A compilation of Traits in Teamfight Tactics Set 12
A complete guide to the Traits in Teamfight Tactics Set 12, helping you fully activate their synergies to gain a competitive edge in every match.
Witchcraft
Origin
Witch Abilities apply a curse to enemies for 4 seconds. When a cursed enemy dies, the curse spreads to the nearest enemy.
Cursed enemies become:
Cursed enemies become:
- 2 smaller, losing 120
- 4 AND green, taking 6% of their max Health as magic damage per second
- 6 AND frail, taking 25% bonus true damage from Witches
- 8 AND a frog, stunned for 2 seconds every 8 seconds. All other curse effects are increased by 50%.
Arcana
Origin
Use the Arcana signifier item to choose a High Arcana champion. Each Arcana grants power based on a different condition.
Gain power for:
Ahri: Fielding 3-star champions.
Hecarim: Equipping items.
Tahm Kench: Activating traits.
Xerath: Purchasing Charms.
Gain power for:
Frost
Origin
Frost champions gain Ability Power and Attack Damage. The first few enemies to die become allied ice soldiers which lure enemy attacks if they are within range and retargeting.
- 3 16 , 1 soldier
- 5 40 , 2 soldiers
- 7 55 , 3 soldiers, soldiers explode on death
- 9 90 , 4 soldiers, explosion power doubles
Hunter
Class
Hunters gain Attack Damage, increased the first time they get a takedown each combat.
- 2 15% , 35% after takedown
- 4 40% , 70% after takedown
- 6 65% , 100% after takedown. Also gain 20% .
Best Friends
Class
Norra summons Yuumi to help your team! She can be attached to allies by holding her over them. Yuumi shares her Ability Power with Norra and dies when Norra does.
Druid
Origin
Wukong does not have a trait bonus, but instead has a powerful Ability and increased stats.
Scholar
Class
Scholars gain bonus Mana on attack and Ability Power.
- 2 3 per attack, 10
- 4 5 per attack, 20
- 6 10 per attack, 20 , and Abilities heal an ally for 10% of damage dealt
Multistriker
Class
Multistrikers' attacks have a chance to trigger 2 extra attacks.
- 3 25% chance
- 5 65% chance
- 7 80% chance; heal 3% max Health every attack
- 9 100% chance; heal 10% max Health every attack
Bat Queen
Class
When Morgana's bats kill an enemy, they have a 40% chance to abduct a 1-star copy of it.
Warrior
Class
Warriors gain Omnivamp and Damage Amp. When Warriors drop below 70% health, they gain double .
- 2 10% , 10%
- 4 20% , 20%
- 6 25% , 25% , also gain 15% Durability
Chrono
Origin
Chronos gain 15 Ability Power.
Combat start: begin a 14 second countdown, which speeds up by 1 second after each Chrono Ability cast. At the end of the countdown, gain a special effect:
Combat start: begin a 14 second countdown, which speeds up by 1 second after each Chrono Ability cast. At the end of the countdown, gain a special effect:
- 2 Your team heals 15% ; Chronos gain 20
- 4 AND freeze time for 3 seconds, Chronos keep fighting and gain 55
- 6 Freeze time for 4 seconds, your team heals 100% ; Chronos keep fighting and gain 70 and 35%
Incantor
Class
Your team gains 10 Ability Power.
When Incantors attack or cast, all Incantors gain stacks of up to 40. Every other attack grants 1 stack, and each Ability cast grants 3 stacks.
When Incantors attack or cast, all Incantors gain stacks of up to 40. Every other attack grants 1 stack, and each Ability cast grants 3 stacks.
- 2 1 per stack
- 4 2 per stack; your team gains 30
Ascendant
Class
-
1
Ascendant Charms can appear in your shop. The odds increase by 8% after player combat, up to 40%. When you buy one, the odds reset.
Current Odds: 30%
Faerie
Origin
Faeries gain Health and create special items that become stronger with trait tiers.
- 3 150 , Gain Queen's Crown that grants 30% Damage Amp
- 5 400 , Crown 45% , Gain Queenguard's Armor
- 7 700 , Crown 60% , Gain a 2nd Crown
- 9 999 , Crown 66% , Items become Radiant
Preserver
Class
Your team heals for a percent of their max Health every 3 seconds. If they're full Health, restore Mana instead.
Preservers gain double the amount.
Preservers gain double the amount.
- 2 2% or 3%
- 3 4% or 5%
- 4 6% or 7%
- 5 8% or 10%
Vanguard
Class
Vanguards gain 10% Durability while Shielded.
Combat start and at 50% Health: Gain a Shield for a percent of max Health for 10 seconds.
Combat start and at 50% Health: Gain a Shield for a percent of max Health for 10 seconds.
- 2 18% max Health
- 4 35% max Health
- 6 50% max Health; 15% while Shielded
Eldritch
Origin
When your team loses 20% of their Health, an Old God awakens. It gains 25% Health and 10% Ability Power for each Eldritch star level.
