Teamfight Tactics Dragonlands: How Each Origin Trait Works

The new Teamfight tactics set called “Dragonlands” is out. This is a tough iteration of the Auto-Chess game, especially compared to other sets Riot Games have released in the past. There are a few easy-to-understand returning classes such as Bruiser and Assassin, but many of the original traits are specifically associated with intriguing tricks such as Fury Wing, Mirage, and Shimmering Scales.

Since the set is coming soon to Xbox Game Pass, now is the time to go through each origin in Teamfight Tactics: Dragonlands one by one. Here’s everything players need to know about how they work, both for TFT veterans and new players who will appear after reaching Game Pass.

Astral: the origin of hyper-roll

Astral is essentially the yordles in this set, and players who love Hyperroll will gravitate towards them. In every 5th store with at least 3 astrals in the field, there is a very high probability of having astral champions. This essentially guarantees that the player who hyper-scrolls to spawn that 5th store will get 3 star units from the early game. In addition, this origin gives an AP bonus to the whole team, starting at +5 and ending at +60 with 9 astral on the field.

Some things to note:

The store UI border turns gold when the next store update is Astral Sphere and 5th Store. Astral items that spawn in the Astral Store are still based on level percentages, so there’s no way to get Aurelion Sol earlier. The Riot devs have already stated that in the next TFT patch, the Astral Emblem will reappear, allowing any unit to get 3 stars early using this reroll strategy.

Guild: works in all teams

The Guild Origin is arguably one of the most unique and adaptable Origins added in Set 7. Each of the five Champions in this “Friendly Adventurer’s Guild” Origin have a bonus assigned to them. associated. When placed on the field, this bonus is then applied to the whole team, but it is particularly effective for guild champions depending on the number of original guild champions on the field. Bonus that each guild unit gives to the team:

Sejuani: +100 health. Twitch: +10% attack speed. Climb: +10 attack power. Claw: +10 to AD. Bard: +2 mana per attack.

There are plenty of add-ons that interact well with this origin, and it’s easy to add a guild team to many team comps. Aren’t enemy teams doing too much damage? Sejuani can help you. Are Swiftshot units not attacking fast enough? Throw Twitch in there. The guild is created for players to play with, and it’s incredibly fun.

Jade: Keep attacking

Slow down the League fight? No – instead speed up even more with the jade trait. Jade is another weird origin, and it’s more like a positioning puzzle. As soon as the Jade Trait becomes active, a small green Jade statue (or several statues, depending on the level of the Jade Trait) appears on the field, which can be moved. Allies next to these statues receive bonus attack speed and healing every two seconds, based on their maximum health. When statues are destroyed, they deal a third of their health as magic damage to nearby enemies.

Although it sounds simple enough, there are some aspects of Jade that players should be aware of:

Statue buffs do not stack, which means players with two Jade Statues have no reason to combine their team into a small group. Percentage of maximum HP healing in two seconds is based on the level of the Jade trait, starting at 2% and ending at 25%. Statues explode in an area around them one hex wide, prompting players to place them in front, or at least in front of the back line as a defensive wall.

Mirage: Mixed Origin

Mirage is actually just a mutant trait from the last issue with a new name. For those unaware, the mutant trait has changed in each game’s set of possible effects, and Mirage works the same way. There are seven different effects in total that the Mirage Trait can cycle through between each TFT game, and they vary widely. One deals damage to enemies when hit, the other gives extra health and AP for each victory, one of them gives a chest with mercenary-type loot after each battle, and even more.

For this reason, Mirage builds change drastically from game to game. This is one of the reasons why Origin is so great to include in general, because Mirage units have so many different uses and playstyles to experiment with.

Furious Wing: An Incredibly Good Trait

To explain this as simply as possible, all characters with Wings of Rage build “Rage” instead of mana. When their Rage Scale is full, they use their ability, then “Frenze” for four seconds, gaining increasing attack speed and a full Vampire buff based on the number of Rage Wings on the battlefield. Enraged, they do not generate rage (i.e. mana), which is why it takes them much longer to “get angry” again.

#Teamfight #Tactics #Dragonlands #Origin #Trait #Works

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