TFT Set 6.5: Neon Nights also brings the powerful Debonair and Hextech origins alongside other new traits like Striker, Rivals, and Silco’s exclusive Mastermind mechanic. Silco’s coming to add more than just his unstable concoction to the mix.
New Traits
Debonair
Debonair champions gain bonus Health and Ability Power, and you have a higher chance to see Debonair VIPs in your Shop.
If there is a Debonair VIP in play, they activate their unique bonus. Sell the old VIP for a chance to see a new one in your Shop.
- (3) 200 Health, 20 Ability Power
- (5) 600 Health, 60 Ability Power
- (7) 1000 Health, 100 Ability Power
Hextech
At the start of combat and every 5 seconds afterwards, the Hexcore sends out a pulse that charges up allied Hextech champions with a shield for 4 seconds. While the shield is active, attacks deal bonus magic damage on hit. This shield does not stack.
- (2) 200 shield, 10 magic damage
- (4) 300 shield, 40 magic damage
- (6) 500 shield, 80 magic damage
- (8) 700 shield, 140 magic damage
Mastermind
- (1) At the start of combat, the Mastermind grants the 2 allies directly in front of him 40% of their maximum Mana.
Rival
- (1) This trait is only active when you have exactly 1 unique Rival unit, as Rivals refuse to work together.
Vi’s mana cost is reduced by 20.
Jinx gains 40% Attack Speed for 3 seconds after scoring a takedown.
Striker
Strikers gain bonus Attack Damage.
- (2) +40 Attack Damage
- (4) +75 Attack Damage
- (6) +110 Attack Damage
New Champions
Ahri
Cost: 4 Gold
Origin: Syndicate
Class: Arcanist
Orbs of Deception
Ahri fires an orb in a line, dealing magic damage to all enemies it passes through on the way out and the way back. Every time she casts, she gains stack(s) of spirit fire. She fires another orb for each stack of spirit fire.
Alistar
Cost: 4 Gold
Origin: Hextech
Class: Colossus
Pulverize
Alistar charges at his target, knocking them back for a short distance. Then he slams the ground, dealing magic damage and stunning all nearby enemies for a few seconds.
Ashe
Cost: 2 Gold
Origin: Syndicate
Class: Sniper
Volley
Ashe fires a volley of arrows at her target, dealing % of her Attack Damage as physical damage per arrow and slowing their Attack Speed by 25% for 3 seconds.
Brand
Cost: 1 Gold
Origin: Debonair
Class: Arcanist
Sear
Brand launches a fireball at the nearest enemy, lighting them ablaze for 4 seconds and dealing magic damage. If the enemy is already lit, they suffer an explosion of bonus magic damage which stuns them for a few seconds.
VIP Bonus: Brand fires a 2nd Sear at the farthest enemy.
Corki
Cost: 2 Gold
Origin: Yordle
Class: Twinshot
Bombardment
Corki fires a missile at his target that explodes on impact, dealing magic damage to nearby enemies.
Draven
Cost: 4 Gold
Origin: Debonair
Class: Challenger
Spinning Axes
Draven starts spinning an axe, empowering his next attack to deal % of his Attack Damage plus bonus physical damage. It will return to his original location after striking the target. If Draven catches it, he will empower the axe again. Draven can spin up to 2 axes at a time.
VIP Bonus: Draven gains infinite attack range and ignores 50% his target’s Armor.
Gnar
Cost: 3 Gold
Origin: Socialite, Yordle
Class: Striker
GNAR!
Gnar transforms into Mega Gnar and throws a boulder at the farthest enemy within boulder range, dealing % of his Attack Damage plus bonus damage as physical damage to all enemies it passes through.
While in Mega Gnar form. Gnar is melee, gains Health, and his mana costs are reduced by 30.
Irelia
Cost: 4 Gold
Origin: Scrap
Class: Striker
Bladesurge
Irelia dashes to her target, striking them for physical damage. If this kills the target, she Bladesurges again at the lowest Health enemy.
Jarvan IV
Cost: 1 Gold
Origin: Hextech
Class: Striker
Ageless Standard
Jarvan calls down his standard to a nearby location, granting all nearby allies Attack Speed for 5 seconds.
Kha’Zix
Cost: 4 Gold
Origin: Mutant
Class: Assassin
Arid Assault
Kha’Zix leaps towards the lowest Health enemy. striking them for physical damage and increasing their maximum Mana by 50% until they cast.
Lucian
Cost: 3 Gold
Origin: Hextech
Class: Twinshot
Relentless Pursuit
Lucian dashes away from his current target and fires shots at nearby enemies that each deal magic damage.
Morgana
Cost: 3 Gold
Origin: Syndicate
Class: Enchanter
Soul Shackles
Morgana shields herself for 3 seconds. She then shackles herself to all enemies in a 2 hex radius, and deals magic damage per second to them, as long as the shield holds.
