Teamfight Tactics 10.21 Fates Set Items Tier List Cheat Sheet – Expert Game Reviews


Unique: Sets holders mana to 20 after each cast.

The holder gains 15 Armor and 15 Magic Resist for each enemy targeting them.

The holder’s spells and basic attacks do 10% bonus damage. If the target has more than 1750 maximum Health, the bonus increases to 90%.

Prevents the wearer’s first death, placing them in stasis instead. After 2 seconds, they return with 400 Health and shed all negative effects.

At the beginning of each planning phase, the wearer gains one of the following: Basic attacks and spells deal +45% Damage or Basic attacks and spells heal for 45% of damage dealt.

UNIQUE: The user gains 75% Critical Strike Chance (including base components). Each point of Critical Strike Chance above 100% is converted to 1% Critical Strike Damage.

The holder’s spells can inflict critical hits. Gain 50% Critical Strike Damage.

When the holder deals damage with their spell, they burn the target, dealing 25% of the target’s maximum Health as true damage over 10 seconds and reducing healing by 50% for the duration of the burn.

The wearer is immune to crowd control for the first 10 seconds of combat.

At start of combat, and every 2 seconds thereafter, a random enemy within 2 hexes is burned for 25% of their maximum health over 10 seconds. Any healing they receive is reduced by 50%.

When combat begins, the wearer and all allies within 1 hexes in the same row gain +40% Attack Speed for the rest of combat.

When combat begins, the wearer summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 5 seconds.

When the wearer dies, a Construct with 1500/2250/3000/5000★ Health arises to continue the fight. The wearer will also taunt all nearby enemies for 2 seconds at the start of combat.

Basic Attacks heal the wearer for 40% of the damage dealt.

Negates bonus damage from incoming critical hits. On being hit by a Basic Attack, deal 80/100/150/250★ magic damage to all nearby enemies (once every 2.5 seconds max).

When combat begins, the wearer and all allies within 1 hex in the same row gain 40 Spell Power for the rest of combat.

Contributing to a kill grants +20 Attack Damage for the remainder of combat. This effect can stack any number of times (starting at 2).

Reduces incoming magic damage by 60%.

The holder gains the Duelist trait.

The holder gains the Elderwood trait.

Basic Attacks grant +6% bonus Attack Speed for the rest of combat. This effect can stack any number of times.

The holder’s spells heal them for 33% of the damage dealt. Excess healing fuels a shield that protects the holder against up to 400 damage.

Enemies within 3 hexes have their Magic Resist reduced by 40% (does not stack). When they cast a spell, they are zapped taking magic damage equal to 225% of their max Mana.

When the wearer inflicts a critical hit, the target’s Armor is reduced by 75% for 3 seconds. This effect does not stack.

Locket of the Iron Solari

When combat begins, the wearer and all allies within 2 hexes in the same row gain a shield that blocks 300/375/500/800★ damage for 8 seconds.

Spells deal 180 splash magic damage. If the target is shielded or CC’d, they will take an additional 180 damage.

The holder gains the Mage trait. 

The holder gains the Dusk trait.

The holder gains 200% Attack Range, and their Basic Attacks can’t miss.

When the wearer dies, allies are healed for 800 Health.

When combat begins, shoots a beam straight ahead that delays affected enemies’ first spellcast, increasing their max Mana by 33% until they cast.

The holder’s basic attacks restore 5 Mana on-hit.

The holder gains the Divine trait.

Each planning phase, fetch two temporary items, quality based upon your player level. Consumes three item slots.

The holder gains the Vanguard trait.

The holder gains the Warlord trait.

The holder gains the Assassin trait.

Reduces the Attack Speed of nearby enemies by 50%. Each Frozen Heart a champion carries beyond the first increases the radius of this effect.

The holder gains 40 additional Spell Power.

Basic Attacks fire a bolt at another nearby enemy, dealing 75% of the wearer’s Attack Damage and applying on-hit effects.

Every third Basic Attack from the wearer deals 75 magic damage to 3/4/5/9★ enemies, and 175 bonus true damage if they are shielded.

When the wearer takes damage or inflicts a critical hit, they gain a 2% stacking damage bonus. Stacks up to 25 times, at which point the wearer gains 25 Armor and Magic Resistance, and increases in size.

Blocks the first enemy spell that hits the wearer, and stuns the spell’s caster for 4 seconds.

Grants 1000 bonus Health (including components).



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