After we have concluded Champion Tier lists, time has come to cover Traits. By Traits I mean Origins and Classes in Teamfight Tactics for Patch 12.6!
Table of Contents
Introduction
B Tier is reserved for those Traits which are struggling in the moment and which are unbalanced but on the worse side at this moment.
Bear in mind that with every patch, that usually comes out each week, there will be some changes in the meta since Riot Games are trying to create a perfect balance among the champions and traits in the game. So expect this to change every week. We have released and started with the weakest champions that belong to the B tier and moved up! Now, we are going to do the same with traits too! Champions were not graded by their cost, since it is only logical that the more expensive champions will be stronger than those that cost fewer, but rather by their cost-worth ratio and by the impact on the game itself! Now when it comes to Traits, cost is irrelevant but some of you might assume that they will be ranked by their number of units. This is also irrelevant, since they will be graded by their strength and utility when they are in the peak of their power!
Traits
Assassain
The Assassin trait
Innate: When combat starts, Assassins leap to the enemy backline. Assassins’ Abilities can critically strike and they gain bonus Critical Strike Chance and bonus Critical Strike Damage.
- 2
- 10% Crit Chance & 20% Crit Damage
- 4
- 30% Crit Chance & 40% Crit Damage
- 6
- 50% Crit Chance & 60% Crit Damage
Since the release of Teamfight Tactics, The Assassin composition was present in many sets. And with that name too. We had several traits that have been present too, but most of the times they have a different name eg. Mages-Arcanists-Spellcasters , Bruisers-Tanks, Challengers-Duelists, etc.
But Assassins have always been and stayed Assassins.
This composition is revolving around the assassin theme from The League of Legends itself. Basically its just a composition that prioritizes high burst damage in short period of time with the total absence of sustain.
Like the champions themselves in League, The Assassins in TFT are very powerful but squishy units who specialize in eliminating high damage units with low maximum hp. And that is what are they good for. They can quickly take out Arcanists or Scholars, but Bruisers simply outlive them.
If you want your Assassins to survive you will need some good items for lifesteal and attack speed like The Bloodthirster and The Guinssoo’s Rageblade. The Edge of Night always comes handy too.
Assassins will do the best they can to wipe out the enemy’s backline but will struggle with tanks or bruisers, and especially Bodyguards. Since most of those units scale in armour and will likely have some items like The Bramble’s Vest that will just repel the damage you are inflicting back to you. Because of this you will need some strong frontline units as well, since once the backline is gone you will just bounce of some units with greater amount of HP and Armour.
Most of the units are pretty easy to get and are cheap. This also means that you will easily get them to level three, but the most important thing for this composition are items for sure. You probably know by now that you don’t get the endless amount of items per game, since that would be stupid, so you have to chose wisely what items to equip to certain champion. And the most important thing to know is what champions should you not upgrade with items, since they can be a bit of a waste for some good items.
If you want to have the best damage output you can, then you are somewhat Augment dependant since you can get the Assassin Emblem combining Thieves Gloves with Spatula, so the Augment isn’t the most necessary thing in the world. But it sure does help. Just not that much.
Hextech
The Hextech Trait
At the start of combat and every few seconds, the Hexcore sends out a pulse that grants a 4 second shield for Hextech champions that, while active, adds bonus magic damage on attacks. This shield does not stack. Scales 20% based on the number of augments in the Hexcore.
- 2
- Every 8 seconds, 100 shield, 15 magic damage
- 4
- Every 6 seconds, 150 shield, 25 magic damage
- 6
- Every 4 seconds, 300 shield, 50 magic damage
- 8
- Every 2 seconds, 400 shield, 80 magic damage
The arrival of Set 6.5 brought along many new things. Some of them were good, some of them, not so much. One of those things that weren’t that great was The Hextech Composition.
The Hextech trait was originally planned as a substitute for Academy trait which was removed with the ending of Set 6. I have no idea why Riot has done this. I mean yes, The Academy was so strong, but then again The Hextechs are pretty weak. Like there is no middle lane in here.
But, the thing that really rustles my jimmies, isn’t the fact that I preferred The Academy, I did only cause they were stronger, but there is no question that Hextechs are much better looking. But like I said, the thing that really gets me every time is the fact that on paper, The Hextechs should work, and they should be amazing. But they don’t, and aren’t. And I swear to God, I have no idea why. It’s champions are op and work with every other trait there is. The bonus of The Hextech trait is so good, again on paper, and it’s quite similar to The Debonair comp that works perfectly. So again I have no idea why it doesn’t work. My theory is that there is simply too many units in there, and Alistar is also a Colossus so he takes up additional Hex that can be used for another champion. So that brings us to the fact that even though this composition is strong, it leaves no space for additional supporting champions and traits, like Debonairs do.
Another problem with this composition is the fact that it is so much Augment dependant. You need an Augment or an Emblem to get 8 Hextechs and you will need one more if you are going for Striker supporting composition.
