TFT

Shadow TFT Items List Set 5 [ Cheat Sheet ]

Shadow items provide enhanced effects in comparison to their non-Shadow equivalent, at the cost of a penalty (e.g. reduced maximum health, debuffing allies).

Only one Shadow component is needed to create a completed Shadow item. The other component can be either normal or Shadow.

Base Items

ItemsEffect
Shadow Belt150 Health
Shadow Vest20 Armor
Shadow Tear15 Mana
Shadow Sword10 Attack damage
Shadow SpatulaIt must do something…
Shadow Rod10 Ability power
Shadow Gloves5% Crit
Shadow Cloak20 Magic resist
Shadow Bow10% Attack speed

Combined Items

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The holder gains the Abomination trait. [Unique – Only One Per Champion]

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The holder gains the Cavalier trait. [Unique – Only One Per Champion]

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The holder gains the Coven trait. [Unique – Only One Per Champion]

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The holder gains the Dragonslayer trait. [Unique – Only One Per Champion]

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The holder gains the Forgotten trait. [Unique – Only One Per Champion]

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The holder gains the Hellion trait. [Unique – Only One Per Champion]

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The holder gains the Nightbringer trait. [Unique – Only One Per Champion]

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The holder gains the Revenant trait. [Unique – Only One Per Champion]

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Each time the holder casts their ability, they gain empty maximum Health equal to 300% of their maximum Mana. The holder then heals for that amount.

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Physical damage heals the holder for 40% of the damage dealt. Each time the holder heals to 90% Health, they gain 30% Attack Speed for 3 seconds (does not stack). The holder takes 33% of their maximum Health in true damage at the beginning of combat.

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After casting their Ability, the holder gains 15 Mana. If the holder has less than 60% Health, this is increased to 50. [Unique – Only One Per Champion]

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Grants 200 bonus Armor (including components).

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When combat begins, all of the holder’s allies within 1 hex in the same row gain 40 Ability Power for the rest of combat. The holder loses 20 Ability Power instead of gaining any.

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Contributing to a kill grants the holder +15 Attack Damage for the rest of combat. This effect can stack any number of times (starting at 3). The holder receives -20% maximum Health.

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Reduces incoming magic damage by 15%. Negates bonus damage from incoming critical hits.

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The holder’s team gains +2 maximum team size, but the player’s Little Legend takes +100% damage after losing a battle.

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Reduces the Attack Speed of all enemies within 2 hexes by 35%. The Attack Speed of allies (except the wearer) within 1 hex is reduced by 50%. [Unique – Only One Per Champion]

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The holder heals themself for 45 health every 2 seconds for each unit targeting them.

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The holder’s Abilities and attacks do 50% bonus damage. If the target has less than 1100 maximum Health, the holder’s Abilities and attacks do 0% decreased damage instead.

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Prevents the holder’s first death, placing them in stasis instead. After 2 seconds, they return with 70% Health and shed all negative effects. After this effect triggers, the holder’s Attack Speed is reduced by 50% for the rest of combat. [Unique – Only One Per Champion]

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Attacks grant +9% bonus Attack Speed for the rest of combat. The bonus Attack Speed can stack any number of times. The holder is dealt 2.5% of their maximum Health as true damage each attack.

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At the beginning of combat, the holder gains both of the following: • +40 Attack Damage and +40 Ability Power. • Attacks and Abilities heal for 40% of damage dealt. These bonuses expire after each takedown, and renew on the next.

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The holder’s magic and true damage from Abilities heals the nearest ally with missing Health for 60% of the damage dealt. This heal cannot affect the holder.

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Grants +75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage. The holder also gains 30% Critical Strike Damage. Each time the holder critically strikes, they deal 3% of their maximum Health to themselves as true damage. [Unique – Only One Per Champion]

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Enemies and allies (except the holder) within 2 hexes are zapped when they cast an ability, taking magic damage scaling with their maximum Mana. Enemies take 200% of their maximum Mana, and allies take 50% of their maximum Mana. Whenever an ally or enemy is zapped, the holder gains 10 Ability Power for the rest of combat.

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The holder gains 40% Critical Strike Damage, and magic and true damage from their Ability can critically strike. The first time the holder casts their Ability each combat, they gain an additional 20% Critical Strike Chance for the remainder of combat (this bonus is also applied to the first Ability cast). Each time the holder casts their Ability, they deal 15% of their maximum Health to themselves as true damage.

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When the holder inflicts a critical hit, the target’s Armor and Magic Resist are reduced by 50% for 5 seconds. The holder’s Armor and Magic Resist are also permanently reduced by 25%.

