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Set 9.5: Runeterra Reforged Horizonbound
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Synergies

The best TFT synergies for every champion in Set Set 9.5 Runeterra Reforged Horizonbound. Understand how to match champions for every game and how to build TFT synergies to increase your top 4 consistency.

BastionBastion

Bastion champions gain Armor and Magic Resist. This is increased by 100% for the first 10 seconds of combat.

2

+25 Defenses

4

+50 Defenses

6

+95 Defenses

8

+240 Defenses

BruiserBruiser

Your units gain 100 Health. Bruisers get even more.

2

+10%

4

+45%

6

+80%

ChallengerChallenger

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

30%

4

60%

6

95%

8

140%

EmpressEmpress

When Bel'Veth kills an enemy, they leave behind Void Coral that she will consume. The first Coral increases her max Health by 50%, while further Coral heals her 20% max Health.

When a Void Coral is consumed, she deals 10% max Health as magic damage to enemies within 2 hexes.

1

Bonus Effect

GunnerGunner

When Gunner champions attack, they gain bonus Attack Damage, up to 8 stacks.

2

6% Attack Damage per stack

4

12% Attack Damage per stack

6

25% Attack Damage per stack

InvokerInvoker

Allies restore Mana every 3 seconds.

2

5 Mana for all allies

4

And 15 additional Mana for Invokers

6

15 to all, additional 20 to Invokers

8

40 to all, and start with an additional 30 Ability Power

JuggernautJuggernaut

Juggernaut champions take less damage as their Health decreases.

2

15% to 25% damage reduction

4

20% to 35% damage reduction

6

30% to 45% damage reduction

MulticasterMulticaster

Multicasters cast their Ability multiple times. Bonus casts have 66% reduced effectiveness.

2

1 extra cast

4

2 extra casts

Reaver KingReaver King

Gangplank uses his cutlass when placed in the front 2 rows and his pistol when placed in the back 2 rows.

1

Bonus Effect

RogueRogue

(2) The first time Rogues fall below %Health they briefly become untargetable and dash towards an enemy within 4 hexes, preferring backliners.

(4) Additionally, attacking an enemy for the first time causes that enemy to bleed over 2.5 seconds.

2

below 50%

4

Apply additional Bleed dealing 60% of the enemy max health.

SlayerSlayer

Slayers gain 12% omnivamp. Additionally, Slayers deal bonus damage, doubled against units below 66% health.

2

+6% bonus damage

4

+20% bonus damage

6

+40% bonus damage

SorcererSorcerer

Sorcerers gain bonus Ability Power.

When an enemy dies after being damaged by a Sorcerer, they deal a percentage of that enemy's maximum Health to another enemy.

2

25 Ability Power; shock 1 enemy for 5% Health

4

50 Ability Power; shock 2 enemy for 11% Health

6

90 Ability Power; shock 2 enemies for 15% Health

8

135 Ability Power; shock 2 enemies for 15% Health

StrategistStrategist

Combat Start: Allies in the front 2 rows gain a Shield for 15 seconds. Allies in the back 2 rows gain Ability Power.

2

(2) 200 shield; 15 Ability Power

3

400 shield; 25 Ability Power

4

600 shield; 40 Ability Power

5

900 shield; 60 Ability Power

TechnogeniusTechnogenius

Gain a placeable Apex Turret with 3 upgrade slots. Upgrades to the Apex Turret will show up in your shop for 6 gold. You may only have 1 Apex Turret.

1

Bonus Effect

VanquisherVanquisher

Damage from Vanquisher Abilities can critically strike. Vanquishers gain bonus Critical Strike Chance and Critical Strike Damage.

2

15% Crit Chance , 10% Crit DMG

4

35% Crit Chance , 30% Crit DMG

6

55% Crit Chance , 50% Crit DMG