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My retrospective tier list of traits for set 9.5

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Disclaimer and unique traits

This tier list won't only rank traits based on their power and likeliness of granting a top 1 (or even just a top 4), but also on their originality and design idea.

I'll make one for origins and one for classes, but I won't include unique traits, which is why I will say what I think about them right here.

Technogenius : Similar to other summoning traits we've experienced during previous sets, it allows for a great adaptability depending on the turret upgrades in exchange for a lot of gold. An overall powerful trait.

Wanderer : A really original trait, allowing Ryze to have a dozen different spells, depending on the Runeterra region of the chosen portal. Very creative, and while some feel a bit underwhelming compared to other ones, it turns Ryze into a unique unit.

Empress : Another very original trait, as it allows Bel'Veth to jump across the board to pick up the corals dropped by enemies she kills, giving her more HP with the first one, healing her with the subsequent ones and dealing damage to adjacent enemies while picking them up.

Darkin : Formerly a unique trait, now shared by 2 units, I still count it as unique given its mechanic, which transfers a Darkin weapon to the nearest ally upon Naafiri's or Aatrox's death, giving the new wielder its properties, and, with Aatrox's Darkin Blade, revives Aatrox after the new wielder dies if he's been holding the Blade for long enough. Yet another creative trait, though maybe not as flashy as the others.

Reaver King : While unique to Gangplank, it's unfortunately not a new trait, as Jayce used to have the same when he was a legendary unit. Giving the pirate a melee form and passive when he's placed in the two front rows and a distance form and passive when in the two rear rows is something we had already seen, so it kind of lacks novelty.

Origins

  • Noxus

I place Noxus first because of how well-thought and original the trait is. Noxus being an expantionist empire, it empowers the units after winning against each and every opponent.

  • Ixtal

A direct heir to Mutant, Mirage and Janna's Weather, Ixtal sets up to two hexes that will power up the units standing on them, with an effect chosen from a pool and changing with each game. Those effects are very different from what the aforementionned traits brought. Plus there's Neeko. Would have been first if not for Noxus' mechanics.

  • Ionia

Ionia earns its place here due to the different and tailored bonuses it gives to native Ionians as well as the overall power of the trait. Bonus point for the pairs (Karma and Shen, Jhin and Xayah) allowing to activate a trait without needing a unit from another origin.

  • Bilgewater

An origin that required a lot of funetuning, either way too strong or way too weak. It ranks here thanks to the cool units of the traits and the fact that you can get the 7 Bilgewater without any emblem.

  • Demacia

As much as I don't really like Demacian units in set 9.5, I have to admit giving Radiant items and resistances is too strong to be ranked lower. Even if it requires to pack units.

  • Shurima

Another well-thought trait revolving around the Ascension, the ritual turning humans into God-Warriors. But it's ranked a bit low due to the trait giving attack speed to units who, for most, don't really need it, and because most of the units don't have any other purpose than to activate an higher tier.

  • Freljord

A very useful trait that shreds enemy units' resistances and even stunning them if you've got an emblem. It doesn't rank higher because it locks compositions into Vanquishers and Bruisers if you don't have any emblem (or +1).

  • Void

Similar to the Elementalist, Mecha pilots and Cultists, it's not really new, but it can summon Baron Nashor ! The gimmick is however a bit bittersweet to me, as the units never really shine if you put an emphasis on the summon, compared to when you use their classes.

  • Zaun

Quite original since it gives Chem mods to boost Zaunites, the major drawback is how it requires big luck to have the right mods for the right situation, and you can't choose which ones you'll get.

  • Targon

Not a flashy trait, but a quite good support one, especially around Soraka and Neeko.

  • Piltover

Maybe the most powerful trait in set 9, it's now quite pitiful. You need either an emblem or a box with Jayce or Ekko to activate the trait as soon as possible, then you need to make a loss streak as huge as possible, while trying not to go through the no-return point. And if you manage to cash out, it might not even be enough to guarantee you'll make a top 4. The heir to Fortune and Mercenary has really sunk in set 9.5.

Classes

Classes are way less flashy that origins, so it'll mainly be about their power and my view on them.

  • Rogue

While facing backline access is always a headache, and while it alos required a lot of finetuning to fix the class from being always a bad choice to sometimes being quite strong, the way it allows the units to jump backline midfight is refreshing after the previous sets' Assassins.

  • Multicaster

While they have ruled over patch 13.20, the Multicasters share an interesting trait inherited from Mages. Allowing them to cast multiple times with a reduced potency makes for powerful effects, such as Sona's stacking attack speed bonus and Taliyah's multiple bumps and passive interactions.

  • Sorcerer

While previous similar traits mainly gave AP, this one also damages the enemy board after killing an enemy hit by the Sorcerers, adding some novelty.

  • Vanquisher

Once reserved to the Assassin, this trait revolving around crit chance and crit damage this trait can be deadly since most Vanquishers hit multiple targets and you can't put a Bramble Vest on all your units.

  • Invoker

Heirs to the Scholars, they work the same way, though more a primary trait than the formers, due to a trait relying on more units.

  • Challenger

Formerly allowing units to stack attack speed, it now gives a constant bonus, which increases when Challengers get a takedown, along with allowing them to rush to their next target.

  • Slayer

A rather simple trait, giving damage and sustain, ranking there due to its strength and the strength of native Slayer units.

  • Strategist

A rather new support trait, which has a strong point in having units that can form a composition which doesn't leave too many traits unactivated.

  • Gunner

Not much to say, units stack AD.

  • Bruiser

While very simple, giving the whole team 100 HP and giving a % bonus on Bruisers, this trait ranks here because of how terrifying Cho'Gath has been, and of how strong he still is.

  • Bastion

We get to the traits I quite dislike. Bastion grants resistances, doubled for the first 10 seconds, turning the units into annoying walls. But resistances can be reduced.

  • Juggernaut

While Juggernauts get a damage reduction as their HP lower. And that is something you can't reduce. It isn't actually enough to tank lategame boards, even if you put 6 Juggernauts, but it would be a pain to deal with if it did. Much less frustrating than Aurochs from sets 7 and 7.5, though, but it still earns them this last place.

Conclusion

I hope this tier list was to your liking, as it gave you a little insight on the way I view Teamfight Tactics. Of course it doesn't reflect the power ranking, which changes with each patch anyway.

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SuperFishman
SuperFishman
Updated 1y ago

My retrospective tier list of traits for set 9.5

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