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Home // News // TFT Set 13 Into The Arcane - Anomalies, Augments, & More
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TFT Set 13 Into The Arcane - Anomalies, Augments, & More

Get ready for Into The Arcane by reading up on the newest TFT Mechanic - The Anomaly, as well as on Team-Up Augments and Opening Encounters!

The Anomaly


Charms are gone, but a new, fresh and exciting mechanic will be taking their place - The Anomaly. The Anomaly is a special event that occurs each game at exactly 4-6 which transforms a unit of your choice in one of exactly sixty ways. These changes can be more or less drastic - from simply but exponentially increasing a champion's health to gaining invisibility or no longer using Mana at all. Any single unit of yours, from a 1-cost Sniper to a 5-cost High Roller can be evolved.



Since the Anomaly occurs so late into the game there are a couple of things to keep in mind. Firstly, the Anomaly is a one-time event for no take backs. By this point into the game, you'll need to decide which unit of yours will be your carry, your main tank, or at least a mainstay in your comp. You can't change your mind and evolve a different champion at any other point.


Second, you can choose between evolving a lower cost unit (and thereby potentially levelling the playing field) or evolve 4 and 5-cost units, making them all the better. Of course, you'd need to get them by round 4-6, which can be somewhat unwieldy for a 5-cost, especially one you want. Rushing to a higher level, purchasing any high cost then centering the comp around them might be a good strategy!


Finally, you will initially only be offered one single Anomaly choice, and you have to use 1 gold to reroll for different options. Since there are sixty anomalies in the game to start, you may need to roll quite a bit to get exactly the Anomaly you desire. For this reason, make sure you've got gold in your piggy bank by the time 4-6 rolls up. Don't catch yourself rerolling down to 0 right before the Anomaly pops up!


List of Anomalies



Arcana Overwhelming

Gain Ability Power equal to 25% of Magic Resist. Gain 50 Magic Resist.


Attack Expert

This champion gains 55% more Attack Damage from all sources.


Avalanche of Armor

Gain Attack Damage equal to 25% of Armor. Gain 50 Armor.






Avarice Incarnate

Gain 5 gold. Gain 15% Damage Amp and 1% more per 2 gold you have (up to 40%).


Berserker Rage

Gain 20 Ability Power & 20% Attack Damage. Triple it when below 50% Health.


Bully

Gain 18% Damage Amp, increased to 36% against units with a lower star level.






Bulwark

Gain 40 Armor & 40 Magic Resist. Triple it when above 50% health.


Calling Card

Gain an emblem that matches a non-unique trait from this champion.


Center of the Universe

Gain 6 stars that orbit this champion. Each star deals 70 magic damage and the orbit expands to hit the champion's current target.






Comeback Story

Gain 5% Damage Amp for every 10 player health you have lost this game.


Cosmic Rhythm

No longer gain Mana but instead cast their Ability every 4 seconds.


Cull The Weak

Gain up to 100% Critical Strike Chance based on target's missing Health. Every 3 seconds, target the lowest percent Health enemy in range.






Deep Roots

Gain 700 Health, 25 Armor, and 25 Magic Resist. They cannot move or be stunned, and pull their target into range.


Defense Expert

This champion gains 45% more Armor and Magic Resist from all sources.


Diving In

On first cast, leap to enemies and stun in a 2-hex radius for 1.5 seconds and gain 25% Attack Speed and 20% Omnivamp.






Dragonsoul

This champion's first attack against a new target fires a Dragonsoul blast, dealing 20% max Health true damage.


Dramatic Entrance

Combat start: Leap off the battlefield. After 6 seconds, arrive with 70% increased max Health and Stun all enemies for 1.5 seconds.


Dual Wielding

Gain 2 completed items that fit this champion's role.






Eagle Eye

Gain +1 Range. Every 2 seconds this champion doesn't move, gain 6% Attack Damage.


Energy Absorption

Gain 30 Ability Power. Each time an ally dies, gain 5% of their Ability Power.


Essence of Navori

Max mana reduced by 10%, increased by 10% each time this champion casts (up to 40%).






