between order and chaos, light and dark, good and evil. As the forces clash in this ultimate battle for balance, players must pick a side to determine the fate of the world!
An aspect of that battle between dark and light we will see comes with the addition of the God-King trait. If you are an experienced TFT player you probably remember the ‘9-5’ supremacy comps. Darius and Garen are not your typical Legendary units though. You can’t just throw them in any team comp and expect them to carry you. Their bonuses activate when you only have one of them on your board. Unlike in the previous sets, in Reckoning, choosing specific classes and traits will greatly benefit and boost the power of those two Legendary units. Make sure to put the right teams around them in order to unlock their maximum potential.
Teemo is out in TFT Reckoning
Little devil Teemo brings something totally new to TFT comps as well. He is as powerful as a legendary unit but he comes with a cost. Not the typical gold cost as you might think though. The little devil doesn’t care about your gold. You can get him for zero gold. Teemo wants your life and that’s the price you’ll have to pay if you want to ‘make a deal’ with the little devil to have him on your side of the board. Making him three stars will require A LOT of HP points.As you will notice from the following lists, there are more three-trait champions than ever. A champion will naturally be of single Origin but in this set, it’s more likely than not to be a part of multiple Classes. That’s very interesting when it comes to team building as it offers a lot more flexibility and gives players more options.
All that is good and interesting, but what you are here to read about is the new units right? So without any further ado let’s take a look at the new Origin and Classes!
1
Origins
1. Forgotten
Units to activate the bonus: 3/6/9
Forgotten champions have bonus Health and Attack Damage. Each Shadow item worn by a Forgotten champion increases the bonus by a percentage on all Forgotten champions, stacking up to 5 times.
2. Nightbringers
Units to activate the bonus: 2/4/6/8
Nightbringers gain a decaying shield equal to a percent of their maximum Health the first time they drop below a certain amount of HP. When this shield is applied, that Nightbringer gain bonus damage.
3. Coven
Units to activate the bonus: 3
At the start of combat, the Champion nearest to the center of your Coven Champions is chosen as the Coven Leader, gaining bonus Ability Power. Each time a Coven unit casts their ability, a fraction of the cost is bestowed upon the Coven Leader as mana.
4. Hellion
Units to activate the bonus: 3/5/7
Hellions gain Attack Speed. Whenever a Hellion dies an imperfect Doppelhellion of the same type will leap from the Hellion portal and join the fight!
5. Dragonslayer
Units to activate the bonus: 2/4
Dragonslayers gain bonus Ability Power after the first ally Dragonslayer scores a takedown on an enemy with at least 1400 maximum health each combat, all allies gain additional Ability Power for the remainder of combat.
6. Abomination
Units to activate the bonus: 2/3/4/5
Abominations empower their creation, The Monstrosity gets stronger with every Champion death, gaining a percentage of the dying champion’s maximum Health. Upon reaching peak strength, or when no allied Abomination champions remain, the Monstrosity will be unleashed.
7. Redeemed
Units to activate the bonus: 3/6/9
Redeemed have increased Armor, Magic Resistance, and Ability Power. When they die, they pass this bonus will be split among living allied Redeemed.
8. Dawnbringer
Units to activate the bonus: 2/4/6/8
Dawnbringers rapidly heal a percentage of their maximum Health the first time they drop below 50%. When this healing occurs, all allied Dawnbringer gain bonus damage.
9. Verdant
Units to activate the bonus: 2
Champions that start combat adjacent to at least one Verdant Champion are immune to crowd control for the first 3 seconds of combat.
10. Draconic
Units to activate the bonus: 3/5
(3) At the end of each player combat, gain a dragon egg on your bench. Dragon eggs hatch into a Draconic Champion after 3 rounds
(5) Dragon eggs are golden! Golden eggs can hatch into rare loot!
11. Eternal
Units to activate the bonus:1
(1) Kindred deploys as Lamb and Wolf separately, each with their own abilities and gaining the effects of Kindred's items.
12. Revenant
Units to activate the bonus: 2/3
Revenants revive after their first death each combat. Once revived, they take and deal increased damage.
13. Ironclad
Units to activate the bonus: 2/3
All allies gain bonus Armor.
2
Classes
1. Assassin
Units to activate the bonus: 2/4/6
Innate: At the start of combat Assassins leap to the enemy backline.
Assassins’ abilities can critically strike and they gain bonus Critical Strike Chance and bonus Critical Strike Damage.
2. Ranger
Units to activate the bonus: 2/3
All Rangers gain Attack Speed for 2 seconds every 4 seconds.
3. Brawler
Units to activate the bonus: 2/4
Brawlers gain additional maximum Health.
4. Legionnaire
Units to activate the bonus: 2/4/6/8
Legionnaires gain bonus attack speed, and their first attack after casting a spell heals them for a percentage of the damage dealt.
5. Renewer
Units to activate the bonus: 2/4
Renewers heal for a percentage of their maximum Health each second. If they already have full health, they restore mana instead.
6. Invoker
Units to activate the bonus: 2/4
All allies gain increased Mana per Basic Attack.
7. Knight
Units to activate the bonus: 2/4/6
All allies block a flat amount of damage from all sources.
8. Spellweaver
Units to activate the bonus: 2/4
Spellweavers have increased Ability Power and get bonus Ability Power any time a champion uses an ability, stacking up to 10 times.
9. Skirmisher
Units to activate the bonus: 3/6
Skirmishers gain a shield at the start of combat, and gain Attack Damage each second.
10. Mystic
Units to activate the bonus: 2/3/4
All allies gain magic resist
11. Cruel
Units to activate the bonus: 1
Cruel champions are purchased with Little Legend Health instead of gold. Never underestimate the hunger of a Cruel champion in one versus one combat.
12. God-King
Units to activate the bonus: 1
If you have exactly one God-King they deal bonus damage to enemies who have at least one of their Rival Traits.
Garen's Rival Traits: Forgotten, Nightbringer, Coven, Hellion, Dragonslayer, Abomination, Revenant
Darius' Rival Traits: Redeemed, Dawnbringer, Verdant, Draconic, Ironclad
13. Cavalier
Units to activate the bonus: 2/3/4
Cavaliers charge quickly towards their target whenever they move. Cavaliers take reduced damage. At the start of combat and after charging, this effect is doubled for 4 seconds.
14. Caretaker
Units to activate the bonus: 1
Caretakers deploy with a Baby Dragon that can be placed anywhere on the battlefield. Baby Dragons gain a percentage of their handler’s Attack Speed and restore mana to their Caretaker upon death.