News & Patch Notes

Enchanted Wilds Overview

Teamfight Tactics
Enchanted Wilds Overview

Make your way through the Enchanted Wilds, a set full of life from the summons of Elderwood, to the varied and helpful Wisps. Here we’ll go over some of the big verticals that comprise much of this forest and explore how Wisps work. So get ready to enter the Enchanted Wilds with our overview before the set goes live with patch 18.1 on August 26th!

WISPS

Wisps are an updated version of our Charms mechanic from Set 12, Magic N’ Mayhem, with quite a few quality-of-life changes and an all-new, adorable, dare-I-say enchanting, visual appearance.

Not sure what Charms or Wisps do? Here's a quick refresher: Wisps appear in your shop as temporary single-use sources of power in Combat, for resources like XP or gold, or even risky deals with conniving forest denizens.

You can purchase one Wisp per round, and it’ll appear in every other shop. Wisps will always appear in the rightmost slot, with most lasting just one round. As the game progresses, Wisps tend to get more powerful. And more powerful Wisps also cost more!

Our evolution from Charms to Wisps brings a few quality-of-life tweaks to the mechanic that should feel very nice for those who have already played Charms.

  • Wisps are split into 7 Categories (Champion, Combat, Misc, Shop, Gold/XP, Risky, Item). These categories have distinct coloring and icons to make rolling down and scouting (their icon will appear by a player’s Tactician HP bar upon purchase) smoother.
  • Wisps can only be purchased during planning phase. After planning phase the Wisp will be whisked away, revealing the unit that was hiding behind it. This should feel a lot better as you’ll still benefit from seeing one more unit in that shop slot, regardless of whether or not you buy the Wisp. Who knows, maybe that unit is the 5-cost you really needed at level 7…
  • Wisps appear in every other shop.
  • After stage 5, every other Wisp is guaranteed to be a Combat wisp. This was a big pain point during Set 12 when rolling late game for a Combat Charm felt too high-variance. It’s now easier to find that Wisp-war winning purchase, but econ in the late game will continue to be important for those who want to be more selective.

Alright, now before we hop into some of the traits, let’s take a moment to enjoy how cute these Wisps are!

Patch notes image

BLOSSOM (3|5|7|9|11)

  • Karma, Yorick, Yunara, Master Yi, Ahri, Sett, Ashe, Lux

Let’s spring forward into Blossom. Blossom is one of our big verticals for those who love Wisps (if you don’t know what those are, scroll up)! Blossom champions gain Attack Damage, Ability Power, and max Health, but the big hook here is their interaction with Wisps!

After combat, your Wisps are empowered.

(3) Wisps are upgraded,

(5) Wisps are in every shop,

(7) Gain gold after buying a Wisp,

(9) You can buy 2 Wisps per round,

(11) Wisps overflow with power

As our core vertical trait focused on empowering Wisps, Blossom is both an engine trait for our mechanic and a solid combat-empowering trait. As with all our numbers here, these values are subject to change, especially as we enter PBE where we’ll be tinkering with them a lot for balance. Blossom (7) is a great mid-game econ version of the trait, you’ll be able to upgrade your core comp here, but you’ll want to look to splash more powerful units if you’re not able to chase the trait’s Prismatic variants.

The trait also brings back our big-boom caster, Ahri, as a 4-cost, whose Spirit Bomb hits enemies within four hexes for a lot of damage if you can get enough Mana to do so. Enchanted Wilds has a few more 4-costs than usual, so Blossom has another one in the roster, my personal favorite: Sett. Sett’s ability has him rapidly heal before dealing physical damage (also scaling with his max HP), but if he’s brought below 40% max Health, he’ll instantly gain 100 Mana—and while that only lasts once per combat, you’ll be sure to see him on my board every combat. Now to go from one beast to a trait full of them.

RIFTBEAST (3|5|7|10)

  • Cinderling, Pebbles, Murkwolf, Gromp, Scuttlecrab, Mama Beak, Krug, Brambleback, Sentinel, Elder Dragon

Dying to PVE is no longer limited to just PVE rounds with Riftbeast, which brings the Jungle of Summoner’s Rift to boards around the Convergence. Here you can use the Alpha Mark to empower a Riftbeast on your team. Riftbeast is a super-large Origin, with the ability to be run in a variety ways depending on who you Alpha Mark and how deep you run the trait.