Fireball

For every 60 Mana spent, throw a 2-hex fireball that deals 7% max Health true damage and Burns for 5 seconds


Force of Friendship

Gain 1% Damage Amp for each star level on your board. Three-star champions grant 8% Damage Amp instead.


Fortified

Gain 12% max Health. Every 3 seconds, gain another 12% (up to 5 times).






Freestyling

Gain 4.5% Damage Amp for each activated trait you have.


Giant-Sized

Gain 1000 Health and grow greatly in size.


Headhunter

This champion gains 15% Attack Speed. Every 1 kills, they permanently gain 1% more (doubled in Hyper Roll).






Heavy Hitter

Attacks deal bonus physical damage equal to 20% of this champion's max Health. (Cooldown: 3 seconds)


Hunger for Power

Combat start: Consume the nearest ally and gain 60% of their Health and Attack Damage.


Hypervelocity

Gain 10% Attack Speed. On cast, gain 15% stacking Attack Speed for the rest of combat.






Into The Unknown

This champion disappears for 3 rounds. When they return, they gain 50 Ability Power and 50% Attack Damage.


Invisibility

Every 4 seconds, turn invisible for 1 second. The next attack has 100% Critical Strike Chance.


Kill Streak

Gain 30 Mana each kill.






Knockout

Gain 15% Attack Damage. The next attack after casting gains 35% Critical Strike Chance and deals 90% true damage.


Laser Eyes

Constantly deal 80% Ability Power magic damage per second in a 3-hex line and Burn enemies for 3 seconds.


Last Chance

On first death, revive to full Health, gain 50% Attack Speed and 20% Omnivamp but lose 12.5% Health each second.






Legacy of Shurima

After 10 seconds of combat, ascend, gaining 40% max Health and 60% Attack Speed


Mage Armor

Gain Armor and Magic Resist equal to 40% of Ability Power.


Magic Expert

This champion gains 40% more Ability Power from all sources.






Magic Training

Gain 20 Ability Power. On cast, your team gains 2 Ability Power for every 15 Mana spent.


Mini Mees

Gain 3 minis that deal 30% Attack Damage every 3 attacks. Their attacks reduce Armor by 5.


Miniaturize

Transform into an item that gives 60% of their Attack Damage, Ability Power, Armor, and Magic Resist. Equipped items pop off. 






Nothing Wasted

When an ally dies, gain 100% of their current Mana.


One Thousand Cuts

Attacks deal 30 bonus true damage, plus 15 true damage for each time the target was damaged by this effect.


Power Absorption

Gain 30% Attack Damage. Each time an ally dies, gain 5% of their Attack Damage.






Protective Shielding

Combat start and every 8 seconds: Grant 15% max Health Shield to self and 2 lowest health alles for 5 seconds.


Repulsor

Gain 35% Attack Speed. On cast, knock back their target if within 2 hexes of them.


Scuttle Familiar

On death, summon a crab with 111% of their maximum Health, Armor, and Magic Resist.






Share Your Energy

Combat start: grant 12% of their Attack Damage, Ability Power, Health, Armor, and Magic Resist to adjacent allies.


Slime Time

Every 2 seconds, deal 100%  magic damage in a 1-hex radius and heal this champion for 100% of damage dealt.


Slow Cooker

Every second, deal magic damage in a 1-hex radius equal to 4% of their max Health. Radius increases every 6 seconds.






Stoneskin

Combat start: Gain 225 Armor and Magic Resist. Every second, reduce this bonus by 10.


Strength Training

Gain 20% Attack Damage. Every 3 times they attack, your team gains 4% Attack Damage.


The Finisher

This champion's attacks and Ability executes enemy champions at 15% health or lower.






Thornskin

Gain 60 Armor and 60 Magic Resist. When damaged, deal 20% of the damage blocked to adjacent enemies as magic damage.



Titanic Strikes

Attacks deal an additional 30% Attack Damage to the target and adjacent enemies.



