TFT Fates: Ranking Every Single Unit Coming in Set 4

Teamfight Tactics. Photo Courtesy of Riot Games.
Teamfight Tactics. Photo Courtesy of Riot Games. /
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Aphelios, League of Legends.
League of Legends. Photo courtesy of Riot Games. /

With TFT Set 4 on the horizon, we rank every unit that will be available to play in TFT: Fates.

2-Cost Units

1. Annie

Origin: Fortune (1/5)
Class: Mage (3/5)

Synergy: Honestly, it’s the same as Tahm Kench. Fortune just doesn’t have good synergy with any Class, but it doesn’t really have “anti-synergy” either. (2/5)

Ultimate (Shield-Blast): Annie blasts a cone of fire dealing magic damage to enemies in front of her, then creates a shield for herself for a few seconds. (1/5)

Overall rating: 7/20

2. Aphelios

Origin: Moonlight (2/5)
Class: Hunter (5/5)

Synergy: The traits don’t have any inherent synergy, but I could definitely see Hunter/Moonlight comps coming out if Aphelios is strong. (3/5)

Ultimate (Sentry Turret): Aphelios summons a turret for a few seconds. An extension of his will, the turret counts as Aphelios himself when it fires and deals damage, and dies when he dies. (2/5)

Overall rating: 12/20

3. Hecarim

Origin: Elderwood (4/5)
Class: Vanguard (2/5)

Synergy: Just like Maokai, these stacking resistances synergize great. The only real problem is that, unlike Brawler/Elderwood, Hecarim isn’t getting any extra health so he’ll be a bit more item-dependent. (4/5)

Ultimate (Spirit of Life): Hecarim absorbs health from each adjacent enemy over 2 seconds. (3/5)

Overall rating: 13/20

4. Janna

Origin: Enlightened (2/5)
Class: Mystic (5/5)

Synergy: Not a great synergy, but Janna and other Mystics will tend to be very spell-reliant, so getting the extra mana regen will certainly help. (3/5)

Ultimate (Eye of the Storm):  Janna shields the lowest health allies for 4 seconds. Shielded allies gain Attack Damage for the duration. (4/5)

Overall rating: 14/20

5. Jarvan IV

Origin: Warlord (5/5)
Class: Keeper (3/5)

Synergy: If you’re going for a tanky/front-line comp I could see Warlord/Keepers being a very strong composition. Jarvan does seem to be a bit more damage-based than tanky, but if it can work this could be a very strong synergy. (5/5)

Ultimate (Dragon Strike): Jarvan strikes the furthest target within 3 hexes with his spear and pulls himself towards them, dealing magic damage to units he passes through and knocking them up and stunning them for 2 seconds. (2/5)

Overall rating: 15/20

6. Jax

Origin: Divine (5/5)
Class: Duelist (5/5)

Synergy: Insane synergy here, as Divine grants that stacking damage the longer a unit is in battle synergizes so well with gaining attack speed and movement speed. (5/5)

Ultimate (Counter Strike): Jax dodges all incoming attacks for 2 seconds, then strikes all nearby units, dealing magic damage and stunning them for 1.5 seconds. (2/5)

Overall rating: 17/20

7. Lulu

Origin: Elderwood (4/5)
Class: Mage (3/5)

Synergy: Gaining spell power the longer you stay in battle will definitely help Mages get more umph out of their spells, but it doesn’t necessarily make a fantastic/overpowered synergy. (3/5)

Ultimate (Wild Growth):  Lulu makes a low health ally giant, granting them bonus health and knocking up adjacent enemies near them for 1.5 seconds. (4/5)

Overall rating: 14/20

8. Pyke

Origin: Cultist (5/5)
Class: Assassin (4/5)

Synergy: Having these two synergies together don’t make for a particularly great comp, but I think it could be workable if Assassins are strong. At the least, they have at least neutral synergy. (3/5)

Ultimate (Phantom Undertow): Pyke dashes behind the furthest enemy, creating an afterimage that deals magic damage and stuns enemies it passes through for a few seconds. (4/5)

Overall rating: 16/20

9. Sylas

Origin: Moonlight (2/5)
Class: Brawler (3/5)

Synergy: No real reason to create a Moonlight/Brawler comp as there’s not much overlap, so the synergy isn’t very good at all. (2/5)

Ultimate (Chain Lash): Sylas lashes his chains out in a 3 hex line, dealing magic damage to enemies hit and increasing the cost of their next spell by 40%. (3/5)

Overall rating: 10/20

10. Teemo

Origin: Spirit (2/5)
Class: Sharpshooter (3/5)

Synergy: Actually this is a pretty good synergy, as Teemo will get more attack speed from his Spirit trait and thus allow him to fire off more ricocheting attacks. (4/5)

Ultimate (Sporecloud Dart): Teemo fires a dart at his target that explodes into a cloud of spores on contact, poisoning nearby enemies. Poisoned enemies take magic damage over a few seconds and are blinded for the duration. (4/5)

Overall rating: 13/20

11. Thresh

Origin: Dusk (4/5)
Class: Vanguard (2/5)

Synergy: No real synergy to be had between Dusk and Vanguard, nor do I think that you’re going to see a ton of priority put on the units with which this overlaps. (2/5)

Ultimate (Spectral Lantern):  Thresh throws his lantern to the lowest-health ally, shielding them and nearby allies against damage for 4 seconds. (2/5)

Overall rating: 10/20

12. Vi

Origin: Warlord (5/5)
Class: Brawler (3/5)

Synergy: Sort of the opposite problem from Hecarim, where both of Vi’s traits grant bonus HP, so she’ll need to be loaded with defensive items to be relevant. (2/5)

Ultimate (Denting Blows): Vi’s attack blasts through her target, dealing magic damage to all enemies in a cone and reducing their armor for 6 seconds. (5/5)

Overall rating: 15/20

13. Zed

Origin: Ninja (3/5)
Class: Assassin (4/5)

Synergy: We’ve already seen the Ninja/Assassin comp in action before in Set 1 and it was fairly effective. I doubt it will be perenially OP, but I think it should almost always be strong. (4/5)

Ultimate (Contempt for the Weak): Every third attack, Zed deals bonus magic damage and steals a percent of the target’s current Attack Damage. (3/5)

Overall rating: 14/20