If the shield expires without being broken, all targets are stunned for a few seconds. If the shield is broken, Morgana instead refunds herself 40 mana.
Nocturne
Cost: 1 Gold
Origin: Hextech
Class: Assassin
Unspeakable Horror
Nocturne terrifies his target, stunning them with fear for a few seconds and dealing magic damage over the duration.
Rek’Sai
Cost: 2 Gold
Origin: Mutant
Class: Bruiser, Striker
Furious Bite
Rek’Sai bites her target, dealing 175% of her Attack Damage and stealing % of her target’s Armor and Magic Resist.
Renata Glasc
Cost: 4 Gold
Origin: Chemtech
Class: Scholar
Toxic Wave
Renata unleashes a toxic poison wave towards the largest group of nearby enemies, poisoning all enemies caught in its path for 15 seconds. Poisoned enemies suffer 25% reduced Attack Speed and take magic damage per second. Damage dealt by the poison can stack.
Sejuani
Cost: 2 Gold
Origin: Enforcer, Hextech
Class: Bruiser
Fury of the North
Sejuani signals Bristle to charge, dealing magic damage and stunning her target for a few seconds. She then gains Frost Armor, granting her Armor and Magic Resist for 4 seconds.
Senna
Cost: 3 Gold
Origin: Socialite
Class: Enchanter
Piercing Darkness
Senna fires a beam in the direction of her target, dealing % of her Attack Damage as physical damage to all enemies hit. For each enemy hit, she heals the lowest health ally for % of the damage dealt plus more.
Silco
Cost: 5 Gold
Origin: Mastermind
Class: Scholar
Unstable Concoction
Silco injects an unstable concoction into some of his lowest Health allies, granting them maximum Health, Attack Speed, and immunity to crowd control for 8 seconds. When the concoction wears off, unstable units die by explosion, dealing magic damage to nearby enemies.
Sivir
Cost: 4 Gold
Origin: Hextech
Class: Striker
Ricochet
For the next 5 seconds, Sivir grants herself Attack Speed and her attack bounce up to several times dealing 60% of her Attack Damage to enemies hit.
Syndra
Cost: 2 Gold
Origin: Debonair
Class: Scholar
Force of Will
Syndra flings the nearest enemy towards the farthest enemy, dealing magic damage to all nearby enemies upon impact and stunning the thrown target for a few seconds.
VIP Bonus: Force of Will’s impact area is larger and knocks up affected enemies for 1.5 seconds.
Tryndamere
Cost: 3 Gold
Origin: Chemtech
Class: Challenger
Spinning Slash
Tryndamere spins in a line towards the most enemies, dealing physical damage to enemies in his path and empowering his next 3 attacks to deal 35% more damage.
Zeri
Cost: 5 Gold
Origin: Debonair
Class: Sniper
Lightning Crash
Zeri charges herself up with electricity for 6 seconds. While electrified, she aims at the farthest enemy, her attacks pierce, and she dashes after every shot.
Passive: Zeri’s Basic Attacks fire bullets, each dealing 16% of her Attack Damage as physical damage plus bonus magic damage to the first unit hit.
VIP Bonus: Zeri’s electrified duration lasts until the end of combat.
Champion Changes
Leona
Cost: 3 Gold
Origin: Debonair
Class: Bodyguard
Solar Eclipse
Leona calls down a beacon of light upon herself, granting herself a Health shield for a few seconds. Leona and allies within 2 hexes gain Armor and Magic Resistance for the same duration.
VIP Bonus: Every second, Leona heals herself for 15 health for each unit targeting her.
Talon
Cost: 2 Gold
Origin: Debonair
Class: Assassin
Blade’s End
Passive: Talon’s first attack on an enemy causes them to bleed for magic damage over 7 seconds. Every 3rd attack on a target applies an additional bleed.
VIP Bonus: Talon’s bleed now deals true damage.
Vi
Cost: 4 Gold
Origin: Enforcer, Rival
Class: Bruiser
Piltover Pulverizer
Vi shield herself and deals magic damage to that enemy and enemies behind it. On her second cast, she also dashes through her target. On her third cast, she instead throws her target into the air and slams them back to the ground behind them, dealing in a circle around her target.
Removed traits and champions
Academy: Garen, Graves, Katarina, Lux, Yone, Yuumi
Cuddly: Yuumi.
Imperial: Swain, Samira, Sion.
Protector: Garen, Kassadin, Sion.
Others: Sister, Akali, Dr. Mundo, Fiora, Heimerdinger, Janna, Kog’Maw, Lissandra, Shaco, Taric, Tristana, Trundle, Twisted Fate, Urgot.