(3) Use the Alpha Mark to grant a Riftbeast their unique Buff

(5) Every few combats, your next shop is overrun with Riftbeasts

(7) On combat start and every 5 seconds Riftbeasts grow gaining stats

(10) +1 maximum team size

Enhancing Riftbeast carries with the Alpha Mark tends to make them into super-carries, while using the Mark on a tank provides a team-wide buff. Examples here include an on-attack Armor Sunder with an Alpha Marked Mama Beak, or a teamwide heal at low health with Scuttlecrab. Of course you could use the Alpha Mark on the trait’s 5-cost, Elder Dragon!

For those of you familiar with Dragonlands (Set 7), you won’t be surprised that Elder Dragon takes two slots, and contributes two towards his origin trait, Riftbeast.

Those two slots allow us to budget power into the Elder Dragon, a tanky fighter with cleaving AOE attacks, a powerful board wide stun, and a consistent damaging cast afterwards. Alpha Mark him and you’ll get the Elder Dragon buff from Summoner’s Rift. For those of you unfamiliar with the Rift, it’s an execution for low health enemies.

COVEN (3|4|5|7)

  • Camille, Caitlyn, Elise, Cassiopeia, Morgana, Lux

Coven is our high-risk, high-reward trait that gathers essence from killing champions and losing combat, similar to econ-traits of the past, like Heartsteel, but its core difference here is that you won’t be as punished by losing your loss-streak. You’ll still want to keep a loss-streak for the econ-bonus.

Gather Essence by killing champions, plus more by losing player combat. At each Essence breakpoint, choose to convert Essence to rewards or continue gathering Essence. Each reward requires increasing amounts of Essence and will provide an increasingly powerful cashout. The deeper you commit yourself to the Coven, the more Essence you will gather and if you can fully lose yourself in the Coven, the trait will continually reward you with loot every combat.

ELDERWOOD (3|5|7|9|11)

  • Xayah, Ornn, Alistar, LeBlanc, Hecarim, Ezreal, Gnar, Lux

Elderwood is a summon trait with a positioning puzzle. As you go through the breakpoints you’ll gain placeable Elderwood plants, each with their own role in the ecosystem—or team comp. Let’s check out what you can plant on your board!

(3) A Stonebark Tree and a Lifebloom

(5) A second Stonebark Tree

(7) and the Deepwood Protector

(9) Plants star up to 2-star

(11) Plants star up to 3-star

Plants gain Max Health and Ability Power per Elderwood Star Level.

We expect Elderwood to be a great trait to hop into right away, but skill expression will be much higher than our classic big summon verticals both due to the amount of summons, requiring specific positioning, but also due to the trait structure which has quite a few variations and many classes. Expect to see reroll variants with Alistar, a Brawler tank, and LeBlanc, who has an increasing chance to create copies of an ally on your board as she gets takedowns. Or go for Infernal additions, splashing in Executioners to empower Ezreal. Or my personal favorite way to play: as a fast 8 or 9 comp using Spykin to play a super Gnar. Huh, Sprykin… I wonder what that is.

SPRYKIN (3|5|7)

  • Kobuko, Veigar, Teemo, Tristana, Rammus, Gnar

Spykin allows you to seat a Yordle (or Rammus) onto the Big Furry Friend to gain massive amounts of HP and Attack Speed. Note that any champion can cosplay as a Yordle (or Rammus) with a Sprykin Emblem (or spikes) and hop onto the Big Furry Friend to take advantage of the stats, or for the connoisseurs, make a funny looking combo (Kha’Zix and Willump, Elder Dragon on top of the BFF, yours to cook up).

(3) The Rider gains HP and AS

(5) and a portion of the BFF's bonus applies to your team

(7) and a greater portion of the BFF's bonus applies to your Sprykin champions.

One particularly fun Yordle here is Teemo, who’s ability Fungus Among Us has a chance to forage for special mushrooms, providing rerolls, Tactician Health, or XP. Talk about a choice find!

BLACKTHORN (2|4|6)

  • Rek’Sai, Veigar, Warwick, Azir, Malphite

Something else sinister lurks in this forest, and it’s not Coven. Blackthorn sacrifice an ally on combat start to grant specific combat stats to Blackthorn units—these stats differ depending on the sacrifice’s combat role, cost, and star level. At Blackthorn (6), the sacrifice mechanic flips, granting the unit in the hex bonus stats instead.