- 3 The Tainted Golem
- 5 The Dark Monolith
- 7 The Many-Eyed Beast
- 10 The Stormbringer
Shapeshifter
Class
Shapeshifters gain max Health. After their first Ability cast, they triple this effect.
- 2 10%
- 4 18%
- 6 27%
- 8 33% , and heal 3% every 2 seconds
Blaster
Class
Blasters gain Damage Amp, which increases for 3 seconds after casting their Ability.
- 2 15% ; 30% during burst
- 4 35% ; 65% during burst
- 6 60% ; 100% during burst
Bastion
Class
Your team gains 10 Armor and Magic Resist.
Bastions gain more, and the value doubles in the first 10 seconds of combat.
Bastions gain more, and the value doubles in the first 10 seconds of combat.
- 2 15
- 4 45
- 6 100
- 8 200 and 2 champions starting combat in the back 2 rows are invulnerable until 4 Bastions die
Ravenous
Origin
Briar gains 0.7% Damage Amp for each player health you are missing. Each round, gain a Light Snack to give her 180 in exchange for 3 of your player health.
Dragon
Origin
- 2 Dragon attacks and Abilities 1% Burn and Wound enemies for 5 seconds.
- 3 The power of friendship upgrades all dragon Abilities!
Honeymancy
Origin
Honeymancers gain 5 Bees that deal magic damage to their target every 3 seconds. Each Bee deals damage based on the damage a Honeymancer deals and takes.
When a Honeymancer dies, they leave 2 Bees that follow nearby Honeymancers for the rest of combat.
When a Honeymancer dies, they leave 2 Bees that follow nearby Honeymancers for the rest of combat.
- 3 7% of damage dealt, 3% of damage taken
- 5 13% of damage dealt, 5% of damage taken
- 7 20% of damage dealt, 10% of damage taken. Bees deal damage twice as often.
Portal
Origin
Combat start: Portal champions Shield for 15 seconds.
Objects from other dimensions fly out of a portal every few seconds to help allies and disrupt enemies. The portal becomes 8% stronger for each Portal champion's star level.
Objects from other dimensions fly out of a portal every few seconds to help allies and disrupt enemies. The portal becomes 8% stronger for each Portal champion's star level.
- 3 200 Shield, Small portal
- 6 450 Shield, Medium portal
- 8 700 Shield, Large portal
- 10 1500 Shield, GIGA portal
Mage
Class
Mages cast their Abilities twice and have modified total Ability Power.
- 3 85%
- 5 95%
- 7 110%
- 10 200% , Mages cast MUCH more frequently
Sugarcraft
Origin
Sugarcrafters build a layer cake from sugar. Gain sugar for each component your champions are holding after player combat.
They gain Attack Damage and Ability Power, increased by 10% for each cake layer. When the cake has reached 7 layers, gain treats instead!
They gain Attack Damage and Ability Power, increased by 10% for each cake layer. When the cake has reached 7 layers, gain treats instead!
- 2 3 sugar, 22
- 4 4 sugar, 33
- 6 6 sugar, 36 , team gains 100
Pyro
Origin
Your team gains 3% Attack Speed. Pyro champions gain more and execute enemies under 10% Health.
For each kill, Pyro champions create an infernal cinder that you collect the next round. For every 5 cinders you collect, your team gains 2% more .
For each kill, Pyro champions create an infernal cinder that you collect the next round. For every 5 cinders you collect, your team gains 2% more .
- 2 5%
- 3 25%
- 4 50%
- 5 65% and execute under 15% Health
Brawler
Class
Brawlers gain max Health.
- 2 400
- 4 1000
- 6 1600
Legionnaire
Class
Legionnaires gain Attack Speed and Omnivamp.
- 2 25% , 15%
- 4 60% , 20%
- 6 100% , 25%
- 8 150% , 35%
Redeemed
Origin
Redeemed champions gain Armor, Magic Resist, and Ability Power. When they die, their bonus is split among remaining Redeemed allies.
- 3 20 , 30
- 6 30 , 55
- 8 40 , 65
- 10 100 , 150
Hellion
Origin
Hellions gain Attack Speed.
Whenever a Hellion dies, a Doppelhellion (a one star level lower copy) jumps out of the Hellion portal and joins the fight!
Whenever a Hellion dies, a Doppelhellion (a one star level lower copy) jumps out of the Hellion portal and joins the fight!
- 2 15%
- 4 40%
- 6 80%
- 8 140%
Spellweaver
Class
Spellweavers gain Ability Power, which increases whenever any champion casts, until the end of combat.
- 2 20 , 3 bonus
- 4 40 , 6 bonus
- 6 80 , 12 bonus
Nightbringer
Origin
Nightbringers gain a Shield for 8 seconds equal to a percent of their maximum Health the first time they drop below 50%. When this occurs, that Nightbringer gains bonus damage.