Augments Retired
Here’s a list of those leaving alongside the traits (Academy, Imperial, Protector) they synergized with:
- Academy Heart
- Imperial Heart
- Dual Rule
- Protector Heart
- Academy Crest
- Cram Session
- Imperial Crest
- All For One
- Protector Crest
- Academy Soul
- Imperial Soul
- Protector Soul
New Augments
There are 87 new Hextech Augments overall in TFT Set 6.5.
Tier 1 (Silver)
- Arcane Nullifier I: Your units’ Abilities ignore 20% of the target’s Magic Resist and reduce healing received by 50% for 8 seconds.
- Archangel’s Embrace I: Upon casting their Ability, your units gain Ability Power equal to 20% of their maximum Mana.
- Backfoot I: Your units that start combat in the back 2 rows gain 20% Attack Speed.
- Battlemage I: Your units that start combat in the front 2 rows gain 30 Ability Power.
- Blue Battery I: After casting their Ability, your units restore 10 Mana.
- Concussive Blows: Striker’s critical strikes stun their target for 1.5 seconds. Each target can only be stunned once every 5 seconds. Gain a Rek’Sai.
- Cybernetic Shell I: Your champions holding an item gain 150 Health and 30 Armor.
- Cybernetic Uplink I: Your champions holding an item gain 150 Health and restore 2 Mana per second.
- Debonair Heart: Your team counts as having 1 additional Debonair. Gain a Talon.
- Disintegrator I: Your units’ attacks deal bonus magic damage equal to 2% of the target’s maximum Health.
- Double Trouble I: If you have exactly 2 copies of a champion on your board, they both gain 30 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to 3-star, gain a 2-star copy.
- Electrocharge I: When your units receive a critical strike, they deal 100 magic damage to nearby enemies.
- Free…Healthcare?: All units benefit from the Chemtech trait as though they were Chemtech units. This does not affect the number of Chemtech units. Gain a Warwick.
- Hexnova: The first time a Hextech champion drops below 60% Health, they increase nearby enemies’ maximum Mana by 50% until they cast. Gain a Nocturne.
- Hextech Armory: All units benefit from the Hextech trait as though they were Hextech units. This does not affect the number of Hextech units. Gain a Sejuani.
- Hextech Heart: Your team counts as having 1 additional Hextech. Gain a Sejuani.
- Irresistible Charm: Debonair champions take 25% less damage. Gain a Leona.
- Keepers I: At the start of combat, your units grant adjacent allies a 125 health shield for 8 seconds.
- Luden’s Echo I: When your units cast and deal Ability damage, the first target hit and a nearby enemy take 150 bonus magic damage.
- Meditation I: Your units without items equipped restore 3 Mana per second.
- Overpower: After every 2 attacks, Strikers gain 75% Critical Strike Chance on their next attack. Gain a Rek’Sai.
- Phalanx I: Your units that start combat in the back 2 rows gain 25 Armor and Magic Resist.
- Recombobulator: Champions on your board permanently transform into random champions that cost 1 more. Gain 3 Magnetic Removers.
- Second Wind I: After 10 seconds of combat, your units heal 50% of their missing Health.
- Stored Power: Your Hextech champions permanently gain 1 Ability Power each time they are hit by your Hexcore’s pulses. Gain a Swain.
- Striker Heart: Your team counts as having 1 additional Striker. Gain a Rek’Sai.
- Study the Blade: All units benefit from the Challenger trait as though they were Challengers. This does not affect the number of Challengers. Gain a Quinn.
- Swift Justice: Your Enforcers permanently gain 2% Attack Speed after each combat, and an additional 2% if they survived. Gain a Sejuani.
- Three’s Company: Gain 3 random 3-cost champions.
- Treasure Trove I: Gain 1 blue and 1 gray loot orb.
- Tri Force I: Your 3-cost champions gain 233 Health, 13 starting Mana, and 23% Attack Speed.
Tier 2 (Gold)
- Arcane Nullifier II: Your units’ Abilities ignore 40% of the target’s Magic Resist and reduce healing received by 50% for 8 seconds.
- Archangel’s Embrace II: Upon casting their Ability, your units gain Ability Power equal to 30% of their maximum Mana.
- Backfoot II: Your units that start combat in the back 2 rows gain 30% Attack Speed.
- Battlemage II: Your units that start combat in the front 2 rows gain 45 Ability Power.
- Component Grab Bag: Gain 3 random item components.
- Cybernetic Shell II: Your champions holding an item gain 250 Health and 45 Armor.
- Cybernetic Uplink II: Your champions holding an item gain 250 Health and restore 3 Mana per second.
- Debonair Crest: Gain a Debonair Emblem and a Syndra.
- Disintegrator II: Your units’ attacks deal bonus magic damage equal to 3% of the target’s maximum Health.
