Teamfight Tactics Dragonlands: How Each Origin Trait Works

The latest set of Teamfight Tactics called “Dragon Lands” it came out. This is a challenging version of the Auto-Chess game, especially when compared to other sets released by Riot Games in the past. There are a few easy-to-understand recurring classes like Bruiser and Assassin, but many of the original traits are specifically associated with some fascinating tricks like Fury Wing, Mirage, and Shimmering Scales.

With the set coming to Xbox Game Pass soon, 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 it hits the Game Pass.

Astral: The Origin of Hyper-Roll

Astral is basically the yordles of this set, and players who like Hyperroll will gravitate towards them. In every 5th store with at least 3 astral on the field, there is a very high chance of having astral champions in it. This basically causes the player who hyperscrolls to make this 5th shop appear to get some 3-star units from the early game. In addition, this origin gives an AP bonus to the whole team, starting with +5 and ending with +60 with 9 astral on the field.

Some things to note:

The bezel of the store’s UI glows gold when the store’s next update is the Astral Sphere and the 5th store. The Astral items that appear in the astral store are still based on level percentages, so there’s no way to get Aurelion Sol sooner. Riot developers have already stated that in the next TFT patch, the Astral decal will reappear, allowing any unit to gain 3 stars earlier with this re-roll strategy.

Guild: works in any team

The Guild Origin is definitely one of the most unique and customizable Origins added in Set 7. Each of the five champions in this ‘Friendly Adventurers Guild’ comes with a bonus. When placed on the field, this bonus is applied to the entire team, but it is especially effective for Guild Champions, depending on how many Guild Origin Champions are on the field. Bonuses that each guild unit gives to the team:

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

There are many add-ons that work well with this Origin, and it’s easy to add a guild squad to many squad builds. Don’t enemy teams do too much damage? Sejuani can help. Are Swiftshot units not attacking fast enough? Throw in Twitch. The guild is made in a way that players can mess with it, and it’s incredibly fun.

Jade: Don’t stop attacking

Delay the League’s fight? No – speed it up even more with the Jade ability instead. Jade is another strange Origin, and it’s more like a positioning puzzle. Once the Jade Trait becomes active, a small green Jade statue (or several statues, depending on the level of the Jade Trait) will appear on the space and can be moved. Allies next to these statues will receive an attack speed and healing bonus every two seconds, depending on their max health. When the statues are destroyed, they deal a third of their health in the form of magical damage to nearby enemies.

While it sounds quite simple, there are some aspects of Jade that players should know:

Statue aficionados don’t pile up, meaning players with two jade statues have no reason to combine their team into a bit group. The percentage of maximum HP heal in two seconds is based on the Jade trait level, starting at 2% and ending at 25%. Statues explode in an area around themselves, 1 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 in fact just a mutated property of the last song with a new name. For those who don’t know, the mutant’s trait has changed in the range of possible effects in each game, and Mirage works the same way. There are a total of seven different effects that the Mirage feature can switch between each TFT game, and they vary greatly. One deals damage to enemies when hit, the other gives extra health and AP for every win, one of them gives a chest of mercenary-type loot after each battle, and many more.

Because of this, Mirage builds change drastically from game to game. This is one of the reasons Origin is so interesting to include in general, as 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 shell is full, they use their Ability and then “Frenzy” for four seconds, giving them an increasing attack speed and an expanded vampire buff depending on the number of Wings of Rage on the battlefield. Since they are enraged, they don’t generate anger (in other words, mana), making it much longer for them to “go crazy” again.

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

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