TFT: Ranking Every Single Unit in Set 3

League of Legends. Photo Courtesy of Riot Games.
League of Legends. Photo Courtesy of Riot Games. /
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TFT Set 3 Arena. Photo Courtesy of Riot Games.
TFT Set 3 Arena. Photo Courtesy of Riot Games. /

3-Cost Champions

1. Master Yi

Origin: Rebel (4/5)
Class: Mystic (4/5) / Blademaster (3/5)

Synergy: Sona has the same Rebel/Mystic combo, and adding on Blademaster just gives Yi more flexibility in comps. Any time you have a unit with three traits, they’re going to have more flexibility unless the underlying traits are just bad or don’t go together. (5/5)

Ultimate (Chosen One): For 5 seconds, gains massively increased movement speed, heals for 8 / 10 / 15% of maximum health each second, and deals 75 / 100 / 200 bonus true damage with his basic attacks. (4/5)

Overall rating: 20/20

2. Rumble

Origin: Mech-Pilot (5/5)
Class: Demolitionist (5/5)

Synergy: Two extremely good, all-purpose traits that don’t necessarily go together or need to. (4/5)

Ultimate (Deceive): Torches his enemies, dealing 250 / 400 / 800 magic damage in a 2-hex cone over 3 seconds with each tick of damage occurring every 0.25 seconds, and applying Grievous Wounds on them for 5 seconds. (4/5)

Overall rating: 18/20

3. Kassadin

Origin: Celestial (4/5)
Class: Mana-Reaver (4/5)

Synergy: While these two don’t necessarily synergize together, like Sona and Yasuo, both are going to be beneficial and likely fit into a comp somehow. (4/5)

Ultimate (Force Pulse): Releases a wave of energy in front of him, dealing 250 / 400 / 800 magic damage and disarming all targets hit for 2.5 / 3 / 3.5 seconds. (5/5)

Overall rating: 17/20

4. Ezreal

Origin: Chrono (5/5)
Class: Blaster (2/5)

Synergy: Chrono and Blaster complement each other perfectly for an auto-attacker, which is what it seems Ezreal will mainly be. (5/5)

Ultimate (E.M.P.): Fires an electromagnetic pulse at a random enemy that explodes on impact in 2-hex radius, dealing 100 / 125 / 400 magic damage to all nearby enemies and increases the cost of their next spell cast by 40%. (4/5)

Overall rating: 16/20

5. Lux

Origin: Dark Star (2/5)
Class: Sorcerer (5/5)

Synergy: Unlike Shaco, I think there is a good chance that Lux, with the Sorcerer trait, could take advantage of the Dark Star stacks. The traits don’t go together, but Lux can make use of both very well. (4/5)

Ultimate (Lurid Binding): Fires a sphere of darkness in 2-hex range that passes through enemies, dealing 300 / 400 / 800 magic damage and   stunning them for 1.5 / 2 / 2.5. (5/5)

Overall rating: 16/20

6. Karma

Origin: Dark Star (2/5)
Class: Mystic (4/5)

Synergy: Two fantastic supportive traits that complement her position (shielder) and ultimate perfectly. (5/5)

Ultimate (Inspire): At the start of combat, tethers to her closest ally. Shields the tethered ally (or a random one if the tether is dead) for 5 seconds, absorbing the next 250 / 400 / 800 damage. While the shield holds, the ally receives 35 / 50 / 100% bonus attack speed. (4/5)

Overall rating: 15/20

7. Ashe

Origin: Celestial (4/5)
Class: Sniper (2/5)

Synergy: Though Celestial might not be as good with Sniper as Chrono, getting healing from her attacks is going to be a good thing for Ashe. (4/5)

Ultimate (Enchanted Crystal Arrow): Fires an arrow at the farthest enemy that explodes on the first enemy hit, dealing 250 / 350 / 700 magic damage to all nearby enemies and   stunning them for 2 seconds. (3/5)

Overall rating: 13/20

8. Shaco

Origin: Dark Star (2/5)
Class: Infiltrator (3/5)

Synergy: Shaco will (presumably) be one of the Dark Stars you want benefitting from the stacking damage from other Dark Star deaths. The problem is whether he, as an Infiltrator, will die before getting enough stacks. Luckily, his ultimate gives him opportunities to escape sticky situations. (4/5)

Ultimate (Deceive): Teleports and backstabs his target, critically striking for 300 / 350 / 500% AD damage. (3/5)

Overall rating: 12/20

9. Syndra

Origin: Star Guardian (1/5)
Class: Sorcerer (5/5)

Synergy: The exact same combo as Zoe and Ahri. (4/5)

Ultimate (Unleashed Power): After 0.75 seconds, pulls in all orbs on the battlefield and creates 3 new ones, then fires them all at the enemy with the highest health, dealing 80 / 120 / 200 magic damage per orb. (2/5)

Overall rating: 12/20

10. Vi

Origin: Cybernetic (2/5)
Class: Brawler (1/5)

Synergy: Now, at least in this case the Cybernetic isn’t taking away from the function of the Brawler as a front-liner. That said, the two don’t go together and make Vi a somewhat weaker tank than most other synergies. (3/5)

Ultimate (Assault and Battery): Charges in 1000 speed at the farthest enemy, dealing 150 / 200 / 500 magic damage and knocking aside all enemies for 0.25 seconds along the way. Upon reaching her target, deals 450 / 650 / 1300 magic damage and knocks them up for 2 / 2.5 / 3 seconds. (5/5)

Overall rating: 11/20

11. Neeko

Origin: Star Guardian (1/5)
Class: Protector (1/5)

Synergy: Combined, these two terrible classes make an almost-decent one. (3/5)

Ultimate (Pop Blossom): Leaps into the air and slams into the ground, dealing 175 / 250 / 500 magic damage and stunning all nearby enemies in 2-hex radius for 1.5 / 2 / 2.5 seconds. (5/5)

Overall rating: 10/20

12. Jayce

Origin: Space Pirate (1/5)
Class: Vanguard (2/5)

Synergy: These synergies don’t complement each other, nor do they enable Jayce to be the type of effective damage dealer his ultimate makes him appear to be. (1/5)

Ultimate (To the Skies!): Jumps into the air and slams his hammer, dealing 450 / 600 / 1200 magic damage to nearby enemies in 1-hex radius. (3/5)

Overall rating: 7/20