TFT Set 15 Power Ups - Info

Set 15
125 Total Power Ups

100 Push Ups

Gain 15% Damage Reduction. For every 3 rerolls you spend gold on, gain 1% permanent Damage Amp.

Adaptive Skin

When taking damage, gain 1 Armor or 6 Magic Resistance based on the damage type, up to 60 total resists.

All Out

At combat start go ALL OUT, gaining 20% Damage Reduction and 40% Attack Damage. Health no longer decays while ALL OUT.

Annihilation

Gain 12% Damage Amp, increased to 28% Damage Amp after the first takedown each combat.

Artistic KO

Every 4th attack deals 35% more damage. Overkill damage bounces to the nearest enemy.

Assassinate

(1) Combat Start: Jump into the enemy's backline and deal 20% less damage for the first 8 seconds of combat.


(2) Both champions jump.

Atomic

Store 10% max Health at combat start and 2% more every second. On death, deal the stored Health as magic damage in a large radius.

Attack Expert

Gain 5% Attack Damage. All other sources of Attack Damage give 30% more.

Best Defense

When granting or receiving shields, add 175% of the shield's value as bonus physical damage on the next attack.

Bestest Boy

Every 5 seconds, Lulu feeds a snack to her Monster: 13% Health Healing for Rammus, 12% Attack Damage for Smolder, or 12% Ability Power for Kog'Maw.

Bladenado

Attacks deal 20% of Basic Attack Damage as physical damage to enemies within attack range of the target.

Blink Attack

When switching targets, blink to the next target. The next attack deals 175% more as magic damage.

Blood Brothers

Damage dealt by Yone and Yasuo bleeds enemies for 20% of damage dealt over 2 seconds.

Bludgeoner

Attacks and Abilities ignore 40% of enemy's Armor.

Body Change

At combat start, take the form of the nearest ally, granting them and this champion a 30% Health shield.

Bonus Bloom

Gain an additional plant. Plants deal 20% less damage and have 30% less Health.

Bullet Hell

Fire Bullet Hell.1:30% more projectiles with abilities.

Caretaker

On cast, the lowest percent Health ally gains shield for 6 seconds.

Classy

This champion's last-listed trait is 40% more effective on them.

Colossal

Take up two unit slots. Gain Health, Durability, and Damage Amp.


(1) 900 Health; 20% Durability; 10% Damage Amp.
(2) 1250 Health; 25% Durability; 20% Damage Amp.

Corrosive

30% Shred and Sunder enemies within 2 hexes. Take 10% less damage from Shredded or Sundered enemies.

Corrupted

Start dormant. Gain 4.5% Damage Amp and 80 Health whenever any unit dies. At 60% Health, awaken and blink toward enemies, stunning them for 1.5 seconds.

Crimson Veil

Gain 20% Omnivamp. Overhealing from Omnivamp converts to shield. (Max: 40% Health)

Critical Threat

Abilities can Critically Strike. Every 3 seconds, gain 5% Critical Strike Chance.

Cyclone Rush

Gain Attack Speed. At combat start, disable the opposite enemy for 3 seconds.
(1) 15% Attack Speed.
(2) 25% Attack Speed. Disable two enemies.

Dark Amulet

Heal for 15% of magic damage dealt. On cast, take 8% max Health as true damage, but gain 12 stacking Ability Power.

Demolitionist

Ability damage for 1 second.

Desperado

After every 12th attack, fire five projectiles at the closest enemies that deal 120% of Basic Attack Damage as physical damage.

Doom Barrage

Arrows cost 2 less Mana during Varus's Ability.

Doomsayer

After 15 seconds, if still alive, deal 40% of damage taken this combat as magic damage to all enemies.

Doublestrike

Attacks have a 25% chance to trigger an additional attack.

Dread Note

(1) If alive at 18 and 30 seconds, kill the enemy with the most Health


(2) At 15 and 25 seconds instead.

Efficient

Abilities cost 15 less Mana to cast.

Essence Share

On cast, the 2 nearest allies gain 35% of Mana spent.

Fairy Tail

On cast spawn 2 fairies that each deal 80-250 (based on Stage) magic damage to the target over the next 8 seconds.

Fan Service

Xayah and Rakan gain bonus stats based on each other's star level.
(1) 8% Attack DamageAttack Speed | 150 Health, 8 ArmorMagic Resist
(2) 15% Attack DamageAttack Speed | 300 Health, 15 ArmorMagic Resist

Fighter Spirit

(1) Gain 75 Health, 5% Attack Damage, and 5% Ability Power for each Fighter or Assassin fielded.


(1) Increased to 75 bonus Health, 5% bonus Attack Damage, and 5% bonus Ability Power.

Final Ascent

Ascend an additional time at levels 7 and 10.

Level 7: Gain 5% Ability Power every 3 attacks.
Level 10: Launch 2 additional waves that deal 55% damage.

Final Boss

Gain 10% Omnivamp. Whenever an ally dies, gain 4% stacking Damage Amp.

Final Form

After round 5-2 if this champion is 3-star, become 4-star at combat start.

