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<!DOCTYPE html>
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<title>Basics of Teamfight Tactics</title>
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<a class="nav-link" href="tftbasics.html"
>Basics <span class="sr-only">(current)</span></a
>
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<div class="container-fluid">
<div class="container">
<h2>
<u>Units, Classes, and Origins</u>
</h2>
<p>
Units in this game have a class and an origin, and if you put a
certain amount of units with the same class or origin, you make
those units stronger. Having a lot of units sharing one synergy can
even further improve the synergy.
</p>
<p>
They also cast an ability after their
<span class="mana">mana</span> bar is full, and some units take a
long time with large <span class="mana">mana</span> costs, while
some units can spam out their abilities with small
<span class="mana">mana</span> costs. The way every champion gets
<span class="mana">mana</span
><span class="note"
>(except one which will be mentioned in classes)</span
>
is by auto-attacking, and each champion gets 10
<span class="mana">mana</span> per auto-attack. There are items and
passives that help a unit get more, but the base amount is 10
<span class="mana">mana</span>.
</p>
<p>
There are also synergies that affect casting, such as Astro reducing
the <span class="mana">mana</span> cost to cast an ability when
there are 3 of those units on the board.
</p>
<p>
There are unit exceptions where they do not have an ability, but
they have a passive to compensate for their lack of ability.
</p>
<p>
Each unit can be also be different tiers/costs, where more powerful
units have higher costs<span class="note"
>(There are 1, 2, 3, 4, and 5-cost units, bought with the
corresponding amount of gold)</span
>.
</p>
<p>
Units also have stats that vary, but every unit has some amount of
</p>
<ul>
<li><span class="hp">health</span></li>
<li>starting and total <span class="mana">mana</span></li>
<li><span class="mr">magic resistance</span></li>
<li><span class="armor">armor</span></li>
<li><span class="ad">attack damage</span></li>
<li>
<span class="as">attack speed</span>
</li>
<li>
<span class="ap">ability power</span>
<br /><span class="armor">Armor</span> and
<span class="mr">magic resistance</span> mitigate
<span class="ad">attack</span> and
<span class="ap">magic/ability</span> damage respectively, similar
to League of Legends.
</li>
</ul>
<p>
There are a lot of units with a different class and origins, and
with different abilities, but once you use them, you can understand
the role they play in combet; for example, Brawlers can absorb
damage, Snipers do damage from afar, and Infiltrators try to take
out damage-dealers in your opponent's backrow.
</p>
<p>
You can play units on your board based on your level or keep them on
your bench. When you get 3 copies of the same unit, it upgrades into
a more powerful, silver, 2-star version of itself, increasing its
own stats.
</p>
<p>
You can even get 3 of those upgraded versions into its final
upgraded form, its golden, 3-star form. The chance of 3-starring a
unit is low, but it results in a high payoff<span class="note"
>(especially if you get a 3, 4, or 5-cost in its golden form,
although extremely tough and nearly impossible for 5-costs)</span
>.
</p>
<p>
When a 1-star unit is sold, you gain back that amount of gold. If an
upgraded unit is sold, there a is a 1-gold sell penalty.<br />
For example, a 2-star, 5-cost unit sells for 14 gold since you buy 3
5-costs, or 15 gold to make in the first place.<br />
There are a lot of basics to get through, but this will hopefully
give you an understanding of what to play.
</p>
</div>
<div class="container">
<h2>
<u>The Board</u>
</h2>
<p>
The board consists of 8 rows of 7 hexes, with the bottom half of the
board reserved for placing your units and the top half reserved for
your opponents during combat rounds.
</p>
<p>
From your opponents' perspectives, they would all have the bottom
half of the board.
