Hello and welcome to the first article of many that I'll be doing on set five! Today is a look at the thirteen origins coming in fresh with set five. I'll also be doing another article on the fourteen Classes, meaning there's a total of 27 traits in set five which is the same as set four. It seems this is the max number of traits they are looking to have per set and so far, based on set four and now five, it feels like a good number. One last thing before we get started is that since set five is still on the PBE that means it's going through multiple iterations each day. Numbers are going to change, so I'll try to avoid specifics where I can, and they may even do larger changes down the line so take everything with a grain of salt. With all that said let's get started!
Starting off let’s talk about the origin Abomination!
As stated in the introduction I'll try to stay away from providing specific numbers in regards to the origins because they are being changed often on the PBE. Anyway back to Abomination which is a two, three, four and five piece trait. When three allied champions have died, a monstrosity rises up from a gravestone that is placed in the corner of that player’s board.
The monstrosity receives bonus attack damage and health, which is based on the allied Abomination champions star levels. Basically think of Cultist from set four or the Mech from set three, the monstrosity is similar to them. The last thing about the monstrosity is the three Abomination champions nearest to the grave will give the monstrosity one random copy of an item they hold.
There are only four Abomination champions, so in order to hit five of the trait you will need a Spatula item. For Abomination this requires a Spatula plus a shadow Glove. As for the champions they are Kalista, Brand, Nunu, and Ryze. It's fairly easy to have an Abomination early on in the game as you only need Kalista and Brand to activate it early. It’s also easy to splash in Abomination later on in the game, though the monstrosity won’t be as strong at lower tiers of the trait once you’re in the later stages of the game.
Abomination is not the first summon-type trait we’ve seen but it has unique properties with the way it’s summoned, and the way it scales is slightly different from similar traits in previous sets.
Let’s move on and talk about the next origin, Coven!
Coven is a three piece trait with only three champions. Those are Lissandra, LeBlanc and Morgana. Once you have all three Coven champions they can give a buff known as the Coven Leader to one champion nearest to the center of your Coven units. This can be any champion as long as they are in the middle of the Coven. If you don’t place any between them then one of the Coven champions will be turned into the Coven leader.
The benefit of making a champion into a Coven leader is they gain bonus ability power and each time a Coven champion casts, the leader gains mana based on a percent of the cost of the ability. This can be great for magic damage focused champions with a high mana pool so that their ability happens early on in a fight. It can be useful for champions with a small mana pool to help them cast more often, but it’s not the same value.
Overall Coven is interesting because of positioning. Trying to maneuver your board in a way that you can safely turn a champion into the Coven leader without sacrificing good positioning is going to make this origin hard to use effectively. We may end up seeing it more of an early to mid game focused trait since the Coven champions are all low cost, though you can turn any champion into a Coven unit with a Spatula plus a shadow Tear.
Next up is Dawnbringer!
Dawnbringer is an eight piece origin that starts at two then four, six and finally eight. This makes it easy to activate by only requiring two champions. As there are only seven Dawnbringer champions if you want to hit eight you will need a Spatula with a normal Belt. The Dawnbringer champions are Gragas, Kha’zix, Soraka, Nidalee, Riven, Karma and finally one of the two God-Kings, Garen.
The way the origin works is relatively simple. When a Dawnbringer champion dips below a certain amount of health they then rapidly heal based on a percent of their maximum health. This can only occur once, and when it does happen every Dawnbringer champion also gains bonus damage. The amount healed scales with the trait while the bonus damage remains the same at every tier.
Dawnbringer champions can be quite difficult to kill early on in the game, making champions like Gragas and Kha’zix highly valued for winning early rounds. Later on the healing can fall off because of items that have healing reduction but the taller you go with the trait the more those champions heal, which can often offset the healing reduction. All in all the trait has a lot of potential with seven champions, multiple carries and of course the God-king Garen for the late game.
Moving along the next origin to talk about is Draconic!
Draconic is the Fortune-like trait for set five. At the end of each combat against another player an egg will pop up on the players bench. The eggs will then hatch after a certain number of rounds. The amount of rounds required goes up depending on the eggs size which can be small, medium or large. Once the egg hatches you gain a loot orb on the board to pick-up which provides various rewards with the larger eggs providing more than the smaller.
The baseline trait requires three champions while the upper tier requires five. If you do have five then the eggs turn golden and provide even rarer loot. The unique thing about Draconic is that you don’t need to lose rounds, or kill units, or do anything special beyond having Draconic champions on your board. All you have to do is wait a few rounds to gain value from the trait, which is a healthy mechanic compared to the volatile Fortune from set four.
There are five Draconic champions which are Udyr, Sett, Ashe, Zyra and Heimerdinger. It’s relatively easy to get the trait active early game as the champions range from one cost to three. But to hit five it’s much harder as Heimerdinger is a five cost unit, meaning five Draconic is unlikely to happen in most games. Nonetheless it’s a great trait to have active during the early stages of the game.
Up next is Dragonslayer!
Dragonslayer is a two and four piece trait with the champions Trundle, Pantheon, Diana and Mordekaiser. The origin can be given to another champion with a Spatula and a shadow Rod. When you have the trait active it will provide bonus ability power to Dragonslayers as a baseline effect. Once the first Dragonslayer earns a takedown against an enemy with a certain amount of health, 1400 at the moment, then all allies gain additional ability power for the rest of the round.
This origin is quite interesting as you don’t have to do the second part of it to gain value. Baseline your Dragonslayer champions will gain bonus ability power, so you’re not being punished for meeting the specific criteria. The major downside for Dragonslayer is how expensive it can be with both Diana and Mordekaiser being four cost champions, so hitting four Dragonslayer can be difficult. Overall it’s a simple trait with an interesting twist.
