This is a complete collection of all hero enhancements in Teamfight Tactics s8.5 Hex, an introduction to the hero enhancements in Teamfight Tactics s8.5. It shares with players what the hero enhancements in the new version of the game are and what has been changed. Come and take a look if you need it. Take a look.
1. Lucian:
Personal Enhancement - Hyperbolic Time Chamber: Provides a Lucian.
Your strongest Lucian will provide you with 1 experience point every time he casts two skills.
Team Enhancement - Enhanced Ammunition: Provides 1 Lucian.
When you send him into play, your players gain 10 spell power and 2 spell power with each attack.
Analysis: The new upgrades/Clear Mind/Chaotic Mind are here. You can get them directly from the beginning of the Hyperbolic Time Room, which is a perfect tool for upgrading the population.
2. Pan Sen:
Personal Strengthening - Best Offense
Gain 50 spell power and 100 magic resistance.
Team Enhancement - Delays pain. He and the 4 friendly players closest to him provide 90% damage reduction for 6 seconds.
Analysis: Pantheon's best personal enhancement attack provides 50 ability power + 100 magic resistance. This is somewhat similar to Poppy's bigger and better buckler, but with 50 more points of ability power, it is more cost-effective.
Delaying pain provides 90% damage reduction for 6 seconds. Doesn't this give you 6 seconds of invincibility at the beginning? !
3. Parker:
Personal Strengthening - You're in for it too
After a combat round with a player, your most powerful Pike will provide a free store refresh for each skill it cast in the previous round.
Team Strengthening-Small Prey Hunter
When you send your pawns' skills on the field, the attack and attack will cause 10% extra damage, and increase to 25% extra damage against enemies with a maximum health of less than 1400.
Analysis: You also have a share. Isn’t this an upgraded version of DD Street? Isn't it interesting that small game hunters each wear a giant trapper?
4. Sivir:
Personal Enhancement-Overtime Pay
At the beginning of the battle round with the player, your strongest Sivir will provide 1 gold coin for every 45 attack power it has.
Team Strengthening-Mana Adjustment
When you send her on the field, your players will gain 15% attack power, and gain 5% attack power each time you cast a skill.
Analysis: Chasing 3-star Sivir with Sharp Blade, then the overtime pay will be very cost-effective. It is a simple matter to get 4-5 gold coins at the beginning. I don’t know how many times better than Sivir’s previous hero enhancement.
5. Morgana:
Personal Enhancement-Dark Matter Defense
Morgana fires an additional Dark Confinement when she casts her ability, and her Dark Confinement stuns her target for an additional 1 second.
Team Enhancement-Gaseous Giant Killer
When you send her on the field, the skills and attacks of your players will cause 25% additional damage to enemies with a maximum health value greater than 1600.
Analysis: Morgana's personal enhancement is equivalent to one more control, and is more cost-effective than Ramos. The other team enhancement is equivalent to the effect of a team giant catcher.
6.Nar:
Personal Reinforcement-Tantrums
When you send him on the field, the damage taken by the enemy is increased by 10%, and this effect will be increased to 20% the first time it is damaged by Gnar's attack or skill.
Team Strengthening-Synchronized Plating
He gains 15 Armor and Magic Resistance, plus each time he damages an enemy with a skill, he gains an additional 5 Armor and Magic Resistance until the end of the battle.
Analysis: Neither of the two enhancements of Gnar are particularly high, but the team enhancement and the new front-row tank Gnar are very cost-effective for the little genius.
7. Be careful:
Personal Strengthening - Destructive Defense
His abilities last for an additional 5 seconds and the connected ally deals 20% more damage while protected.
Team Strengthening - Recursive Matrix
When you send him on the field, your players will gain 8% damage reduction, and gain 3 times this effect for 4 seconds when casting their respective skills.
Analysis: Shen's personal enhancement is actually to increase the frankness of the main C, but not to increase Shen's frankness. But the team enhancement is very powerful, which is equivalent to providing 24% damage reduction, which is an artifact for the front row tank lineup.
8.Vigus:
Personal Strengthening - Happy Siphon
After Vegus deals damage with skills and attacks, she will provide healing effects equal to 25% of the damage to her friendly players.
Team Strengthening-Endless Darkness
When you send her into play, your players will gain 20 spell power and an additional 5 spell power when casting their abilities.
Analysis: Vigus' personal enhanced Happy Siphon is equivalent to a Hextech Gunblade, while Endless Darkness is relatively weak in strength and only provides spell power, but the release frequency is high enough and can be equivalent to a love bond.
9. Aatrox (Sword Demon):
Personal Strengthening-Death Sword Qi
His skills deal additional damage equal to 6% of his maximum health.
Team Strengthening - Darkin Assimilation
When you send him on the field, 50% of the damage taken by your players will be deducted as non-lethal damage for 4 seconds.
Analysis: To be honest, the bond of Death Sword Qi may be a bit useless. It is better to directly increase the damage than to increase the damage by an additional 6% of the maximum health value. On the contrary, the team's strengthening of Darkin assimilation is equivalent to a small dance of death per capita, which is more cost-effective.