- Double Trouble II: If you have exactly 2 copies of a champion on your board, they both gain 45 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to 3-star, gain a 2-star copy.
- Electrocharge II: When your units receive a critical strike, they deal 150 magic damage to nearby enemies.
- Four Score: Gain 3 random 4-cost champions.
- Future Sight I: Know who you will fight next. Gain a Zephyr.
- Golden Gifts I: Gain 1 golden loot orb.
- Hextech Crest: Gain a Hextech Emblem and a Nocturne.
- Jeweled Lotus: Magic and true damage from your units’ Abilities can critically strike.
- Keepers II: At the start of combat, your units grant adjacent allies a 175 Health shield for 8 seconds.
- Luden’s Echo II: When your units cast and deal Ability damage, the first target hit and a nearby enemy take 225 bonus magic damage.
- Meditation II: Your units without items equipped restore 5 Mana per second.
- Phalanx II: Your units that start combat in the back 2 rows gain 35 Armor and Magic Resist.
- Second Wind II: After 10 seconds of combat, your units heal 75% of their missing Health.
- Striker Crest: Gain a Striker Emblem and a Rek’Sai.
- Thieving Rascals: Free Yordles from the portal have 35% chance to arrive holding an item component. Gain a Lulu.
- Treasure Trove II: Gain 2 blue and 1 gray loot orbs.
- Tri Force II: Your 3-cost champions gain 333 Health, 23 Mana, and 33% Attack Speed.
- True Twos: Gain 2 random 2-star 2-cost champions.
- Verdant Veil: Your units are immune to crowd control effects for the first 10 seconds of combat.
- Very VIP: When an ally dies, they grant the Debonair VIP 40% of their maximum Health for the rest of combat. Gain a Syndra.
- Weakspot II: Your units’ attacks ignore 40% of the target’s Armor and reduce healing received by 50% for 5 seconds.
- Woodland Trinket: At the start of combat, your highest Attack Speed champion creates two 400 Health copies of themself (excluding items).
Tier 3 (Prismatic)
- Arcane Nullifier III: Your units’ Abilities ignore 60% of the target’s Magic Resist and reduce healing received by 50% for 8 seconds.
- Archangel’s Embrace III: After casting their Ability, your units gain Ability Power equal to 40% of their maximum Mana.
- Backfoot III: Your units that start combat in the back 2 rows gain 40% Attack Speed.
- Battlemage III: Your units that start combat in the front 2 rows gain 60 Ability Power.
- Blue Battery II: After casting their Ability, your units restore 20 Mana.
- Cybernetic Shell III: Your units holding an item gain 350 Health and 60 Armor.
- Cybernetic Uplink III: Your units holding an item gain 350 Health and restore 4 Mana per second.
- Debonair Crown: Gain 2 Debonair Emblems.
- Disintegrator III: Your units’ attacks deal bonus magic damage equal to 4% of the target’s maximum Health.
- Double Trouble III: If you have exactly 2 copies of a champion on your board, they both gain 60 Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade to 3-star, gain a 2-star copy.
- Electrocharge III: Whenever your units receive a critical strike, they deal 200 magic damage to nearby enemies.
- Future Sight II: Know who you fight next. Gain a Radiant Zephyr.
- Golden Gifts II: Gain 2 golden loot orbs.
- Hextech Crown: Gain 2 Hextech Emblems.
- High Five: Gain 3 random 5-cost champions.
- Luden’s Echo III: When your units cast and deal Ability damage, the first target hit and a nearby enemy take 300 bonus magic damage.
- Meditation III: Your units without items equipped restore 7 Mana per second.
- Phalanx III: Your units that start combat in the back 2 rows gain 50 Armor and Magic Resist.
- Radiant Relics: Open an Armory and choose 1 of 4 unique Radiant items.
- Second Wind III: After 10 seconds of combat, your units heal 100% of their missing Health.
- Striker Crown: Gain 2 Striker Emblems.
- The Golden Egg: Gain a massive golden egg that hatches in 5 turns.
- Tiny Titans: Your Tactician heals 35 Health, grows larger, and has 135 maximum Health.
- Treasure Trove III: Gain 3 blue loot and 2 gray loot orbs.
- Tri Force III: Your 3-cost champions gain 433 Health, 33 Mana, and 43% Attack Speed.
- Weakspot III: Your units’ attacks ignore 60% of the target’s Armor and reduce healing received by 50% for 5 seconds.
New Item: Edge of Night
+10 Attack Damage.
+20 Armor.
Recipe: B.F. Sword + Chain Vest.
When the holder first drops below 50% health, they briefly enter stealth, becoming untargetable and shedding negative effects.
After coming out of stealth, the holder gains an additional 30% bonus Attack Speed.