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TFT Set 13 Guide: Anomalies Explained

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TFT Set 13: How Anomalies Work

Every new TFT set has a a new set mechanic, and in the case of Set 13: Into the Arcane, TFT is introducing “Anomalies.” With the Anomaly, you’ll get to buff up one champion with a powerful effect.

While not the hardest set mechanic to understand, the mechanic will certainly change the way the game is played. The meta will slowly but surely start to revolve around the mechanic. People might find OP combinations, change their level/roll timings, etc.

In this article, I’ll quickly cover how Anomalies work, some tips to take advantage of, and the full list of Anomalies.

Explore all of the TFT Set 13 Blog here!

TFT Set 13 Anomalies Summarized

Here’s a quick rundown of how Anomalies work:

  • On Stage 4-6, place one champion in the middle to grant them an Anomaly effect.
  • You can roll for a different Anomaly for 1 Gold. (multiple times)
  • If you reroll through the entire shop, it will restart anew.
  • There are 60 Anomalies on release. More will be added.
  • You can only do this once per game, on only one champion.

Overall, the Anomaly mechanic is quite simple. At 4-6, you get to empower a champion on your board with a powerful effect. While there are strategies to take advantage of the mechanic, it doesn’t have too much complexity compared to previous set mechanics.

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TFT Set 13 Tips for Anomalies

Now that you know how Anomalies work, here are some tips to fully take advantage of the mechanic:

  • Be sure to have your main carry on or before 4-6 to empower them.
  • Try to have an idea of what Anomaly you’re looking for.
  • Decide how much to reroll Anomalies based on your board/economy.
  • If you still need lots of board upgrades, don’t roll too much for an Anomaly unless it will spike your board immensely.
  • Conversely, if you have most of your board complete, roll more aggressively for a good Anomaly.
  • You can technically guarantee an Anomaly if you have enough Gold. This will be hard but possible.
  • Consider whether buffing your main carry or main tank is more beneficial. Do you need more damage or frontline?

TFT Set 13 Anomalies List

Lastly, here’s a rundown of the Anomalies list. As with everything, things are bound to change with hotfixes/patches/etc. For the most updated list, you can check it our here:

Arcana Overwhelming Gain Ability Power equal to 25% of Magic Resist. Gain 50 Magic Resist.

Attack Expert This champion gains 55% more Attack Damage from all sources.

Avalanche of Armor Gain Attack Damage equal to 25% of Armor. Gain 50 Armor.

Avarice Incarnate Gain 5 gold. Gain 15% Damage Amp and 1% more per 2 gold you have (up to 40%).

Berserker Rage Gain 20 Ability Power & 20% Attack Damage. Triple it when below 50% Health.

Bully Gain 18% Damage Amp, increased to 36% against units with a lower star level.

Bulwark Gain 40 Armor & 40 Magic Resist. Triple it when above 50% health.

Calling Card Gain an emblem that matches a non-unique trait from this champion.

Center of the Universe Gain 6 stars that orbit this champion. Each star deals 70 magic damage and the orbit expands to hit the champion’s current target.

Comeback Story Gain 5% Damage Amp for every 10 player health you have lost this game.

Cosmic Rhythm No longer gain Mana but instead cast their Ability every 4 seconds.

Cull the Weak Gain up to 100% Critical Strike Chance based on target’s missing Health. Every 3 seconds, target the lowest percent Health enemy in range.

Deep Roots Gain 700 Health, 25 Armor, and 25 Magic Resist. They cannot move or be stunned, and pull their target into range.

Defense Expert This champion gains 45% more Armor and Magic Resist from all sources.

Diving In On first cast, leap to enemies and stun in a 2-hex radius for 1.5 seconds and gain 25% Attack Speed and 20% Omnivamp.

Dragonsoul This champion’s first attack against a new target fires a Dragonsoul blast, dealing 20% max Health true damage.

Dramatic Entrance Combat start: Leap off the battlefield. After 6 seconds, arrive with 70% increased max Health and Stun all enemies for 1.5 seconds.

Dual Wielding Gain 2 completed items that fit this champion’s role.

Eagle Eye Gain +1 Range. Every 2 seconds this champion doesn’t move, gain 6% Attack Damage.

Energy Absorption Gain 30 Ability Power. Each time an ally dies, gain 5% of their Ability Power.

Essence of Navori Max mana reduced by 10%, increased by 10% each time this champion casts (up to 40%).