</p>
</div>
<div class="container">
<h2>
<u>The Classes</u>
</h2>
<h5>
<span class="trait"
>Blademaster(<span class="one">3</span>/<span class="three"
>6</span
>/<span class="four">9</span>)*</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F5f047e90-c148-4ba8-8783-2a3521354d0d.image.png?1597867323163"
/>
</h5>
<p>
Blademasters' auto-attacks has a 30/70/100% chance to trigger 2
additional auto-attacks.<br />
<span class="note"
>Note: If there are synergies that have very high numbers, this
means that they can be extremely hard to get, an example being 9
blademasters. I will refer to them as a "chase synergy" from now
on. They require extreme luck and specific components(I will talk
about this in the items section), yet have very high payoffs. They
also show a rainbow color when you complete one.</span
>
</p>
<br />
<h5>
<span class="trait"
>Blaster(<span class="one">2</span>/<span class="three">4</span
>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F80ead72a-0131-49d9-8b87-beb24e30c0c6.image.png?v=1597867344007"
/>
</h5>
<p>
Blasters can fire an additional 3/6 shots<span class="note"
>(which has properties similar to auto-attacks)</span
>
at enemies every fourth auto-attack.
</p>
<p>
<span class="trait"
>Brawler(<span class="one">2</span>/<span class="three">4</span
>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F715f6fe6-9afc-43dd-b150-e40f33de28d2.image.png?v=1597867353381"
/><br />
Brawlers have 350/600 additional
<span class="hp">maximum health</span>.<br /><br />
<span class="trait"
>Demolitionist(<span class="three">2</span>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F080c2517-1c70-4878-86a9-4a4cbebeca92.image.png?v=1597867382895"
/><br />
Demolitionists' <span class="ap">spells/abilities</span> stun their
targets for 1.5 seconds.<br /><br />
<span class="trait"
>Infiltrator(<span class="one">2</span>/<span class="three"
>4</span
>/<span class="four">6</span>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F22890482-580c-4468-8e85-c6ccbb5a1afb.image.png?v=1598046114206"
/><br />
Passive: Infiltrators jump to the back of the opponent's board at
the beginning of combat.<br />
Infiltrators gain an additional 40/80/150%
<span class="as">attack speed</span> at the beginning of combat,
reset after every Infiltrator takedown<span class="note"
>(when an Infiltrator kills a unit).</span
><br /><br />
<span class="trait">Mana-Reaver(<span class="three">2</span>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F8bc0c661-b320-49fc-afd4-d5655067e14b.image.png?1598046122894"
/><br />
Every Mana-Reaver auto-attack increases the
<span class="mana">mana</span> cost of its target's next ability by
30%.<br /><br />
<span class="trait">Mercenary(<span class="three">1</span>)</span
><span class="note">(Only one is Gangplank)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F6e6ccda1-28b8-4223-a691-7a2cc9b61cf8.image.png?1598046128201"
/><br />
When a Mercenary unit is on your bench or on your board, there is is
a chance your shop can contain Mercenary-only upgrades, costing 8
gold. These upgrades ONLY apply to the ability of your unit.<br />
The upgrades for Gangplank are Larger Area, Double Impact, and
Faster Impact<span class="note"
>(maybe not the exact names, but upgrades are self
explanatory).<br />
Note: When a Mercenary unit is sold so you have no more of them,
you lose the upgrades; if you re-buy the unit in this case, you
will have to buy upgrades again.</span
><br /><br />
<span class="trait"
>Mystic(<span class="one">2</span>/<span class="three">4</span
>)</span
><span class="note"
>(First teamwide buff regardless of synergy)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2Fa623babc-ff32-4cbc-a8c1-fe7be3892907.image.png?1598046136344"
/><br />
ALL allies gain a bonus 50/120
