Every team trait in Teamfight Tactics Set 17, with breakpoint effects.
Set 17 · Patch 17.7 · 43 traits
Anima
After losing a player combat, gain 20 Tech, plus additional Tech equal to 5 times the length of your loss streak. Additionally, gain 2 Tech per Anima takedown. Each time Animas get 100 Tech, they prototype new Anima Weapons. You can take them, or save your Tech to get more powerful weapons next time.
3 / 6 units
Arbiter
Scribe a unique divine law, allowing you to choose an effect to apply to Arbiters when a chosen cause occurs.
2 / 3 units
Bastion
Your team gains 15 Armor and Magic Resist. Bastions gain more, and the value doubles in the first 10 seconds of combat.
2 / 4 / 6 units
Brawler
Your team gains 5% Health. Brawlers gain more.
2 / 4 / 6 units
Bulwark
Summon a placeable relic. At the start of combat, it grants adjacent allies a 10% max Health shield and 10% Attack Speed.
1 units
Challenger
Your team gains 10% Attack Speed. Challengers gain bonus Attack Speed. When their target dies, Challengers dash to a new target and increase their Attack Speed bonus by 50% for 2.5 seconds.
2 / 3 / 4 / 5 units
Choose Trait
When you field Miss Fortune, choose between Conduit Mode, Challenger Mode, and Replicator Mode. Miss Fortune has a unique ability based on her mode and gains the associated trait.
Commander
Sona gives you a random Command Mod every 2 rounds which allows you to alter the way an ally behaves during combat. Command Mods last 2 player combats even if they are not equipped.
1 units
Conduit
Innate: Conduits gain 20% additional Mana from all sources. Your team gains Mana Regen, increased for Conduits.
2 / 3 / 4 / 5 units
Dark Lady
Your team gains 4% Durability, increased to% when Morgana is in her Dark Form.
1 units
Dark Star
2 / 4 / 6 / 9 units
Divine Duelist
Your Tactician heals for 15% of player damage dealt from winning. Fiora always wins a one on one duel.
1 units
Doomer
Combat Start: Mark all enemies with Doom. The first time enemies are damaged each combat, their Doom is consumed, stealing 12% Attack Damage and Ability Power from them and granting it to your strongest Vex.
1 units
Eradicator
Enemies have 10% less Armor and Magic Resist.
1 units
Factory New
After participating in combat, open an armory to purchase a permanent upgrade for your strongest Graves. Every 3 upgrades, future upgrades will take an additional round. Next Upgrade: Rounds.
1 units
Fateweaver
Innate: Fateweavers have Precision.
2 / 4 units
Galaxy Hunter
Zed is obtained from the Invader Zed augment. While at least one clone is alive, Zed gains 40% bonus Attack Damage.
1 units
Gun Goddess
When you field Miss Fortune, choose between Conduit Mode, Challenger Mode, and Replicator Mode. Miss Fortune has a unique ability based on her mode and gains the associated trait.
1 units
Marauder
Your team gains 5% Omnivamp. Marauders gain more Omnivamp, Attack Damage, and their Omnivamp overhealing is converted into Shield (up to 25% max Health.)
2 / 4 / 6 units
Mecha
Innate: Mecha units can transform into their Ultimate form, upgrading their ability and gaining 40% Health. Transformed Mechas take up two team slots and count twice for the Mecha trait.
3 / 4 / 6 units
Meeple
Meeple attract Meeps that empower Meeple abilities in meepy ways. They also gain bonus Health.
3 / 5 / 7 / 10 units
N.O.V.A.
2 / 5 units
Oracle
Every 3 rounds, Tahm Kench grants a reward! Rounds Remaining: Last Reward:
1 units
Party Animal
Once per combat, after falling below 45% percent Health, become untargetable and repair 15% max Health per second. Upon reaching full Health, or when no other allies remain, return to combat. If fully healed, for the rest of combat Blitzcrank is in and Party Crasher's passive fires bolts four times as fast.
1 units
Primordian
2 / 3 units
Psionic
Gain Psionic items that can be equipped to any ally.
2 / 4 units
Redeemer
1 units
Replicator
Replicator abilities occur a second time at reduced effectiveness.
2 / 4 units
Rogue
Rogues gain Attack Damage and Ability Power. The first time they fall below 50% health, they slip into shadows. Enemies targeting them are redirected to a nearby unit, preferring Tanks.
2 / 3 / 4 / 5 units
Shepherd
Shepherds summon the Bond of the Stars to aid them in battle.
3 / 5 / 7 units
Sniper
Snipers gain Damage Amp, increased against targets farther away.
2 / 3 / 4 units
Space Groove
1 / 3 / 5 / 7 / 10 units
Stargazer
Stargazers chart a different constellation every game. Stargazers in empowered hexes gain various bonuses, starting at units. More hexes reveal at each player level.
3 / 5 / 7 / 8 / 9 / 10 units
Stargazer
Stargazers chart a different constellation every game. This game: The Fountain. Allies in empowered hexes heal% max Health every seconds. Stargazers in empowered hexes heal an additional% and gain stacking Attack Damage and Ability Power every seconds.
3 / 5 units
Stargazer
Stargazers chart a different constellation every game. This game: The Huntress. Combat Start: Mark the highest Health enemies. Allies in empowered hexes gain 15% Attack Speed. Stargazers in empowered hexes gain more and heal for 15% of their max Health when a marked enemy dies.
3 / 5 / 7 units
Stargazer
Stargazers chart a different constellation every game. This game: The Medallion.
3 units
Stargazer
Stargazers chart a different constellation every game. This game: The Mountain Every 5 player combats, gain a Stargazer Emblem. Stargazers in empowered hexes gain various bonuses. (Combats Remaining:)
3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 units
Stargazer
Stargazers chart a different constellation every game. This game: The Serpent. Allies in empowered hexes gain 5% Durability. Stargazers in empowered hexes gain more and poison enemies, repeating a portion of damage dealt as magic damage over 3 seconds.
3 / 5 / 7 units
Stargazer
Stargazers chart a different constellation every game. This game: The Altar.
3 units
Stargazer
Stargazers chart a different constellation every game. This game: The Boar. Gain gold after winning player combat. Allies in empowered hexes gain 8% Health, Attack Damage, and Ability Power. Stargazers gain more. (Gold Earned:)
3 / 4 / 5 / 6 units
Timebreaker
2 / 3 / 4 units
Vanguard
Vanguards gain 5% Durability while Shielded. Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
2 / 4 / 6 units
Voyager
Combat Start: Your Tanks gain a Shield for 15 seconds. Your other allies gain Damage Amp. Voyagers gain double.
2 / 3 / 4 / 5 / 6 units