TFT’s New Set 11: Inkborn Fables!
Inkborn Fables is the latest Set for Teamfight Tactics and it has turned things upside down.
The new Set is Live now!
Inkborn Fables
NEW Mechanic, Portals, Augments, Items, Cosmetics, and more.
With Set 11 - Inkborn Fables, you’ll have to face different Encounters to your way to victory - literally! Encounters is the new Set mechanic where you will have to make fast decisions and attend sort of mini games that will make every game feel different every time!
New Game Mechanic: Encounters
See All EncountersNew Set 11 Portals
See All PortalsNew Set 11 Augments
See All AugmentsGain 10 XP.
Gain a free Shop refresh each round. Gain 4 gold.
Gain 4 gold. When you level up, gain a number of free shop refreshes equal to your level, which carry over between rounds.
When one of your units casts their spell they gain a 75-225(based on stage) health shield for 4 seconds.
Your Tactician loses 20 Health, but after 7 Player combats, gain 33 Gold.
Your champions deal 90% more damage for 2 seconds on every other cast.
New Set 11 Traits
See All SynergiesOrigins
Bilgewater
Your team's attacks and Abilities mark enemies. The mark stores a percentage of damage dealt to the enemy. Marked enemies are stuck by a cannonball after 1.5 seconds, dealing the stored damage plus a flat value as physical damage.
1
75 + 30% damage dealt
2
130 + 40% damage dealt. Every 20th cannonball is replaced with a treasure chest that drops gold!
Coven
The champion nearest to the center of your team is chosen the Coven Leader, gaining bonus Ability Power. Whenever your team casts an Ability, the Coven Leader gains mana.
1
40 AP, 2 Mana
2
80 AP, 5 Mana
Disco
Summon a movable Disco Ball. Combat start: Allies next to it gain Attack Speed and healing immediately and every 3 seconds.
1
5% Attack Speed and 2% max HP
2
2 Disco Balls, 20% Attack Speed and 4% max HP
Dragonlord
After 8 seconds of combat, the Dragon strikes the board, dealing true damage to enemies and granting all allies Attack Speed for the rest of combat.
2
5% Health damage, 12% Attackspeed
3
10% Health damage, 18% Attackspeed
4
10% Health damage and Stuns for 1.5 seconds.
5
15% Health damage, 40% Attackspeed
Dryad
Dryads gain Ability Power and 250 Health. Each enemy death grants additional Health.
2
15 AP + 3 HP per enemy death
4
30 AP + 7 HP per enemy death
6
55 AP + 10 HP per enemy death
Elderwood
Every 2 seconds your team grows, gaining bonus stats. This effect stacks up to 5 times.
1
5 Armor + 5 MR + 3% AP + 3% AD
2
12 Armor + 12 MR + 7% AP + 7% AD
Fated
Hover and drop one Fated unit over another to form a pair and unlock a Fated Bonus. Your pair gains bonus HP .
3
Pair gets the Fated Bonus.
5
All Fated champions get 200% of the Fated Bonus
7
All Fated champions get 300% of the Fated Bonus
10
All Fated champions get 300% of EVERY Fated Bonus
Fortune
When you lose a fight, gain Luck. The more fights in a row you lose, the more Luck you get. Lose Luck when you win.
3
Roll a die; in that many player combats, hold a Festival where you may convert your Luck into rewards.
5
Heal 2 player health at the start of each player combat.
7
Fortune smiles! Gain extra rewards and more luck every turn no matter what, and hold a Festival every turn.
Ghostly
Upon dealing or taking damage 5 times, Ghostly units send 2 spectres to haunt nearby enemies and heal 4.5% max Health every 2 seconds.
Haunted enemies take bonus damage for each spectre on them, and pass spectres on death.
2
5% per spectre
4
10% per spectre
6
16% per spectre
8
36% per spectre
Glacial
Gain a Glacial Mallet. Attacks from champions holding a mallet have a 25% chance to stun their target for 1 second and deal bonus magic damage.
1
100 magic damage
2
400 magic damage. Gain 2 more Glacial Mallets.
Heavenly
Heavenly champions grant a unique stat bonus to your team, increased by their star level and each Heavenly unit in play.
Heavenly no longer scales with unit star levels but gives 70% more stats to Heavenly units.