<span class="mr">magic resistance</span>.<br /><br />
<span class="trait">Paragon(<span class="three">1</span>)</span>
<span class="note"
>(Only one is Janna, a Star Guardian, you'll see why)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2Fd27a6180-6e01-4333-ab68-296a6cfd49cf.image.png?1598046141851"
/><br />
All ally auto-attacks are converted to
<span class="ap">magic damage</span>, except ally Star Guardians,
where their auto-attacks are converted to
<span class="four">true damage. </span><br />
<span class="note"
>Note: <span class="four">True damage</span> bypasses both armor
and magic resistance, <span class="ap">magic damage</span> is the
damage dealt by abilities.In this trait, both damages are
converted based on the unit's
<span class="ad">attack damage</span>, since the damage comes from
auto-attacking.</span
><br /><br />
<span class="trait"
>Protector(<span class="one">2</span>/<span class="three">4</span
>/<span class="four">6</span>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F67398070-69e7-4283-9424-ec73825ba6d6.image.png?1598046147695"
/><br />
Protector units gain a 30/40/50%
<span class="hp">maximum health</span> shield after casting an
ability. This shield does not stack, but can refresh if the shield
is not full after casting. <br /><br />
<span class="trait"
>Sniper(<span class="one">2</span>/<span class="three">4</span
>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2Fa64590b3-c52d-4cfd-bce0-f8ea4c32bb35.image.png?1598046152838"
/><br />
Sniper units deal 9/16% more damage per hex of distance between
itself and the target(<span class="note"
>applies to abilities and auto-attacks</span
>)<br /><br />
<span class="trait"
>Sorcerer(<span class="one">2</span>/<span class="two">4</span
>/<span class="three">6</span>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F05707760-e88b-40ea-a98a-f036335f5f7e.image.png?1598046159220"
/><br />
ALL units gain 20/40/70% increased
<span class="ap">ability power</span>.<br />
<span class="note"
>Note: All units benefit from
<span class="ap">ability power</span>, not just units with strong
abilities, whether it's in their passive or ability. </span
><br />
<span class="trait">Starship(<span class="three">1</span>)</span
><span class="note">(Only one is Aurelion Sol)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F1b279d1c-e3f9-4dd2-a66b-7689e26f8177.image.png?1598046165089"
/><br />
Starship units gain 40 <span class="mana">mana</span> per second, do
not auto-attack, roam around the board, and are immune to disabling
effects more known as crowd control<span class="note"
>(which will be noted more in the units section).</span
><br /><br />
<span class="trait"
>Vanguard(<span class="one">2</span>/<span class="two">4</span
>/<span class="three">6</span>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F1363a607-9b1c-4dd3-afef-c31ce4e80e85.image.png?1598046169937"
/><br />
Vanguard units have an additional 125/300/900
<span class="armor">armor</span>.
</p>
</div>
<div class="container">
<h2>
<u>The Origins</u>
</h2>
<h5>
<span class="trait">Astro(<span class="three">3</span>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F538fde35-e2fd-43f2-8879-debd90e3efd7.image.png?1598046174894"
/>
</h5>
<p>
Blademasters' auto-attacks has a 30/70/100% chance to trigger 2
additional auto-attacks.<br />
<span class="note"
>Note: If there are synergies that have very high numbers, this
means that they can be extremely hard to get, an example being 9
blademasters. I will refer to them as a "chase synergy" from now
on. They require extreme luck and specific components(I will talk
about this in the items section), yet have very high payoffs. They
also show a rainbow color when you complete one.</span
>
<br />Astro units have their <span class="mana">mana</span> costs
reduced by 30.