Finalist

Gain 12% Damage Amp and 8% Damage Reduction, increased by 2% bonus and 2% bonus for each eliminated player.

Frost Touch

Attacks have a 15% chance to the target for 1 second.

Fusion Dance

At combat start, fuse with the nearest ally, gaining 45% of their Health, Attack Damage, and Ability Power.

Gather Force

On cast, gain stacking Attack Damage equal to 40% of Mana spent.

Gem Core

The Mighty Mech converts 8% of damage taken into Attack Damage and Ability Power, and gains 100 Armor and Magic Resist.

Crystal Rose champions are treated as Mighty Mechs for the Mech's abilities.

Golden Edge

Attacking 85 times grants 1 gold. This gold value increases by 1 each time it activates.

Hat Trick

Gain 16% Attack Damage and Ability Power. Each takedown, don a hat that grants 75% of each. On death, lose 50% of your hats.

Heart of Gold

If this champion survives a player combat, gain 2 gold.

Hemorrhage

Abilities deal 60% bonus damage as true damage over 4 seconds.

Hero's Arc

Gain 4.5% Damage Amp per player level. At level 10 gain an additional 35% Damage Amp.

Hungry Hero

Gain 100 Health and 8% Attack Damage. Each round, you may pay 3 player health for 75 Health and 3% Attack Damage.

Hyperactive

Takedowns grant 90% Attack Speed that rapidly decays over 3 seconds.

Ice Bender

Combat Start: Ryze is frozen for the first 3 seconds of combat. His Ability 20% Chills enemies for 4 seconds, and deals 30% bonus damage to enemies adjacent to the target.

Infernal Speed

Gain 10% Attack Speed. On takedown, generate a Cinder. Grant your team 2% bonus Attack Speed for every 8 Cinders.

Inner Fire

Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Take 15% less damage from Burning enemies.

Kahunahuna

Every 6 attacks, deal 150 true damage.

Keen Eye

Attacks and Abilities ignore 40% of enemy's Magic Resistance.

Killer Instinct

Abilities target the lowest Health enemy in range instead. Gain 3 Mana Regen.

Living Wall

Gain 20 Armor and Magic Resistance. At combat start allies in the back row gain 1% Attack Speed for every 30 combined Armor and Magic Resist this champion has.

Mage

Cast Abilities twice, but deal 25% less total damage.

Magic Expert

Gain 10% Ability Power. All other sources of Ability Power give 30% more.

Mana Rush

Start combat with full Mana.

Mastermind

At combat start, gain 50 Mana and give 25 Mana to all allies in a line in front of this champion.

Max Arcana

Gain 22% Ability Power, and permanently gain 1% every 2 takedowns.

Max Attack

Gain 12% Attack Damage, and permanently gain 1% every 2 takedowns.

Max Speed

Gain 10% Attack Speed, and permanently gain 1.5% every 3 takedowns.

Max Vitality

At combat start gain 40 permanent Health. Every 10 seconds this champion survives, gain 12 additional permanent Health.

Mech Pilot

(1) Pilot the Mech, granting it your stats: 60% Health, 100% Attack DamageAbility PowerAttack Speed. Eject when at 60%.


(2) The Mech benefits from the pilots' traits.

Mechablade

Gain Attack Speed equal to 3% maximum Health. Attacks grant 2 bonus Mana.

Mechador

When you field Mighty Mech and Luchador, The Mighty Mech gains 100 Health and becomes a Luchador granting 1 to the trait.

Midas Touch

Attacks and Abilities execute enemies below 10% Health. Kills have a 25% chance to drop a gold.

Mind Battery

The first cast each combat grants 5 Mana Regen and 30% Ability Power.

Momentum

(1) Gain 60% Attack Speed and moves significantly faster.

Needlework

Fire 2 bonus needles with every 1st and 2nd cast that deal 45% damage.

Not Done Yet

Once this champion has died 8 times, gain 18% Health, 10% Omnivamp, and 25% Damage Amp. (Deaths: 8)

On The Edge

Start combat at 65% Health, but gain 35% Damage Amp.

Ordinary

If this champion has no active traits, gain 300-1000 Health and 30-85% Attack Speed (based on current Stage).

Over 9000

At the start of each round, gain a random permanent stat bonus.

4 Attack Damage Ability Power Attack Speed Armor Magic Resist Health Mana

Pack Tactics

Gain 2 packmates that deal 15%  physical damage. When Naafiri uses her Ability, packmates dash to the lowest Health enemy within 2 hexes.

Power Font

At combat start and every 3 seconds, gain 1 Mana Regen.

Precision

Set Attack Speed to 70. Convert 1% Attack Speed to 0.8% Attack Damage. Attacks deal 130% more damage and grant 5 more Mana.

Pure Heart

Every 4 seconds heal this champion and allies within 2-hexes for 18% of their missing Health.

Pursuit

Lucian's Ability dashes, fires 1 additional bullets, and grants 8 Ability Power for the rest of combat.

Ramping Rage

Attacks grant 3% stacking Attack Speed.