Base Values:
- Kha'Zix = 10 Crit
- Malphite = 8 Armor/ Magic Resist
- Neeko = 60 Health
- Qiyana = 10 Attack Damage
- Soraka = 10 AP
- Wukong =10% Attack Speed
- Emblem = 5% Omnivamp
2
100% bonus
3
110% bonus
4
125% bonus
5
145% bonus
6
170% bonus
7
200% bonus
Hellion
When an allied champion dies, a Doppelhellion (a one less star copy) will leap from the Hellion portal and join the fight!
1
The first 3 champions.
2
The first 9 champions.
Imperial
Combat Start: select champions gain 50% bonus damage!
1
1 random Champions
2
2 random Champions
Inkshadow
Gain unique Inkshadow items. Inkshadow champions gain bonus damage and damage reduction.
Which Inkshadow items you get changes each game.
3
1 Item, 5% bonus damage and damage reduction
5
2 Items, 15% bonus damage and damage reduction
7
4 Items, 20% bonus damage and damage reduction
Jazz
For each active trait (except uniques) your team gains bonus Health and deals bonus damage.
1
1.5% HP, 1% damage
2
4% HP, 2% damage
LaserCorps
Your team gains laser drones. When a unit attacks or is hit by an attack, their drone deals magic damage to the target. (0.4 second cooldown). Drones are reassigned to another ally on death.
1
25 magic damage.
2
25 magic damage. All units gain an additional drone.
Mascot
Your team heals percentage of their max Health every 2 seconds. When a champion dies, they retreat to the sidelines to cheer on your team. Your team's healing increases for each cheering champion.
1
1.5% base HP, 1% HP per cheering champion
2
6% base HP, 1.5% HP per cheering champion
Mech-Pilot
Use the Pilot Selector to choose a Pilot. Combat start: the Pilot jumps into a Mech. The Mech has the Traits and items of its Pilot and gains a percent of the pilot's Attack Damage and max Health. When the Mech dies, the Pilot(s) are ejected with 45% of their max Health.
1
Mini-Mech: 25% AD and HP
2
Super-Mech: 65% AD and HP. The 2 nearest units the Pilot also jump into the mech.
Mountain
Gain 2 Mountain hexes in the front row. Combat Start: units standing on a Mountain hex gain a Shield and permanent bonus Health.
1
400 Shield, 45 HP
2
600 Shield, 75 Health. The entire front row becomes Mountain hexes.
Mythic
Mythic champions gain Health, Ability Power, and Attack Speed.
After 4 player combats, they become Epic, increasing the bonus by 50%.
3
+8 Health%, 11 AP
5
+18 Health%, 22 AP
7
+25 Health%, 35 AP
10
Instantly become Epic. The bonus is increased by 250% instead.
Phantom
Combat start: random enemies have their Health reduced
1
Set 1 enemy's Health to 30% maximum Health.
2
Set 2 enemies' Health to 100.
Porcelain
After casting, Porcelain champions boil, gaining Attack Speed and taking less damage for 3 seconds.
2
30 AS% + 20% reduced damage
4
55 AS% + 33% reduced damage
6
100 AS% + 55% reduced damage
Rebel
Combat start: For 10 seconds your team gains a Shield and bonus damage for each adjacent ally.
1
150 Shield, +5% bonus damage
2
350 Shield, +10% bonus damage
Shimmerscale
Get shimmering Shimmerscale items!
1
Gain Goldmancer's Staff. At Stage 3-1 gain Draven's Axe.
2
Gain Crown of Champions.
Shurima
Combat start: select champions Ascend and gain 25% maximum Health and 40% Attack Speed.
1
The strongest champion Ascends after 8 seconds.
2
The 3 strongest champions Ascend immediately.
Socialite
Gain a spotlight hex. Combat start: The unit standing in the spotlight gains bonus stats.
1
15% bonus damage and 5 Mana per second.
2
40% bonus damage, 5 Mana per second and 15% Omnivamp. Gain another spotlight hex.
Storyweaver
Storyweavers summon a Hero named Kayle and evolve her. Storyweavers gain max Health.
Each Storyweaver star level increases Kayle's Health and Ability Power. Kayle gets 20 % bonus attack speed for each game Stage.