I would definitely not recommend this composition to anyone, even if it seems fun, it just doesn’t work. But since we already started this serial of in-depth guides, I can’t leave them behind since they are a part of this set and they are important like every other trait in this one, no matter how yucky they are.
Innovator
The Innovator Trait
Innovators build a mechanical companion to join the battle.
- 3
- Mechanical Scarab
- 5
- Mechanical Bear
- 7
- Mechanical Dragon
The Mechanical Scarab creates a barrier on itself and the ally targeted by the most enemies, then taunts all enemies who have the Scarab within their attack range. The barrier lasts for 4 seconds, reduces incoming damage by 25% and enemies attacking the barrier take 50 (× Ability power icon.png AP) magic damage. Enemies may only take damage from a barrier once per second.
The Mechanical Bear surges with power, gaining 100% bonus attack damage and granting 25% bonus attack damage and ability power to your team for 4 (× Ability power icon.png AP) seconds.
The Mechanical Dragon casts Electryfing Roar which causes all enemies within 3 hexes to flee for 2 seconds. Its team is energized, gaining 75% critical strike chance and 10% bonus critical strike damage for 8 seconds.
PASSIVE: Every 3rd attack is charged with lightning, dealing 750 (× Ability power icon.png AP) bonus magic damage to 3 enemies.
Pretty straight forward composition that holds decent amount of power, while also being one of the easier ones to play. It is somewhat Augment dependent if you are going for maximum power with the composition of 7 Innovators. It can seem like a tricky thing to achieve. However, the game is designed to provide you with the boost you need, and you’re likely to receive it.
In-game The Innovators bonus trait is seen as a summon via mechanical companion. Depending on how many Innovators you have assembled, depends the type of the mechanical buddy you are going to receive.
The mechanical companion is a strong buff to this trait since you basically have an additional unit on the board, seeming like you are one level ahead of your enemies. You are going to need The Innovators Emblem to experience the maximum potential The Innovators have to offer.
Scrap
The Scrap trait
At the start of combat, components held by Scrap champions turn into full items for the rest of combat. Also, your team gains a shield for each component equipped by your team, including those that are part of a full item.
- 2
- 1 component, 20 shield
- 4
- 3 components, 40 shield
- 6
- All components, 60 shield
The Scrap trait, is and Origin trait and it brings totally different mechanics to the game, since your bonuses rely on the items you have. This is the only composition that doesn’t buff the champions themselves, but rather the bonus comes in the form of buffing the items that are equipped to your units, and depending on how many units you have from The Scrap composition, it will depend on how strong the bonus will be.
The units in The Scrap composition are very different to themselves, and the only similarity that occurs is the 2 Innovators in the form of Ziggs and Ekko. That is a thing to be considered every time you go for The Scrap composition, since it can give you a little Innovator bonus if you add another Innovator unit to the field.
The most important thing in this composition are the items, since the buff is added to them and not to the champions. The buff from the Scrap trait will complete a random item on your champion from the item component you have on that particular unit, and the more Scrap units you have on your field, the more components will be turned into random items that build into that particular component every turn.
This composition isn’t that strong, since there is no harmony or synergy at all between its units, so I would say that is among the weaker ones in the game at the moment, since your game really depends on what items you get trough your game. The units aren’t compatible with each other in any way whatsoever, apart from the aforementioned 2 Innovator units, Ziggs and Ekko. This means that the big problem occurs when you try to add your supporting units since there will never be enough of the certain trait to complete a trait synergy and activate the bonus.
Depending on the items you get at every particular game, will also depend on what champions will be your main carries trough the game. This in-depth guide will focus on the best case scenario when it comes to the items, since I want to show you how the perfect game of The Scrap Composition should look like.
The Scrap composition isn’t Augment dependant on its own, since to activate the best bonus for The Scrap trait you will need 6 Scrap units, and that is the exact amount of the units you have available in the game. Although you aren’t Augment dependent, any Augment you get is a massive bonus, since you can get rid of some weaker Scrap units like Ziggs or Ezreal and equip some stronger units with The Scrap Emblem. Those better units should be chosen wisely since the best units to chose are the ones that are compatible with your other traits and attributes that your units have, apart from the Scrap one. Augments can also come in handy, when you have all of your Scrap units on the field, and you add a particular champion as a supporting one, but you still lack another unit with that particular trait (eg. You add Poppy for the Bodyguard buff, but you lack another Yordle unit to complete the bonus).
Conclusion
This is the end of our Trait B Tier List for Patch 12.6 of Teamfight Tactics! The traits mentioned above are struggling at the moment but I am sure that Developers are working to make them useful again!
One thing is for sure, and that is, META changes every week with every new patch, so even if you see your champion on this list, don’t despair since you might just see him among the best units in the S tier as soon as the next patch hits the servers.
Stay tuned, there is many more interesting things to come, and definitely more Tier lists to cover for Patch 12.6 of Teamfight Tactics. Only on, The Games Cabin!