Rare Treat

Your Monster has 15 Monster Trainer levels.

Regenerative

Heal 6.5% max Health every 3 seconds. Gain 10% increased healing from all sources.

Resistant

Reduce each instance of incoming damage by 25.

Rising Chaos

On cast, fire an additional orb that deals 6% damage to a random enemy. Subsequent casts add an additional orb.

Robo Ranger

Gain 50% of The Mighty Mech's Attack Damage and Ability Power, and 10% of its Health.

Round Two

On death, summon a Training Dummy equipped with the same items. It has 60% of this unit's health.

S.O.L.E. Fighter

If this champion is the only Soul Fighter fielded, it gains the benefits of Soul Fighter (4).

Selfish

Gain 10% Durability. Heal for 5% of damage dealt by all other allies.

Serious Slam

The first attack on each enemy deals 175% physical damage and for 1 seconds.

Shadow Clone

Create a perfect copy of this champion with the same items equipped that deals 22% damage and has 50% health.

Singularity

Become a 2-hex singularity, dealing 1% as magic damage every second. When enemies die within the radius, gain 10 permanent Health.

Sky Piercer

Damage 30% Shreds and Sunders enemies for 6 seconds. Deal 8% increased damage against Shredded and Sundered enemies.

Socialite

Combat start: Mark adjacent hexes for 5 rounds. Allies in marked hexes gain 12% Damage Amp and 150 Health. This champion gains 200% of the bonus.

Solar Breath

Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Deal 10% more damage to Burning enemies.

Soul Chipper

Dealing magic damage reduces Magic Resistance by 4 for the rest of combat.

Space Ace

Damage this champion deals contributes 75% more towards launching rockets from The Crew's ship.

Spiky Shell

Gain 40 Armor. Enemies attacking this champion take 25 + 8 per stage physical damage. (1 second cooldown per attacker)

Spirit Sword

Gain 20% Critical Strike Chance. Attacks that critically strike deal 40% bonus magic damage.

Stand Alone

If this champion starts combat alone in its row, gain 35% Health.

Stand United

Shen's ability also shields the lowest health ally for 50% of his shield and gains 25 stacking Magic Resist on cast.

Star Sailor

(1) Gain 25% increased bonuses from Star Guardian.


(2) And heal the other Star Sailor for 15% of damage dealt.

Star Student

(1) Gain 200 Health and 40% Potential


(2) Gain 1 XP per round, and another 1 for each surviving Star Student.

Storm Bender

(1) Summon a storm that echoes 25% of damage dealt as magic damage.


(2) Both champions contribute damage. The storm is bigger.

Stretchy Arms

Gain 10% Attack Speed. On takedown, gain 1 Attack Range.

Strong Spark

Every 3 seconds, zap the closest enemy for 9% of their max Health as magic damage. Whenever an enemy is by any source, zap them.

Super Genius

Every 2 seconds gain Ability Power equal to your Mana Regen.

Superstar

Your team gains 4% Damage Amp, increased by 3% for each 3-Star on your team. This champion gains 200% of the bonus.

Supremacy

While this champion is the Supreme Cell, they execute enemies under 18% Health instead.

Surge 66

Gain 15% Attack Speed and 10% Ability Power. After 15 and 66 attacks, this amount doubles.

Tank-zilla

Gain 20% max Health and grow larger. After 15 seconds, all enemies for 1.5 seconds.

Team Captain

(1) This champion's Star Guardian Teamwork bonus is increased by 15% per star level.


(2) 20% bonus per star level.

Thrillseeker

(1) Kills heal 15% max Health and grant 40% Attack Speed for 2 seconds.


(2) 40% bonus Attack Speed on kill. Execute enemies below 10% Health.

Tiny Terror

Gain 12% Attack Speed. At 50% Health, double it for the rest of combat. Then, shrink in size for 4 seconds, dodging all attacks.

Trickster

(1) At low Health, gain 4% Damage Amp, spawn a Training Dummy, and dash to the furthest enemy.


(2) 6% bonus …; Dummies gain 1250 bonus …

Ultra Stance

Gain 100 Health and grant an additional 1 to the selected Stance's trait.

Unflinching

Gain 15% Omnivamp. For the first 15 seconds of combat, gain immunity to crowd control.

Unstoppable

Gain 150 Health and immunity to crowd control. Charge to new targets, enemies passed through for 1 seconds.

Untouchable

Become untargetable while Untouchable.4+ allies are alive. If this champion ends the fight at full Health, permanently gain 2% Damage Amp.

Warming Up

At combat start or when this activates gain 48 Armor and Magic Resistance. Every second, convert 3 resists into 3% Attack Damage. (Up to 48)

Weights

Gain 10 Weights. At 1+, move and attack 50% slower. Player victories drop 1 Weights, 2 on a loss. At 0, move faster and gain 60% Attack Speed and 12% Damage Reduction.

Wonder Twins

(1) When fielding 2+ copies of this unit, grant both 40% of a stat based on Role. At 3-Star, gain a 2-Star copy.


(2) 60% bonus stats.

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