Touch of Frost

Ability casts 20% Chill (reduce Attack Speed) enemies for 4 seconds. When Chilled enemies die, they stun the nearest enemy for 1 second.






Ultimate Hero

Star up a 3-star 1-cost champion to 4 stars!


Unstoppable Force

On takedown, charge the next target and Stun them for 1.5 seconds, then heal 10% max Health.


Wolf Familiar

Summon 2 untargetable wolves with 35% of this champion's Attack Damage and 0.9 Attack Speed.



New Augment Type - Team-Up Augments


Augments are being expanded on in Set 13. Not only is there now a pool of 300 Augments in the game (up from 270) but Riot has added a whole new category of Augments - "Team-Up Augments". When you pick up one of these new Augments and you field the teamed up units you will unlock a unique new Trait. These Augments give you a reason to play new and unusual comps, pairing champions that ordinarily don't synergize, like Jinx and Vi. The pairings are based on popular duos straight from the Arcane universe.


There are currently seven Team-Up augments but there is a chance for more to be added by the time PBE is through, and, as usual, the balancing may change as well before the set goes live.



Trait: Martial Law

When Ambessa casts, Caitlyn fires an empowered attack at the target, dealing 225% damage. Ambessa gains 30% of Caitlyn's Attack Damage.Gain a Caitlyn and Ambessa.




Trait: Menaces

While fielded with Silco, Powder gains Dominator, but no longer benefits from Family. When her monkey explodes, it creates 3 of Silco's monstrosities.Gain a 2-star Powder and a Silco.



Trait: Reunion

When Vi casts, Ekko releases 3 afterimages towards her target dealing 50% damage. When Ekko casts, Vi slams an earthquake towards his target dealing 150% damage.Gain a Vi and Ekko.




Trait: Sisters

Gain the Sister Trait. When Vi scores a takedown, Jinx gains 75% bonus Attack Speed for 5 seconds. When Jinx scores a takedown, Vi gains 40% bonus Attack Damage for 7 seconds.Gain a Vi and Jinx.



Trait: The Unlikely Duo

Jinx and Sevika gain 10% Attack Damage and 150 Health. Whenever one casts, they grant the other 15 mana. Sevika's arm is luckier.Gain a Jinx and Sevika.




Trait: Geniuses

When Heimerdinger casts, Ekko releases 3 afterimages, each dealing 33% damage. When Ekko casts, Heimerdinger fires 3 missiles, each dealing 105% damage.Gain a Heimerdinger and Ekko.



Trait: What Could Have Been

Vander gains 30 permanent max Health each time Silco casts. Silco gains 6 permanent Ability Power each time Vander dies.Gain a 2-star Vander, a Silco, and a Spear of Shojin.




Opening Encounters


As you may have read in our previous Upcoming TFT Quality of Life Changes article, Portals are going to be retired. Instead, during Set 13 (and likely onwards) the start of the game will feature an “Opening Encounter.” These are functionally very similar to Portals but without the voting round, and with far fewer options. Riot had noted that there was a wide gap between favourite and least favourite Portals, so they’ve cut the fat so to speak in the hopes that now any of the random 10 choices of Opening Encounter will be a welcome sight. 



The ten Opening Encounters are listed below:



Opening Encounter

Effect

Likelihood

Piltover/Zaun

No Opening Encounter Game

20%

Jinx

Scuttle Game - Monsters are replaced by crabs that drop extra loot.

15%

Scuttle Puddle (7.5%)

Crab Rave (7.5%)

Vander

3 Gold Augments

15%

Powder

Powder’s Monkey - Powder releases a wind-up monkey that will help you on 3-5.

12%

Vi

2 Component Anvils

11%

Heimerdinger

Prismatic Game

9%

Prismatic Opener (6%)

Prismatic Finisher (3%)

Caitlyn

Gold Subscription - Every stage, gain a random amount of gold. All players gain the same amount.

6%

Ekko

All Prismatic Augments

4%

Sevika

Loot Subscription - Every stage, gain random loot from a highly varied pool.

4%

REDACTED

Wandering Trainer

4%



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