</p>
<br />
<h5>
<span class="trait"
>Battlecast(<span class="one">2</span>/<span class="two">4</span
>/<span class="three">6</span>/<span class="four">8</span>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F47c1491b-169b-431f-b96b-b4cf0ef26a4d.image.png?1598046181353"
/>
</h5>
<p class="card-text">
Battlecast units, when dealing or taking 10 separate instances of
damage, heal when below 50%
<span class="hp">health</span> and deal
<span class="ap">magic damage</span> to the nearest enemy unit when
above 50% <span class="hp">health</span>. They heal or deal
80/180/480/1000 <span class="ap">magic damage</span>.<br />
<span class="note"
>Note: There are items which deals a lot of instances of damage
over time, abilities that hit enemy units at the same time counts
as one instance of damage, Blaster attacks counts as multiple
instances of damage.</span
>
</p>
<p>
<span class="trait"
>Celestial(<span class="one">2</span>/<span class="three">4</span
>/<span class="four">6</span>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F18c984d9-39bb-4b49-9e58-23d6e382e5d4.image.png?1598046189661"
/><br />
ALL allies heal 15/45/150% of the damage they deal<span class="note"
>(auto-attacks and abilities).</span
><br /><br />
</p>
<p>
<span class="trait"
>Chrono(<span class="one">2</span>/<span class="two">4</span
>/<span class="three">6</span>/<span class="four">8</span>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F85e5316b-7808-4120-8ef7-dbcd2905c95f.image.png?1598046220691"
/><br />
ALL allies gain 15% <span class="as">attack speed</span> every
8/3/1/.5 seconds<span class="note"
>(<span class="as">attack speed</span> affects
auto-attacks).</span
><br /><br />
</p>
<p>
<span class="trait"
>Cybernetic(<span class="one">3</span>/<span class="three">6</span
>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2Fdc1b5076-b657-49fd-b125-b1157990009f.image.png?1598046235655"
/><br />
Cybernetic allies with at least an item component gain 300/550
additional <span class="hp">health</span> and 35/70 additional
<span class="ad">attack damage</span>.<br /><br />
</p>
<p>
<span class="trait"
>Dark Star(<span class="one">2</span>/<span class="two">4</span
>/<span class="three">6</span>/<span class="four">8</span>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2Fc1d4b80d-fdb3-483b-b86f-4818a5501e6b.image.png?1598046241331"
/><br />
When ANY ally dies, Dark Star units gain 8/18/28/48 additional
<span class="ad">attack damage</span> and 8/18/28/48% additional
<span class="ap">ability power</span>.<br />
<span class="note"
>Note: If any champion is pulled in from the bench during combat
and dies, the Dark Star units will get the additional
damage.</span
><br /><br />
</p>
<p>
<span class="trait">Mech-Pilot(<span class="three">3</span>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F4e6f3d77-c91f-4e78-a56d-0c0aee3f5db2.image.png?1598046247908"
/><br />
At the start of combat, 3 random Mech-Pilot units are combined into
a Super-Mech with the combined stats and synergies(except the
passive of Infiltrator), 3 random items, and a different ability and
<span class="mana">mana</span>-cost. The Super-Mech's auto-attacks
hit an area in front of him. When the Super-Mech dies, the
Mech-Pilots are ejected and they continue fighting with 35% of their
health.<br />
<span class="note"
>Note: Levels work differently on the Mech than other units, as
the mech has a combined level based on the pilots. This is why the
mech can only be levels 3(pilots all 1-starred) through 9(pilots
all 3-starred).<br />
Mech ability: Mecha-Justice: The Mech launches a blast at a
target, dealing
<span class="ap">650/700/750/800/900/1200/5000 damage</span>(base
damage for levels 3/4/5/6/7/8/9) to the target and
<span class="ap">350/375/400/425/450/600/5000 damage</span> to
nearby targets)</span
>. <br />
<img
src="https://i0.wp.com/thegamehaus.com/wp-content/uploads/2020/06/mechmechmech.jpg?fit=1600%2C900&ssl=1"
class="img-fluid"
alt="image"
/><br />
</p>
<p>
<span class="trait"
>Rebel(<span class="one">3</span>/<span class="three">6</span
>/<span class="four">9</span>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2Fa7df1647-ea43-40d7-9012-d8827458568a.image.png?1598046252277"
/><br />
Rebel units gain a 150/225/400 shield and 10/12/20% damage for each
adjacent Rebel unit.<br />
<span class="note"
>Note: Grouping them up together is the best way to utilize this
synergy.</span
><br /><br />
</p>
<p>
<span class="trait"
>Space Pirate(<span class="one">2</span>/<span class="three"
>4</span
>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F35c36ef8-9a7c-4a82-88b8-c745d48a351b.image.png?1598046259078"
/><br />
Space Pirate units, on a Space Pirate unit's takedown, have a 50%
chance of getting 1 gold(2 and 4 bonus), and have a 33% chance of
dropping an item(ONLY 4).<br />
<span class="note"
>Note: Getting this synergy early nets you a lot of gold, but
using it late in the game is also very good, as getting a lot of
items can win you games.</span
><br /><br />
</p>
<p>
<span class="trait"
>Star Guardian(<span class="one">3</span>/<span class="three"
>6</span
>/<span class="four">9</span>)</span
><img
class="class"
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F57ce1375-cfd0-40d5-ac40-afa004954f2b.image.png?1598046265858"
/><br />
After a Star Guardian casts its ability, all other Star Guardians
gain 15/25/60 <span class="mana">mana</span>.