(2) The ally on the Blackthorn hex is sacrificed at combat start, granting your team 225 Health. Blackthorn champions gain additional stats based on the sacrifice's Role, Star Level, and Cost.

(4) Bonus is 25% stronger. Allies gain 350 HP

(6) The sacrifice doesn't die. Instead it gains AD/AP, AS, Armor/MR, HP, and Omnivamp. Allies gain 350HP.

Early game sacrifices can be really consequential, which is why the flat Health bonus for Blackthorn (2) is especially high. So don’t be afraid to run one unit down, especially if your sacrifice makes sense for the Blackthorn units you’re running. One unit to call out here is Azir, the 3-cost who has three traits: Blackthorn, Executioner, and Summoner, giving him a very high peak as a reroll carry. Summoner will help his soldiers do more damage, Executioner will add that spell-crit from Precision and Blackthorn, well, you know that one by now.

FAE (2|4)

  • Rakan, Xayah, Tristana, Lillia, Lux

Adding some light to our list is Fae, a stacking trait that allows you to scale into the late game!

Your team's damage, healing, and shielding attracts Pixies. Each Pixie grants Fae champions Attack Damage and Ability Power, and after they fall below half Health, they heal for each Pixie.

(2) 5% AD/AP and 2% Heal.

(4) 8% AD/AP and 3.5 % Heal. After attracting 7 Pixies, start attracting Golden Pixies instead which grant gold.

Fae is an especially fun trait when you can access Fae (4) early, but if you get a Fae Lux (more on that later) in the late game, splashing in Lillia, a powerful CC tank, and another Fae will get ya there fast enough.

INFERNO (2|3|5|7)

  • Akali, Varus, Shen, Amumu, Kennen, Lux

Need burn and wound but don’t have Sunfire Cape or Morellonomicon? Field Inferno to get that, but then when you slot them in, keep looking out for a Sunfire Cape or other source of burn because that additional source of burn will stack with Inferno.

Later breakpoints of the trait provide for earlier access to expensive and powerful units by igniting a shop slot to roll a champion of one cost higher, and the final breakpoint delivers one of the most powerful burns in TFT’s existence (stronger than Radiant Sunfire Cape!!).

Inferno damage Burns and Wounds enemies.

Burn: Deals a percent of the target’s max Health as true damage every second.

Wound: Reduces healing received.

(2) 1% Burn

(3) After combat, 1 of your shop slots without an Inferno champion ignites, rolling a champion one tier higher

(5) Ignite 2 shop slots, 2% Burn

(7) Ignite 4 shop slots, 3% Burn

ADAPTOR (2|3|4)

  • Akali, Gromp, Kog'Maw, Master Yi, Nidalee

Adaptor is one of our classes, but it’s pretty dang cool since all Adaptors will have an AD and an AP version of their ability that changes based upon which stat you're itemizing them with. The trait gives either AD or AP to the champion depending on which is higher.

Nidalee is a 4-cost who has the sharpest adaptation with AD or AP. Give her a Deathcap or other Mage items and she’ll replace her next 3 attacks with javelins that deal magic damage, with the third attack instead targeting the furthest enemy with the least items, dealing even more damage. Give Nidalee a sword or two, and she’ll transform into her melee cougar form that swipes around ignoring Armor. Whenever she kills a target she’ll leap to the furthest target within 4 hexes. She is an assassin, so position carefully when you see an AD Nidalee in the lobby.

IVERN, GREENFATHER

Ivern is one of my favorites! His only trait, Greenfather, allows you to create a biome by gathering seeds as he casts. Cast enough and you can cultivate an entire board, whether that be a forest, bog, canyon, or waterfall. Each hex will empower units on them in different ways.

Let’s break down those hexes real quick!

Tree hexes grant % max Health. They’re found in the Forest, Bog, and Mountainside.

Rock hexes grant Armor and Magic Resistance. Rocks are found on the Waterfall, Creek and Mountainside. Rocks are also for climbing outside.

Water hexes grant Mana Regen. Water hexes are found in the Bog, Waterfall, and Creek.

Flower hexes grant Attack Speed. Flower hexes are found in the Forest, Creek, and Mountainside.