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When combat begins, the holder and all allies with 2 hexes in the same row gain 70 bonus Armor and Magic Resist, but gain 5 less Mana per attack.

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When the holder deals magic damage with their Ability, they burn the target, dealing 100% of the target’s maximum Health as true damage over 25 seconds, and reducing healing by 50% for the duration of the burn. The holder’s ability deals 50% less damage. [Unique – Only One Per Champion]

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The wearer is immune to crowd control for the entirety of combat and receives -20% maximum Health. [Unique – Only One Per Champion]

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Grants 100 bonus Ability Power (including components) and -20% maximum Health.

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Increases the holder’s Attack Range by 1 hex. Additionally, the holder gains +40% bonus Attack Speed when there are no enemies within 2 hex. The holder’s attacks can no longer miss.

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The holder radiates an aura to all allies on the board except themself, and heals them for 25% of their missing Health every 5 seconds. Each time this happens, the holder damages themselves for 5% of their current Health as true damage.

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The holder’s attacks fire bolts at 2 nearby enemies, dealing 50% of the holder’s Attack Damage. These bolts can critically strike but do not apply on-hit effects.

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When combat begins, the holder shoots a beam straight ahead and behind that delays affected enemies’ and allies’ first ability cast, increasing their maximum Mana by 65% until they cast. [Unique – Only One Per Champion]

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The wearer’s attacks restore 14 additional Mana. The wearer deals 15% less damage.

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Every other attack from the holder unleashes chain lightning that strikes 4 enemy, dealing 70 magic damage and reducing their Magic Resist by 70% for 5 seconds. The holder receives -33% Attack Damage.

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Every 1.5 second(s), a random enemy within 3 hexes is burned for 25% of their maximum Health over 10 seconds. Any healing they receive is reduced by 50%. The holder is also burned for 2.5% of their maximum Health every second for the entirety of combat, and any healing they received is reduced by 50%. [Unique – Only One Per Champion]

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At the beginning of each planning phase, the holder equips 2 temporary items. These Items are always full shadow items. [Consumes Three Item Slots]

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Every 3 seconds, the holder’s next attack deals 25% of the total damage they have taken since the last empowered attack as true damage.

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Blocks the first enemy Ability that hits the holder, then teleports them to the Ability’s caster, and causes both units to start targeting each other. They deal 25% increased damage to each other. [Unique – Only One Per Champion]

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Grants 1800 bonus Health (including components), The holder takes 60 true damage each second.

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When combat begins, the holder reduces the Attack Speed of all allies within 1 hexes in the same row by -20% Attack Speed. The holder then gains +40% Attack Speed for each affected ally.

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When combat begins, the holder summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 8 seconds. Once the enemy returns to combat, they gain 30 Attack Damage and Ability Power for the rest of combat. Ignores CC immunity. [Unique – Only One Per Champion]

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At the start of combat, the wearer taunts enemies within 2 hexes. When the holder dies, a Construct with 500 Health arises and taunts enemies again. When it dies it deals 500 true damage to enemies within 1 hex(es).

Mobile Legends

Learn which are the best heroes to play in Mobile Legends: Zhuxin, Chip, Cici, Nolan, Ixia, Novaria, Arlott, Joy, Fredrinn, Julian, Melissa, Xavier, Edith, Yin, Phylax, Valentina, Aamon, Floryn, Natan, Aulus, Granger, Benedetta, Brody, Paquito, Alice, Esmeralda, Wanwan, Diggie, Natalia, Chang’e, Chou, Selena, Jawhead, Khufra, Roger, Lancelot, Kagura, Tigreal, Bruno, Mathilda, Kaja, Guinevere, Rafaela, Hanabi, Miya, Johnson, Gatotkaca, Zhask, Helcurt, Phoveus, Ling, Claude, Hayabusa, Beatrix, Gusion, Gloo, Yve, Zilong, Estes, Harley, Aldous, Luo Yi, Angela, Alucard, Uranus, Hylos, Atlas, Silvanna, Layla, Lesley, Yi Sun-shin, Eudora, Sun, Popol and Kupa, Lapu-Lapu, Franco, Pharsa, Barats, Alpha, Clint, Vale, Saber, Yu Zhong, Cyclops, Ruby, Fanny, Karina, Cecilion, Bane, Balmond, Freya, Lolita, Belerick, Carmilla, Lunox, Harith, X.Borg, Akai, Grock, Khaleed, Argus, Moskov, Leomord, Kadita, Nana, Valir, Baxia, Minotaur, Irithel, Lylia, Odette, Hanzo, Faramis, Badang, Karrie, Kimmy, Thamuz, Martis, Hilda, Aurora, Dyrroth, Masha, Minsitthar, Gord, Terizla, Vexana.

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