TFT:Hextech
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Hextech
Synergy
At the start of combat and every 6 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, their basic attacks deal bonus magic damage on-hit. The bonus magic damage and shield values are increased by 20% per augment. This shield does not stack.
2 Hextech: 100 shield, 15 on-hit damage
4 Hextech: 175 shield, 30 on-hit damage
6 Hextech: 300 shield, 55 on-hit damage
8 Hextech: 425 shield, 90 on-hit damage
Hextech
Synergy
At the start of combat, an ally Hextech launches and detonates a pulse bomb at an enemy unit with at least one item,
disabling the items of nearby enemies for 5 seconds.

2 Hextech: 1-hex radius area
4 Hextech: 2-hex radius area
The Hextech synergy disables enemy items at the start of a match for a few seconds. With two Hextech champions, it can disable a maximum of 7 hex tiles. With four Hextech champions, it can disable a maximum of 13 hex tiles.
Strategy[edit | edit source]

- Some champions heavily rely on their items to become strong, disabling them for 5 seconds can be the difference between winning or losing.
- Since Hextech makes the enemy spread out their units,
Assassin's are a great partner for Hextech. The opponent will have to chose between losing many items for 6 seconds or allowing the Assassins to jump in and surround their strongest champions.
- Hextech is particularly strong against
Guardian, as they prefer to be grouped together to maximize the utility of the Guardian synergy.
- In a similar manner, and like to be surrounded by allies, allowing Hextech to exploit that aspect of them.
Items[edit | edit source]
- Disrupting a or will almost render them completely useless, because when they are re-enabled they will apply their effect as they should have at the start, usually only buffing a portion of the champions that it could have.
- , when combined with the Hextech synergy, is strange. Zephyr either helps the allied team, or helps the enemy team. If the Zephyr targets a champion that isn't effected by the initial pulse bomb, then at least two enemies will be significantly disabled for the start of the round. However, if the Zephyr effects the same target as the pulse bomb, the effected unit becomes invincible for the duration their items are disabled. The odds are in favor of the item helping the allied hextech team, since most people will spread out their units in an attempt to weaken the hextech ability.
Counters[edit | edit source]

- If a champion heavily relies on the items they have equipped, don't place another champion with item near them.
- Place units far enough apart to dodge the radius of the pulse bomb. Ideally, no champion with an item should be placed in the middle row. See image to the right for best layout.
- Placing on champions far away from the champions with good items can sometimes bait the pulse bomb on them, resulting in no negative side effect for the fight.
- To a lesser degree, it's possible to bait the pulse bomb with items that activate later in the fight, like , , , and .
Notes[edit | edit source]
- Items that are
Jammed! by Hextech are replaced by a red cross and have their description and name replaced with:
- Jammed!: Item temporarily disabled.
- Items can not be equipped to a Jammed champion and will just bounce off and return to the item bench.
Trivia[edit | edit source]
- In the beta version, a bug existed that could delete items from the enemy champions.
- and used to effect the opposing team when re-enabled after being disabled by the Hextech synergy.
Patch History[edit | edit source]
- Base shield increased to 100 / 175 / 300 / 425 (based on number of Hextechs) from 100 / 150 / 275 / 375.
- Bonus magic damage increased to 15 / 30 / 55 / 90 (based on number of Hextechs) from 15 / 25 / 45 / 75.
- Base shield increased to 100 / 150 / 275 / 375 (based on number of Hextechs) from 100 / 135 / 250 / 350.
- V12.6 - April 5th Hotfix
- Base shield reduced to 100 / 135 / 250 / 350 (based on number of Hextechs) from 100 / 150 / 300 / 400.
- Bonus magic damage reduced to 15 / 25 / 45 / 75 (based on number of Hextechs) from 15 / 25 / 50 / 80.
- New Effect: Bonus magic damage and shield are now increased by 20% per augment.
- Base shield reduced to 100 / 150 / 300 / 400 (based on number of Hextechs) from 120 / 170 / 340 / 600.
- Bonus magic damage reduced to 15 / 25 / 50 / 80 (based on number of Hextechs) from 15 / 30 / 60 / 120.
- Shield increased to 120 / 170 / 340 / 600 (based on number of Hextechs) from 100 / 150 / 300 / 600.
- V12.4 - February 22nd Hotfix
- Shield reduced to 100 / 150 / 300 / 600 (based on number of Hextechs) from 140 / 180 / 400 / 600.
- Bonus magic damage reduced to 15 / 30 / 60 / 120 (based on number of Hextechs) from 20 / 50 / 100 / 170.
- V12.4 - Returning
- Synergy: At the start of combat and every 6 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, their basic attacks deal bonus magic damage on-hit. This shield does not stack.
- 2 Hextech units: 140 shield, 20 on-hit damage
- 4 Hextech units: 180 shield, 50 on-hit damage
- 6 Hextech units: 400 shield, 100 on-hit damage
- 8 Hextech units: 600 shield, 170 on-hit damage
- Champions: , , , , , , .
- Item: .
- V9.22 - Disabled
- Disabled due to Set 2.
- Item disable duration reduced to 5 seconds from 7.
- Item disable duration reduced to 7 seconds from 8.
- Bug Fix: Fixed a disabled losing more crit damage than it should.
- Bug Fix: Fixed a disabled not re-enabling its effect.
- Bug Fix: Fixed a disabled not re-enabling its effect.
- Bug Fix: Fixed a disabled not re-enabling its effect.
- Bug Fix: The trait now disables for the appropriate 8 seconds instead of a whole round.
- V9.16 - Added
- Synergy: At the start of combat, throws a bomb at an enemy unit with an item, and disables all nearby items for 8 seconds.
- 2 Hextech: within a 1 hex radius
- 4 Hextech: within a 2 hex radius
- Champions: , , , .