</p>
</div>
<div class="container">
<h2>
<u>Units</u>
</h2>
<p>
There are about 57 units right now with a lot of combinations, so I
will link the entire list
<a href="https://tftactics.gg/db/champions">here</a>. Clicking on
each champion will show its stats, class, origin, and other units in
its class and origin(very useful in-game).<br />
<span class="note"
>Note: I did the traits because I tried to simplify all the
synergies, while most of the units and abilities are complicated.
There are a lot of numbers, and some abilities, like Riven's,
would take a paragraph to simplify, while traits just need
re-phrasing. Not only this, but the abilities have a lot of
interactions against certain items, can have crowd control that
can be single, multiple, or AOE(area of effect), and the ability
targeting can be random, closest, farthest, or farthest but the
ability hits the first enemy unit coming into contact. It's better
to use the ability and see it in-game than reading it for the
first time.</span
><br />
</p>
<!-- Learn more: Media Object
https://getbootstrap.com/docs/4.5/components/media-object/#alignment -->
<div class="media">
<img
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2Fthumbnails%2F24345720-ea0b-4f7f-8e14-d5d51caee3ad.image.png?1598027607373"
class="align-self-start mr-3"
alt="..."
/>
<div class="media-body">
<h5 class="mt-0">
Here's an image of the chart of all Set 3.5 champions:
</h5>
<p>
This shows each champion's class and origin in relation to
others; this is important because in-game, you want units with
the same synergies to get buffs for your team. Going across the
top is the classes in alphabetical order, and going down the
left side is the origins in alphabetical order. The
classes/origins correspond to an image, such as Astro with an
astronaut helmet. This also shows traits for the spatula items,
more of that will be explained below.
</p>
</div>
</div>
</div>
<div class="container">
<h2>
<u>Items and Components</u>
</h2>
<p>
Components can be obtained through killing monsters, the carousel,
or, more rarely, the 4 Space Pirate trait<span class="note"
>(although the first two are the common ways).</span
>
They are obtained through orbs, which also could contain gold or
champions.<br />
Items are the result of combining two components together. Items
have an additional effect There are 10 different components with 45
unique combinations, and can vary from offensive, defensive, tank,
and utility items.<br />
The 10 components are: Sword(most known for building
<span class="ad">attack damage</span> items), Bow(mostly known for
<span class="as">attack speed</span>), Vest(known for tank items
relating to <span class="armor">armor</span>), Cloak(known for tank
items reducing <span class="mr">magic resistance</span>), Rod(known
for increasing <span class="ap">ability power</span>), Tear(known
for gaining more <span class="mana">mana</span>), Belt(known for
tank items that increase <span class="hp">health</span>),
Glove(known for increasing critical hit chance and dodge chance),
and Spatula(this item is weird, and will be in a separate
category).<br />
<span class="note"
>Note: Components do increase stats between parentheses(sword by
itself grants +15 <span class="ad">attack damage</span>, tear
makes a unit start with 15 additional starting
<span class="mana">mana</span>, e.t.c.), but full items might not
do what the components are intended for.</span
><br />
<span class="note"
>For example, combining a Vest and Belt will give you Red Buff,
which applies a burn that reduces healing for 4 seconds after the
item holder auto-attacks . Even though the components are focused
on surviving and taking damage, the item is mainly used for
Blasters, as they can spread this burn on the 4th additional
attack to apply and spread the burn effect.</span
><br />
</p>
</div>
<div class="container">
<h3>
<u>Spatula Items, Chase Synergies, and Force of Nature</u>
</h3>
<div class="media">
<img
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F32b7e875-976a-4d26-95b6-97b56e0d343f.image.png?1598028734203"
class="align-self-start mr-3"
alt="..."