10. Warwick (Werewolf):
Personal reinforcement-eat well and eat well
When you send him on the field, your players gain 30 maximum health. This amount increases by 1 each time your most powerful Warwick attacks.
Team Strengthening - Crazy Eating
When you send him on the field, your players will deal 0.75% additional damage for every 100 health points they have.
Analysis: Warwick's personal enhancement of feeling full and eating well is somewhat similar to the effect of AI increasing health, while the team enhancement of crazy eating is very suitable for fighters to increase health.
11.Nicole:
Personal Enhancement-Blue Comet: Provides 1 Neeko and 1 Spear of Shoji
When you send her into play, allies carrying Shoji's Spear gain 35 spell power.
Team Strengthening-Starlight Resonance
At the beginning of the combat session and when your strongest Neeko casts a skill, she will provide 20 spell power to herself and the friendly player closest to her until the end of the combat session.
Analysis: Neeko's personal enhancement is a bit similar to Vayne's entry into the night. It only provides one Neeko and one Shoji Spear, and the strength is not particularly high.
The team's enhanced starlight resonance is just intended to be a Holy Grail effect, giving 20 points of magic power to itself and allies.
12. Jhin:
Personal Strengthening-The Rule of Four
For every four enemies he kills in each combat round, he will provide 6 gold coins. He will occasionally drop a piece of basic equipment.
Team Enhancement-Rage of the Rift
When you send him on the field, your players in the last two rows at the beginning of the combat session will deal 20% additional damage.
13. Galen:
Personal Strengthening-Sword Power Fully Open
The mana cost of his abilities has been reduced by 40, and they deal additional damage equal to 80% of his attack power, but no longer stun.
Team strengthening-my sword is your shield
At the beginning of the combat session and when your strongest Garen casts a skill, he will provide allies with a shield equal to 15% of their maximum health for 6 seconds.
Analysis: The most important thing about Galen as a tank is the control effect. How can we directly remove the key stun and let Galen take the output route? Xiao Hi still thinks that Garen is just like Sett, just be a tank and have some control, and don't make it too weak and the damage is not high.
14. Card Master (Twisted Fate):
Personal Enhancement-Add
Your strongest Drizzt will provide 1 gold coin for every 20 cards he throws out, and will provide 1 basic equipment for every 20 cards he throws out.
Team Strengthening – Shifting Gears
When you send him on the field, your chessmen will gain 12% attack speed. This bonus will be doubled after each chessman casts his first skill in each battle.
15. Ezreal:
Personal Enhancement-Time and Space Disturbance
Enemies damaged by Ultimate Ezreal's abilities are also inflicted with 2% Burn and 33% Critical Wounds.
16.Team Strengthening-Accelerated Guidance:
Provides 8 experience points after each combat round with the player in which he appears.
Analysis: This enhanced version of Accelerated Guidance is the upgraded version of clear/chaotic mind. Basically, it can directly attract 9 people in the 5th stage. The enhancement of time and space disruption is equivalent to Morello's secret code.
2. Strengthening changes for old heroes:
1. Sivir:
half time
After each player's battle round ends, your strongest Sivir will be provided with 1 gold coin for every 45 attack power.
Mana Regeneration
When you send her on the field, your players gain 15% attack power, and an additional 5% each time you cast a skill (this effect can be stacked).
2. Fiona:
frontline fencing
Every fourth attack against the same hero deals magic damage equal to 15% of her maximum health and heals herself for the same amount.
The vitality of Fu Niu
When you send her on the field, your players will heal themselves for 25% of their maximum health every 10 attacks.
3. Yasuo:
Drifter's Wind (formerly: Siphon's Wind)
His skills have greater range and damage increased by 20%.
4.Annie:
Pyrophilia (formerly: Reflective Shield)
Her skills have a larger range, and every 2 times she casts a skill, she will stun enemies within range for X seconds.
5. Alistar:
big mac
His skills will hit all enemies within 1 square and cause additional damage equal to 25% of his maximum health to the primary target.
Stubborn (original: slam!)
Provides 1 Alistar. At the beginning of the battle, apply 50% magic resistance crushing effect to all enemies.
6. Jax:
Master Training (formerly: Dodge)
Provides 1 Jax. When you send him on the field, your players gain 15 armor and 15% attack speed. This effect is doubled when Jax dies.
7.Kasha:
Reconnaissance Team (formerly: Weaver Star)
Provides 1 Kaisha. At the beginning of the battle, the two closest allies to her will gain a 40% critical hit chance and their skills can critically hit.
8. Ike:
Destructive Resonance (formerly: Resonance)
Provides 1 Ekko. His skill damage is increased by 200% and will hit all enemies within 2 blocks, but will no longer cause attack speed slowdown.
9. Fiddlesticks:
Dread Crows (formerly: Traumatic Memories)
Provides 1 Fiddlesticks. 6 seconds after the battle begins, if Fiddlesticks is still sleeping, he will be awakened immediately. He will still continue to absorb souls after that.
10. Syndra:
This trip is worth it (original: unstoppable)
Provides 1 Syndra. Every time an ally dies, your strongest Syndra will gain 30 initial mana and 10% attack speed.