Mushroom hexes grant Damage Amplification. They’re found in the Forest, Bog, and Waterfall.

The God-Willow will always be the last hex you plant and it will always be in the center of your board. The God-Willow does some crazy stuff, but I don’t want to give it all away here.

Ivern’s ability grants allies a shield that provides damage amp and deals a bit of damage. If he casts six times, his shields start granting stacking Attack Speed. Ivern’s best builds are ways to maximize casting (two Shojins and a Rageblade, or some combination of Mana items with Adaptive Helm). His shields can also critically strike with Precision, so a Jeweled Gauntlet is not a wasted item here either!

5-COST TANKS: MAOKAI AND TARIC

As a response to Set 17’s lack of frontline in the Legendary 5-cost, space, we’ve got two powerful tanks that are great splashes to many comps. Maokai is our big HP tank who deals more damage as he takes it, constantly lobbing saplings. And he sure can tank the damage with his Old Growth trait, which gives him max HP as enemies fall around him. Taric can be paired with an ally with his Emerald Aspect trait. The first time Taric or his paired ally drops below half Health, he unleashes emerald energy from both of them, granting Shields to allies within 3 Hexes for 3 seconds. His ability has him restore HP for himself and his paired ally and empower them with a little bit of bonus magic damage on their next two attacks.

In a pinch, a few of our other 5-costs can help your frontline, whether via disruption of the enemy tossing Mega Gnar (note he has to make it to his Mega form first) or the defensive hexes from Ivern—you’ll have options.

DRAVEN, BOUNTY SEEKER

Draven is a 5-cost for those who want to play with chaos. His attacks target random enemies in range and apply a bleed, with a small chance of dealing bonus damage and applying two bleeds instead. His ability provides a bit more consistency, as he throws two giant axes towards the enemy with the most bleeds, consuming their bleed stacks and instantly dealing the remaining damage. This is a great way to finish enemies off which will help for some of the bounties you pick up.

Speaking of, let’s talk about his only trait: Bounty Seeker.

With his Bounty Seeker trait, playing Draven will ask you to choose one of three bounties. Easier bounties offer modest rewards, while difficult ones will give you much more. Let’s check out the bounty board:

BountyCashout
50 attacks5-cost
8k Dmg/CombatBF Sword
5 Casts2 4-costs
8 Casts10 Rolls
40k Dmg30 Gold
12k Dmg12 Gold
Most Dmg2 Rolls
6 Kills7 Gold
15 Kills1 Item
Survive 3 combats2 components
14 Takedowns10 XP

Note that as with all numbers and outputs here, things are subject to change as we enter PBE and beyond.

LUX, THE AVATAR

By now you’ve certainly noticed that Lux has popped up in most of our Origin sections. That’s cause Set 2 Lux is back! Lux is the Avatar and appears in your shop granting plus two for the Origin she’s repping. For each different Origin she has, her ability’s laser will also have an additional effect. Let’s check all of those out!

Blackthorn: Stuns targets hit by 1.25 seconds

Blossom: The first target hit is dealt 18% bonus damage

Coven: Reduces the Armor and Magic Resist of targets hit by 20 for the rest of combat

Elderwood: Casts grant all allies 5% increased max HP for the rest of combat

Fae: Heals the lowest percent Health ally for 18% of the ability damage

Inferno: Restores 8 mana on takedown

Lunar: Applies 12% Vulnerable increases damage taken) to enemies hit for 6 seconds

Primal: Gain 60% Attack Speed for 6 seconds after cast

Solar: Weakens (reduces damage dealt) enemies hit by 12% for 6 seconds

Based on early feedback, we’re still tinkering with some of the unique rules for Lux’s Avatar trait in regards to its distribution, but for now here’s how it will be released on PBE. Once you buy Lux, other players won’t be able to see the Origin variant of Lux you have purchased and if you want to find a different Lux origin you will need to sell your current Lux to find another of a different origin.

Use Lux to splash an Origin into your board late game, or chase that vertical Prismatic! And with that, I wanna give a prismatic thank you to you for playing, reading, and yapping all things TFT!

---

This is just a brief rundown of some of the Traits and champions you will see in Enchanted Wilds. There is a lot more content, from more new Augments to other traits and Legendary units like Primal, Rivals, Ashe and more. Be sure to try everything out when the set goes live on August 26th!

Read more