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Teamfight Tactics Reckoning – all new traits explained

The Teamfight Tactics Reckoning set is already shaking up the game’s formula with its introduction of Shadow Items. While with every set there have been new unit traits, Reckoning is shaking these up as well with some new traits providing very unique mechanics. We’re going to break down the new traits of Teamfight Tactics Reckoning, so you know what to expect.

Large composition traits

By large composition traits, we’re talking about traits that could theoretically make up your entire board. They can span as many as nine champions.  Getting all champions of one of these traits usually provides a big power spike. However, you typically don’t need every single one to get some kind of benefit.

  • Forgotten activates at 3, 6, or 9 units. With each activated number of units, they all get bonus Ability Power and Attack Damage. More importantly, using Shadow Items on these champions increases these bonuses.
  • Hellion activates at 3, 5, or 7 units. Each activated number provides bonus Attack Speed. On top of that, however, whenever one dies, they’ll leave behind a Doppelhellion, a weaker version of the unit that died.
  • Nightbringers activate at 2, 4, 6, or 8 units. Once Nightbringers drop below 50% health, they gain not only bonus damage, but a shield equal to a percent of their maximum health.
  • Dawnbringers, like their nocturnal counterparts, activate at 2, 4, 6, or 8 units. Unlike Nightbringers, however, when they drop below 50% health, they rapidly heal a percentage of their max health. They also get bonus damage while healing.

Small composition traits

These traits don’t need nearly as many  units to activate as their large counterparts. Depending on how you play them, they can complement the large unit count traits and provide some valuable synergy.

  • Cavaliers activate at a mere 2, 3, or 4 units.  They charge to frontline targets at the start of combat, much like Assassins in previous sets leaped to the backline. Unlike Assassins, however, Cavaliers get damage reduction at the start of combat, instead of offensive bonuses.
  • Coven is a very unique trait with some all new mechanics introduced with Teamfight Tactics Reckoning.  In order to activate Coven, you need all three of its units. Once you get them, however, that’s where things get fun. Coven is a heavily position-based trait: the non-Coven unit that’s closest to the center of where you place your Coven units becomes their Leader. The Coven Leader gets 50% bonus health, and they get a small amount of mana every time a Coven unit casts their ability.
  • Ironclad is the most self-explanatory trait out of the lot. At a mere 2 or 3 Ironclad units, all of your units  get physical damage resistance. Obviously, this is good against compositions that rely on basic attack damage.
  • Revenants activate at 2 or 3 units. After dying once, they resurrect, and while in their resurrected state, they deal (and take) increased damage. They only resurrect once. Sorry.

Finally, there is the Draconic trait, which we don’t currently know much about. It sounds like a slow build-up trait that would fall in the small composition group.

There are more traits than what are listed here, but these are the ones publicly disclosed by Riot at this time. The traits and what they do are subject to change before Reckoning officially releases on April 28. If you want to get in early on Teamfight Tactics Reckoning and see what else it potentially has to offer, you can sign up for a Public Beta Environment account for League of Legends. Teamfight Tactics Reckoning is included with the current League of Legends PBE.

Stay tuned to SQUAD for more Teamfight Tactics content!

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Phillip Miner

Phillip has over a decade of experience writing about video games. Yes, over a decade! He's been on publications ranging from the Escapist to local papers and beyond.
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