/>
<div class="media-body">
<p>
Spatulas are unique: they can give a unit an additional
class/origin to a unit that does not already have it<span
class="note"
>(combining a sword with a spatula and putting it on a
non-Blademaster unit gives them the Blademaster
synergy).</span
>
</p>
<p>
These spatulas are rare, and some situations, you may not need
them. In other situations, putting the right spatula item on a
unit could work really well<br />
The rarity of spatulas gives rise to the chase synergies, where
there are less units in that trait then what the trait calls
for. For example, 9 blademasters while only 7 exist. To get 9
blademasters, you need two spatulas with all the other
blademasters and be at level 9, the highest level in the
game.<br />
The chase synergies are: 9 Blademaster, 6 Infiltrator(5 exist),
6 Protector(5 exist), 8 Battlecast(6 exist), 6 Celestial(5
exist), 8 Chrono(8 do exist, but getting all 8 units is still a
feat in-game), 8 Dark Star(6 exist), and 9 Star Guardians(7
exist). Every spatula item but one correspond to a synergy
listed here<span class="note">(Bow=Infiltrator).</span>
</p>
<p>
There are also bigger payoffs within these chase synergies,
depending on how hard it is to pull off and how many units and
spatulas are needed. Most of these win you the game when
activated.
</p>
<p>
The only exception are 6 Protector not being a huge difference
in 4, since a lot of units can benefit from being a Protector,
which is why it isn't stronger. It's still a strong synergy
anyway.<br /><br />
The last case is when two Spatulas are combined, creating a
Force of Nature, and the effect is extremely powerful since it
can be used with any synergy: You get to add an additional unit
on top of what ypu already have. Not only this, but Force of
Nature works on the bench<br />
Having an extra unit or two over everyone else wins you critical
rounds, and having 10 units fills out synergies that were
previously impossible at 9 units<span class="note"
>(like 6 Vanguard and 4 Mystics).</span
>
</p>
<p>
This also means chase synergies with 9 units can be done at 8,
but there is no way you do this unless you are extremely
lucky<span class="note">(getting 3 or 4 spatulas).</span>
</p>
<p class="mb-0">
Here is the full item list
<a href="https://lolchess.gg/items?hl=en-US">here</a>, hover
over for effect and base stats added. The components on top and
side correspond to any item in its column/row.
</p>
</div>
</div>
</div>
<div class="container">
<h2>
<u>The TFT Sets</u>
</h2>
<p>
Each set in TFT had a certain gimmick<span class="note"
>(except for Set 1 because the company didn't know what direction
they were going yet).</span
>
This set gimmick is Galaxies, with each galaxy having its own
gimmick. Galaxies can change the boards or how many items you can
get.<br />
</p>
</div>
<div class="container">
<h3>
<u>List of Galaxies(as of 8/20/20)</u>
</h3>
<p>
Normal: Regular game, nothing special, 20% chance of getting this
galaxy, 10% for all other galaxies.<br /><br />
</p>
<!-- Learn more: Grid Card
https://getbootstrap.com/docs/4.5/components/card/#grid-cards -->
<div class="row row-cols-1 row-cols-md-3">
<div class="col mb-4">
<div class="card h-100">
<img
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2Fthumbnails%2F0005adcd-c260-479e-8b56-259061c71ea0.image.png?1598037794798"
class="card-img-top"
alt="..."
/>
<div class="card-body">
<h5 class="card-title">Dwarf Planet</h5>
<p class="card-text">
The back row on every board is disabled; units cannot be
placed and Infiltrators cannot jump to the back row. The
board is now 3 rows for every person.
</p>
</div>
</div>
</div>
<div class="col mb-4">
<div class="card h-100">
<img
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F79ed1818-854d-4475-aaa0-c99b2499823f.image.png?1598037728713"
class="card-img-top"
alt="..."
/>
<div class="card-body">
<h5 class="card-title">Galactic Armory</h5>
<p class="card-text">
Everyone receives the same 3 components on a gold orb on
stage 1-1.
</p>
</div>
</div>
</div>
<div class="col mb-4">
<div class="card h-100">
<img
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2Fthumbnails%2F29946497-99c0-40a3-8dd3-8fe99f2a09bc.image.png?1598037522888"
class="card-img-top"
alt="..."