3
Pick a supportive effect. 60 Health
5
Pick a combat effect. 100 Health
7
Pick a combat effect. 150 Health
10
Ascend. 250 Health
The Boss
Gain Boss Knuckles. When the holder first drops below 60% Health, they become The Boss and leave combat to start doing sit-ups. Each sit-up restores maximum Health and grants Attack Speed.
1
10% HP, 20% AS
2
10% HP, 60% AS. If they reach full Health they return to combat Pumped Up: All of their attacks and abilities deal true damage.
Trainer
After combat, the 3 champions closest to Nomsy feed her 1 Snap per star level, adding Health and Ability Power. Nomsy's star level increases every 25 Snax!
1
Summon Nomsy!
2
Nomsy's Ability deals 150% bonus damage
Umbral
The moon illuminates hexes, Shielding units placed in them at the start of combat.
Umbral units in illuminated hexes execute low Health enemies.
2
200 Shield + 10% Health execute
4
450 Shield + 18% Health execute
6
900 Shield and illuminate the whole board + 25% Health execute
8
Executed enemies have a 100% chance to drop loot; 60% Health execute
Yordle
After each player combat, a random 1, 2 or 3 cost champion from highest activated trait is added to your bench for free.
1
Gain champions
2
If you have 5 or more 3 star champions, you instead gain a Yordle-Lord.
Classes
Altruist
Altruists heal the lowest Health ally for 15% of damage they deal. Your team gains Armor and Magic Resist.
2
10 Armor and Magic Resist
3
20 Armor and Magic Resist
4
40 Armor and Magic Resist
Arcanist
Arcanists gain Ability Power and grant Ability Power to allies.
2
20 to all allies.
4
50 for Arcanists; 20 for others
6
90 for Arcanists; 50 for others
8
135 for Arcanists; 135 for others
Artist
The Artist paints the champion you place in a special bench slot. Get a 1-star copy of the champion placed there when the Artist's work is complete.
Rounds to Complete = Unit Cost (Decreases with Artist Star Level)
1
Bonus Effect
Behemoth
Behemoths gain increased Armor and Magic Resist. Whenever a Behemoth dies, the nearest Behemoth gains 50% more for 8 seconds.
2
25 Armor and Magic Resist
4
55 Armor and Magic Resist
6
85 Armor and Magic Resist
Bruiser
Your team gains 100 maximum Health. Bruisers gain additional maximum Health.
2
20%
4
40%
6
65%
8
80%; Every 3 seconds, Bruisers deal 6% max HP bonus physical damage on their next attack.
Duelist
Duelists gain Attack Speed on each attack, stacking up to 12 times.
2
5% Attack Speed
4
9% Attack Speed
6
13% Attack Speed. Duelists take 12% less damage
8
18% Attack Speed. Duelists take 18% less damage
Exalted
Your team gains 7% bonus damage, plus more based on your level.
After combat, store XP in a Soul Core. Sell the Core to claim the XP.
Each game a different set of units is Exalted.
3
1% damage per level, 1XP
5
3% damage per level, 2XP
Great
Every 3 casts, Wukong grows his weapon, modifying his Abilities.
1
Bonus Effect
Invoker
Every 3 seconds, your units gain Mana.
2
5 to all
4
Additional 20 to Invokers
6
35 to all, additional 45 to Invokers
Lovers
Change which Lover takes the field depending on whether they are placed in the front or back 2 rows. When the fielded Lover casts, the other provides a bonus effect.
- Front: Altruist Rakan
- Back: Trickshot Xayah
1
Bonus Effect
Reaper
Reapers' Abilities can critically strike and they gain Critical Strike Chance.
2
25% Critical Strike Chance
4
Additionally, Reapers' bleed enemies for 50% bonus true damage over 2 seconds.
Sage
Combat start: Allies in the front 2 rows gain Omnivamp. Allies in the back 2 rows gain Ability Power.
2
12% Omnivamp, 15 AP
3
20% Omnivamp, 30 AP
4
30% Omnivamp, 45 AP
5
45% Omnivamp, 75 AP
Sniper
Innate: Snipers gain 1 Attack Range.
Snipers deal more damage to targets farther away.
2
8% damage per hex.
4
17% damage per hex.
6
33% damage per hex. Gain +1 additional Range on top.
Spirit Walker
The first time the Spirit Walker Udyr drops below 50% Health, he unleashes the rage within, healing to full Health, gaining increased movement speed, and changing his Ability from Ram Slam to Tiger Strikes.