- 2 30% Shield, 20%
- 4 60% Shield, 30%
- 6 90% Shield, 40%
- 8 150% Shield, 70%
Caretaker
Class
- 1 Caretakers deploy with a Baby Dragon that can be placed anywhere on the battlefield. The Baby Dragon gains 100% of its Caretaker's Attack Speed, and restores 80 Mana to the Caretaker upon death.
Mystic
Class
Your team gains Magic Resist.
- 2 30
- 3 60
- 4 100
- 5 150
Ranger
Class
Rangers gain an Attack Speed buff that switches on and off every 4 seconds. This buff applies to the Ranger's total Attack Speed.
- 2 100%
- 4 200%
- 6 500%
Cruel
Class
Teemo hungers to be alone against exactly 1 enemy left standing.
Cannoneer
Class
Every 5th Cannoneer attack is replaced with a cannon shot that deals a percent of that attack's damage in an explosion around the target as physical damage.
- 2 225% damage
- 4 475% damage
- 6 1200% damage
Inanimate
Origin
- 1 Combat start: Gwen summons Harrowing Mist in adjacent hexes surrounding her for 8 seconds, granting all allies 33% Durability while they remain within it.
Abomination
Origin
When 2 allies have died, the Monstrosity will rise from its grave. The Monstrosity receives bonus Health and Attack Damage based on allied Abomination champions' star levels.
The 3 Abomination champions nearest the grave will also grant the Monstrosity a random copy of one of their items when combat starts.
The 3 Abomination champions nearest the grave will also grant the Monstrosity a random copy of one of their items when combat starts.
- 3 900 , 70%
- 4 1500 , 90%
- 5 2000 , 110%
Assassin
Class
Innate: When combat starts, Assassins leap to the enemy backline.
Assassins' Abilities can critically strike and they gain bonus Critical Strike Chance and bonus Critical Strike Damage.
Assassins' Abilities can critically strike and they gain bonus Critical Strike Chance and bonus Critical Strike Damage.
- 2 20% , 10%
- 4 40% , 20%
- 6 75% , 35%
Draconic
Origin
- 3 Combat end: Gain a dragon egg on your bench. The bigger the egg, the longer it takes to hatch, and the rarer the reward.
- 5 Dragon eggs are golden! Golden eggs hatch into even rarer loot.
Revenant
Origin
Revenants revive after their first death each combat. Once revived, they take and deal 25% increased damage.
- 2 Revive with 10%
- 3 Revive with 25%
- 4 Revive with 45%
- 5 Revive with 70%
Skirmisher
Class
Combat start: Skirmishers gain a Shield and bonus Attack Damage each second.
- 3 20% max Shield and 4%
- 6 50% max Shield and 8%
- 8 70% max Shield and 12%
- 10 150% max Shield and 30%
Cavalier
Class
Innate: Cavaliers charge quickly towards their target whenever they move.
Cavaliers gain Durability. At the start of combat and after each charge, this effect is doubled for 4 seconds.
Cavaliers gain Durability. At the start of combat and after each charge, this effect is doubled for 4 seconds.
- 2 20%
- 3 25%
- 4 30%
Victorious
Origin
When Garen kills an enemy, his next attack is empowered to deal 60% of the target's missing Health as bonus magic damage.
Ironclad
Origin
Your team gains Armor.
- 2 30
- 3 60
- 4 120
Sentinel
Origin
Combat start: The Sentinel with the most items (ties broken by highest Attack Speed) gains a Shield that grants stacking Attack Speed. When it is destroyed or when its duration expires, it bounces to the ally with lowest percent Health and renews. The Attack Speed bonus persists between Shield bounces.
- 3 175 Shield, 20% , 4 sec
- 6 1200 Shield, 100% , 3 sec
- 8 1600 Shield, 180% , 2 sec
- 10 2400 Shield, 800% , 1 sec, the Shield doesn't get destroyed when it bounces
Invoker
Class
Your team gains Mana from their attacks.
- 2 2
- 4 5
Renewer
Class
Renewers heal for a percent of their max Health each second. If Health is full, restore Mana instead.
- 2 4% or 4%
- 4 7% or 7%
- 6 10% or 10%
Knight
Class
Your team blocks a flat amount of damage from all sources.
- 2 15 damage blocked
- 4 30 damage blocked
- 6 60 damage blocked
Forgotten
Origin
Forgotten champions have bonus Attack Damage and Ability Power. Each combat win increases the bonus by 10%, stacking up to 5 times.
- 2 20
- 4 40
- 6 60
- 8 120
Dawnbringer
Origin
Once per combat at 50% Health, Dawnbringers rapidly heal. When this occurs, all allied Dawnbringers gain 10% bonus damage.
- 2 30% of max
- 4 55% of max
- 6 80% of max
- 8 100% of max