Home » Potential Teamfight Tactics Set 2 Origin

Potential Teamfight Tactics Set 2 Origin: High Noon

Publish Date: October 14, 2019

Set 2 for Teamfight Tactics will be coming out sometime next year, and with it will likely be a whole new group of champions. They may keep some of the same origins and classes but, it is likely that they will add new ones as well. With three new High Noon skins coming out, it is possible that this could be an origin that Riot takes a look at. While not what people would think of as a traditional origin for TFT, Riot have already shown that they are willing to use different champion skins to fit a champion within a class or origin. So, why not a full class or origin revolving around a skin line?


The Ability

High Noon brings up the image of cowboys and old western shootouts. This was because normally people would meet for duels at noon when the sun was at its peak. With that in mind, this ability will be based around dueling.

High Noon: When attacking a unit that is also attacking them, High Noon champions gain an additional +35 damage at 3, +70 at 6 and +100 at 9.

3/6/9 +35/+70/+100 Damage


The Champions

With the addition of three new champion skins, there are nine High Noon champions. This will have each champion with their main ability and the origins and classes that are already in the game. Also there are some of these champions already in the game but they may not be the same cost as they are in the game since they are using a different version of the. Again, as a note, it is likely that there will be completely new origins and classes in Set 2.


Hecarim
  • Cost: 1
  • Range: 1
  • Origin: High Noon
  • Origin: Phantom
  • Class: Blademaster
  • Health: 500
  • Mana: 75
  • Ability: Rampage

Hecarim cleaves an area around him dealing ability power damage.


Twisted Fate
  • Cost: 1
  • Range: 2
  • Origin: High Noon
  • Class: Sorcerer
  • Health: 450
  • Mana: 100
  • Ability: Wild Cards

Twisted Fate throws out three cards in a fan, at who he is attacking, dealing ability power damage.


Thresh
  • Cost: 2
  • Range: 1
  • Origin: High Noon
  • Class: Knight
  • Health: 700
  • Mana: 75
  • Ability: Death Sentence and Flay

Thresh hooks the furthest unit from him, dashes to it, stunning and then flaying it forward one space.


Ashe
  • Cost: 2
  • Range: 3
  • Origin: High Noon
  • Class: Ranger
  • Health: 500
  • Mana: 20/80
  • Ability: Ranger’s Focus

Ashe’s attack turns into a flurry increasing her damage and attack speed for 4 seconds.


Jhin
  • Cost: 2
  • Range: 3
  • Origin: High Noon
  • Class: Gunslinger
  • Health: 550
  • Mana: None
  • Ability: Whisper

Every fourth auto-attack Jhin will deal double his attack damage.


Yasuo
  • Cost: 3
  • Range: 1
  • Origin: High Noon
  • Class: Blademaster
  • Health: 600
  • Mana: 100
  • Ability: Wind Wall

Yasuo slices the air creating a Wind Wall in front of him that blocks all ranged abilities for 3 seconds.


Darius
  • Cost: 4
  • Range: 1
  • Origin: High Noon
  • Origin: Imperial
  • Class: Blademaster
  • Health: 700
  • Mana: 20/100
  • Ability: Noxian Guillotine

Darius jumps in the air and brings down his ax dealing ability power damage. If this is a killing blow on a unit then Darius can instantly use it again.


Lucian
  • Cost: 4
  • Range: 2
  • Origin: High Noon
  • Class: Gunslinger
  • Class: Demon
  • Health: 650
  • Mana: 100
  • Ability: The Culling

Lucian fires 8 auto-attacks in quick succession in a straight line with every other shot dealing ability power damage.


Urgot
  • Cost: 5
  • Range: 2
  • Origin: High Noon
  • Origin: Imperial
  • Class: Brawler
  • Health: 800
  • Mana: 125
  • Ability: Fear Beyond Death

Urgot fires his chem-drill snagging the furthest enemy, instantly killing them and fearing units around him for 1 second.


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