1
Bonus Effect
Trickshot
Trickshots' abilities ricochet. Each ricochet deals a percentage of the previous bounce's damage.
The reduction also applies to Rakan's healing.
2
1 ricochet; 45% of previous damage
4
2 ricochets; 60% of previous damage
New Set 11 Champions
See All ChampionsAzir fires a beam through the current target, dealing magic damage to enemies hit. Spawn a Guardian adjacent to the first enemy hit. The Guardian does not move or attack.
Damage:
500/750/5000
Guardian Health:
1100/1500/8000
Hwei creates an expanding paint pool around the most units that heals allies within every second for 3 seconds. After 3 seconds, it explodes, healing allies within and dealing magic damage to enemies.
Damage:
195/290/2000%
Heal:
40/60/1000%
End Heal:
80/120/1000%
Passive: Irelia attacks send blades that dart between enemies, dealing physical damage and 30% Sunder for 5 seconds. Cast every 8 attacks.
Active: Command the blades to swiftly strike the three lowest Health enemies, dealing and applying on-hit effects physical damage.
Irelia converts 25% of bonus attack speed into faster blade movement, and 70% into Attack Damage.
Sunder: Reduce Armor
Passive Damage:
150/150/700%
Active Damage:
300/300/2000%
Lissandra steeps the cureent target in a teapot, stunning and dealing magic damage over a few seconds. If they die, there's a 45% chance that Lissandra turns them into a loot orb. Otherwise, Lissandra throws the teapot at the largest group of enemies, dealing magic damage to all enemies hit. (Rewards are doubled in Hyper Roll)
If the target is the last enemy remaining, kill them instantly.
Number of Targets:
1/1/15
Duration:
3/3/15
Damage:
660/990/8888%
Explosion Damage:
150/225/600%
Rakan dashes into the largest group of enemies and deal magic damage to enemies in a 2-hex range. Gain Shield for each enemy hit for 2 seconds and reduce their damage by 10% for 4 seconds.
Damage:
185/275/2000%
Shield:
160/200/600%
Passive: At the start of combat, Sett squats adjacent units in the same row. Permanently gain 1% Attack Damage for each 1000 Health squatted. Gains are doubled in Hyper Roll.
Active: Slam the current target forward, Stunning them and dealing physical damage. Deal extra % of the target's maximum health as physical damage to enemies within 2.5 hexes.
Fated Bonus: Gain 15% Omnivamp.
Primary Damage:
270/270/9001%
Secondary Damage:
30/45/2000%
Percent Target Health Damage:
8/12/1000%
Ram Slam: Gain a Shield for 3 seconds and charge through the current target, briefly knocking up any enemies he hits. Grab the nearest enemy and slam them into the ground, dealing total magic damage to them and adjacent enemies.
Tiger Strikes: Gain % Attack Speed and empower Udyr's attacks for the next seconds to strike additional times dealing bonus magic damage.
Shield:
300/375/3000%
Slam Damage:
300/450/5555%
Strike Damage:
150/225/1500%
Strike Attackspeed:
60/70/500%
Cycle through the following abilities;
- Wukong throws his staff out, dealing physical damage to the current target and Stunning them.
- Spin, dealing physical damage to enemies within 1-hex range.
- Dash to hit the most enemies in a 3-hex line, then slam down staff dealing physical damage to enemies hit.
Stun Damage:
300/300/900%
Spin Damage:
300/300/900%
Slam Damage:
300/300/1500%
Xayah throws 12 feathers at the 4 closest enemies, each dealing physical damage. Then, recall the feathers, dealing physical damage to enemies they pass through.
Damage:
70/70/500%
Recall Damage:
50/50/500%
New Set 11 Team Comps
See All Team CompsNew Set 11 Item Changes
See All ItemsOther Set 11 Changes
A different Game, every game!
Portals are here to stay!
Portals are now an evergreen mechanic of TFT as well - just like Augments!
This is how the Portal Mechanic Works:
- You'll load into a game with 3 different Portals and NO starting Carousel anymore!
- Every Player can Vote by running inside one of the portals!
- The Portal with the most players inside has the highest probability of being chosen, but even if 1 Player stands inside a Portal alone, they'll still have 1/8 chance of deciding the Portal for the entire lobby!
- Sometimes you might start with an Encounter instead of a Portal!