Fireball For every 60 Mana spent, throw a 2-hex fireball that deals 7% max Health true damage and Burns for 5 seconds.

Force of Friendship Gain 1% Damage Amp for each star level on your board. Three-star champions grant 8% Damage Amp instead.

Fortified Gain 12% max Health. Every 3 seconds, gain another 12% (up to 5 times).

Freestyling Gain 4.5% Damage Amp for each activated trait you have.

Giant-Sized Gain 1000 Health and grow greatly in size.

Headhunter This champion gains 15% Attack Speed. Every 1 kills, they permanently gain 1% more (doubled in Hyper Roll).

Heavy Hitter Attacks deal bonus physical damage equal to 20% of this champion’s max Health. (Cooldown: 3 seconds)

Hunger for Power Combat start: Consume the nearest ally and gain 60% of their Health and Attack Damage.

Hypervelocity Gain 10% Attack Speed. On cast, gain 15% stacking Attack Speed for the rest of combat.

Into the Unknown This champion disappears for 3 rounds. When they return, they gain 50 Ability Power and 50% Attack Damage.

Invisibility Every 4 seconds, turn invisible for 1 second. The next attack has 100% Critical Strike Chance.

Kill Streak Gain 30 Mana each kill.

Knockout Gain 15% Attack Damage. The next attack after casting gains 35% Critical Strike Chance and deals 90% true damage.

Laser Eyes Constantly deal 80% Ability Power magic damage per second in a 3-hex line and Burn enemies for 3 seconds.

Last Chance On first death, revive to full Health, gain 50% Attack Speed and 20% Omnivamp but lose 12.5% Health each second.

Legacy of Shurima After 10 seconds of combat, ascend, gaining 40% max Health and 60% Attack Speed

Mage Armor Gain Armor and Magic Resist equal to 40% of Ability Power.

Magic Expert This champion gains 40% more Ability Power from all sources.

Magic Training Gain 20 Ability Power. On cast, your team gains 2 Ability Power for every 15 Mana spent.

Miniaturize Transform into an item that gives 60% of their Attack Damage, Ability Power, Armor, and Magic Resist. Equipped items pop off.

Mini Mees Gain 3 minis that deal 30% () Attack Damage every 3 attacks. Their attacks reduce Armor by 5.

Nothing Wasted When an ally dies, gain 100% of their current Mana.

One Thousand Cuts Attacks deal 30 bonus true damage, plus 15 true damage for each time the target was damaged by this effect.

Power Absorption Gain 30% Attack Damage. Each time an ally dies, gain 5% of their Attack Damage.

Protective Shielding Combat start and every 8 seconds: Grant 15% max Health Shield to self and 2 lowest health alles for 5 seconds.

Repulsor Gain 35% Attack Speed. On cast, knock back their target if within 2 hexes of them.

Scuttle Familiar On death, summon a crab with 111% of their maximum Health, Armor, and Magic Resist.

Share Your Energy Combat start: grant 12% of their Attack Damage, Ability Power, Health, Armor, and Magic Resist to adjacent allies.

Slime Time Every 2 seconds, deal 100% magic damage in a 1-hex radius and heal this champion for 100% of damage dealt.

Slow Cooker Every second, deal magic damage in a 1-hex radius equal to 4% of their max Health. Radius increases every 6 seconds.

Stoneskin Combat start: Gain 225 Armor and Magic Resist. Every second, reduce this bonus by 10.

Strength Training Gain 20% Attack Damage. Every 3 times they attack, your team gains 4% Attack Damage.

The Finisher This champion’s attacks and Ability executes enemy champions at 15% health or lower.

Thornskin Gain 60 Armor and 60 Magic Resist. When damaged, deal 20% of the damage blocked to adjacent enemies as magic damage.

Titanic Strikes Attacks deal an additional 30% Attack Damage to the target and adjacent enemies.

Touch of Frost Ability casts 20% Chill (reduce Attack Speed) enemies for 4 seconds. When Chilled enemies die, they stun the nearest enemy for 1 second.

Ultimate Hero Star up a 3-star 1-cost champion to 4 stars!

Unstoppable Force On takedown, charge the next target and Stun them for 1.5 seconds, then heal 10% max Health.

Wolf Familiars Summon 2 untargetable wolves with 35% of this champion’s Attack Damage and 0.9 Attack Speed.

Thanks for Reading! If you want to gain more in-depth knowledge about TFT, check out many helpful articles here!

Good luck to you! – Cheng

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