/>
<div class="card-body">
<h5 class="card-title">Manatee's Delight</h5>
<p class="card-text">
Everyone receives the same 3 components on a gold orb on
stage 1-1.
</p>
</div>
</div>
</div>
<div class="col mb-4">
<div class="card h-100">
<img
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2Fe226e697-ba05-4e9b-9624-e91f99c5cd7f.image.png?1598035580844"
class="card-img-top"
alt="..."
/>
<div class="card-body">
<h5 class="card-title">Plunder Planet</h5>
<p class="card-text">
During combat, every champion has a chance to drop one gold,
especially the first champion(Space Pirate gold is separate
from this galaxy's gold).
</p>
</div>
</div>
</div>
<div class="col mb-4">
<div class="card h-100">
<img
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2Fthumbnails%2F71637b52-7dff-4b4f-906c-ac2e6bc42b4b.image.png?159803678582700"
class="card-img-top"
alt="..."
/>
<div class="card-body">
<h5 class="card-title">Salvage World</h5>
<p class="card-text">
Selling a champion with full items will break the item back
into its components(i.e. selling a unit with Red Buff breaks
it back into a Vest and a Belt).
</p>
</div>
</div>
</div>
<div class="col mb-4">
<div class="card h-100">
<img
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2Fthumbnails%2F3b444042-9c1b-470f-81c4-b142d060c205.image.png?1598036010257"
class="card-img-top"
alt="..."
/>
<div class="card-body">
<h5 class="card-title">Superdense Galaxy</h5>
<p class="card-text">
Everyone receives a Force of Nature at Stage 3-1.
</p>
</div>
</div>
</div>
<div class="col mb-4">
<div class="card h-100">
<img
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2F64726891-f1be-4d44-9e39-a13389a7ffce.image.png?1598036463388"
class="card-img-top"
alt="..."
/>
<div class="card-body">
<h5 class="card-title">Trade Sector</h5>
<p class="card-text">
Everyone gets one free reroll every round; these rerolls
cannot be saved for later.
</p>
</div>
</div>
</div>
<div class="col mb-4">
<div class="card h-100">
<img
src="https://cdn.glitch.com/e6dac082-cd94-466f-8053-1190fe65fcd1%2Fthumbnails%2F71637b52-7dff-4b4f-906c-ac2e6bc42b4b.image.png?159803678582700"
class="card-img-top"
alt="..."
/>
<div class="card-body">
<h5 class="card-title">Treasure Trove</h5>
<p class="card-text">
ALL minions and monsters drop loot orbs(which can spawn item
components, champions, and gold).
</p>
</div>
</div>
</div>
</div>
</div>
<!-- /row row-cols-1 row-cols-md-3 -->
</div>
<div class="container">
<h2>
<u>The Last, but Important Thing About TFT</u>
</h2>
<p>
Riot, the parent company of League of Legends can "patch" in changes
to ANY facet of the game, whether it be changing unit's values because
it is deemed too strong, to cycling galaxies, to completely change the
set<span class="note">(Set 4 is coming in September 2020).</span
><br />
They release on a consistent patch schedule: every 2 weeks. However,
if some synergy or unit is extremely strong and everyone plays it<span
class="note"
>(for example if some unit spammed their ability too much)</span
>
Riot does also do hotfixes, which weakens the unit/synergy
overperforming.<br />
These patches are needed because no one wants to see the same old
units and synergies do well. The patches themselves could be small or
big, depending on results from the last patch.<br />
Adapting to these patches and finding out what is good through
research is the key to winning games. Or you could be completely
casual and play for fun and go for chase synergies.<br />
There are also resources that you can use to get better, such as TFT
Discord servers and streamers.<br />
In TFT, the world(or I guess galaxy?) is your oyster.
</p>
</div>
<div class="container note">
<small
>*When I use this notation, it means how many units of this
class/origin at minimum is needed on your board to activate that
synergy. In this synergy, you would need to have 6 unique units with
the Blademaster class to get the 70% chance instead of just 30%</small
>
</div>
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