Next is our first champion specific origin, Eternal!
Eternal is the solo trait for the five cost champion Kindred. What the trait does is separates Wolf from Lamb, meaning once you put Kindred on your board you gain an additional unit. Wolf won’t count against your board limit and receives all of the bonus stats that Kindred gains, whether from other traits or items. The Wolf unit also has its own ability and mana that is separate from Kindred.
Eternal is a lot like Azir from set four, except it takes the idea a step further with Wolf being a unit that can do damage and gain stats. It does mean Kindred has a lot of value over most other five cost units because you’re gaining two units for one, so expect Kindred to be a common late game champion.
Moving along we have Forgotten!
Forgotten is a three, six and nine piece trait you can hit naturally or with a Spatula plus shadow Sword. The champions are Warwick, Vayne, Hecarim, Thresh, Viktor, Katarina, Draven, Ryze and Viego. Those champions span across all tiers with some being frontline, damage dealers and utility.
Forgotten is one of the more unique origins as it’s tied directly to the shadow item system. Inherently Forgotten units gain bonus attack damage and ability power but that is increased by a percent bonus based on the number of Shadow items held by your Forgotten champions. There’s a limit to how many times it can stack, but basically having Shadow items with Forgotten is going to increase their value. It’s unique and provides players incentive to try out the new shadow item system.
Up next we have Hellion!
Hellion is a three, five and seven piece trait that requires a Spatula plus shadow Bow to hit seven as there are only six Hellion champions baseline. Those are Kled, Poppy, Ziggs, Kennen, Lulu and Teemo. Hellion champions gain bonus attack speed baseline but the unique aspect of this origin is when a Hellion champion dies, a copy of them at one star level lower will leap into the fight.
For example if you have a three star Kled and he dies, a two star Kled will then pop out of a portal near the edge of your board and continue to fight. This is definitely stronger early on in the game when more units on the board often equates to winning. But if you can three star multiple Hellion champions, which is doable as most of them are low cost, then you can have a relatively strong mid and late game board.
The next origin is Ironclad!
Ironclad is quite simple being a two and three piece trait that provides armor to all allies. The champions are Nautilus, Jax and Rell, though you can turn a champion into an Ironclad with a Spatula plus Chain Vest. Honestly there’s not much to talk about with Ironclad, it’s really that simple of a trait. Splash in the champions, gain armor, done.
Let’s move on to Nightbringer!
Nightbringer is a two, four, six and eight piece origin with eight total champions. Those champions are Vladimir, Sejuani, Lee Sin, Morgana, Yasuo, Aphelios, Diana and the God-King, Darius. You can also turn any champion into a Nightbringer with a Spatula plus shadow Belt.
When active the Nightbringer champions gain a shield equal to a percent of their maximum health the first time they drop below 50%. Once that occurs, the Nightbringer champion also gains bonus damage. The shield and damage scale the more you have of the trait. Overall this origin has a wide range of champions that you can use for frontline, utility or as carries. The shield is deceptively good at keeping champions alive and also benefits from longer fights so that more of the units proc the shield and gain bonus damage.
Next we have Redeemed!
Redeemed is a three, six and nine piece origin with eight champions. Those are Aatrox, Leona, Syndra, Varus, Lux, Rell, Vel’koz and Kayle. Since there are only eight units you will need a Spatula plus Cloak to hit nine Redeemed. Redeemed is a lot like Dragonsoul and Dark Star from previous sets as each Redeemed unit has increased stats and when they die those stats are split among the remaining Redeemed units.
The unique aspect of Redeemed, compared to traits with a similar design in previous sets, is that every Redeemed unit starts out with increased stats. The stats being split just serves to make those units slightly stronger, as opposed to traits like Dark Star where the bonus stats only occurred upon a unit dying. This means you’re not punished for keeping your board alive longer instead of having to position around sacrificing specific units to gain bonus stats.
The second to last origin is Revenant!
Revenant is a two and three piece origin with only three champions, those being Nocturne, Ivern and Volibear. Despite it being a small origin there is a Spatula item for it which requires a shadow Cloak. Revenant is easy to understand as the Revenant champions revive once after their first death during combat. The caveat being they take and deal increased damage when they revive to help differentiate the origin from the revive effect of Guardian’s Angel. The amount of health they revive with is increased when you go from two to three of the trait.
As we said, this is a simple trait to understand. The Revenant unit dies, it comes back. It can stack with Guardian’s Angel, so a Revenant champion can die, revive and do that again if you have the trait active with a Guardian’s Angel.
And the last origin of set five is Verdant!
Verdant is another simple origin that activates at two and three. When active, the trait provides crowd control immunity to any ally at the start of combat that is adjacent to the Verdant champion. Those champions are Ashe, Taric and Kayle.
There’s not a lot we have to cover here as the idea behind Verdant is simple. It’s another trait that acts similarly to how an existing item functions, the item in this case being Quicksilver. Potentially we may see Verdant be highly valued as players get more and more used to set five since crowd control immunity to multiple champions is quite strong. That said it hasn’t felt all that necessary so far on the PBE, mainly due to there being less overall crowd control in set five compared to set four. But we’ll have to wait and see how the meta evolves once set five is fully released and players get better at using the new set.
That’s all for today! Set five has been a lot of fun so far on the PBE, especially with so many well designed traits. It's definitely clear they've learned a lot since set one as each set is better and better in terms of trait design. As I mentioned in the introduction I'll be covering the Classes in another article so stay tuned for that!
Thank you for reading and if you're looking for additional TFT content, especially on set 5, you can find it over on the GiantSlayerTFT YouTube here and twitter here. And if you'd like to you can follow me on twitter here!
As always I'm going to shoutout https://lolchess.gg/ as a great resource for TFT, especially when learning a new set.