Some might find the Emissary trait from Teamfight Tactics’ Set 13 confusing because it sometimes doesn’t activate. That’s because there’s a unique mechanic involved with Emissary. Even if you figure out how to make it work, it’ll still be hard to make it “work” and win rounds or the game. Here’s everything you need to know about the Emissary trait and how to play it in Teamfight Tactics’ Set 13 Into the Arcane.
Complete Emissary Guide to Teamfight Tactics Set 13 | Into the Arcane
The Emissary trait might be one of the most powerful and underrated traits in Set 13. Before diving into why, here are the mechanics of the Emissary trait:
Emissary Trait
Number of Unique Emissaries | Effect |
1 | Gain that Emissary’s bonus |
4 | Gain all bonuses. Emissaries gain 200 HP and 20% Attack Speed. |
Emissary Bonuses
Emissary Unit | Team Bonus |
Ambessa | Allies gain 2 Armor and Magic Resist for each opponent defeated. (6/7) |
Garen | On Combat Start, Garen and allies to his left and right gain 20% of his max Health. |
Nami | Allies’ attacks grant 2 bonus Mana. |
Tristana | Allies gain 6% Attack Speed per star level. |
The Emissary trait is only active when there are exactly one or four Emissaries on the board. The keyword here is “exactly.” If you have two Emissaries, the Emissary bonuses won’t work, and you’ll essentially have two units with only one subtrait.
Now, if you have one Emissary, it is like giving your whole team an easy boost because you literally only need to field one Emissary to get the bonus. A single Tristana will give your whole team 6% attack speed per star level. That’s almost like a whole Pumping Up augment on one unit.
Because of this, the Emissary trait is so powerful that everyone needs at least one on their team.
How to Build an Emissary Team in Set 13 Teamfight Tactics
For the single Emissary unit teams, you want Ambessa along with Conquerors or generally a team that needs a good frontline bruiser. Ambessa gives all allies bonus armor and magic resistance, which is basically a free “Sentinel” trait buff. If you have defeated all opponents, you get the maximum out of it.
Garen is mostly for teams that focus on just a few big tanks. Some examples would be a hybrid Conqueror team that uses Rell and another Sentinel, like Illaoi, as two main tanks. There are also two tank comps for some Academy team lineups. However, Conquerors are more popular since it is easy to complete and you can easily get the War Chest reward from it and immediately switch out of those Conqueror units.
Nami is essentially good for all team comps, similar to Ambessa. She gives everyone sort of a mini Spear of Shojin buff to all units. Any attack speed buffs from augments or anything else would supplement this buff and turn your team into casting mayhem on the board.
Tristana is also good overall because of the attack speed buff. Since she is also an Artilerist, it works well to build around the subtrait or Snipers too.
If you decide to go for all four, you’ll need to invest a little more because you will keep some Emissary units on your bench until you get all four of them. You want to have some temporary units, but you should build around other subtraits first, like Watcher, Sorcerer, or Artillerist, which are basically other secondary traits from the main Emissary units.
A full Emissary team is strong, but only if it has the right team and items. The real struggle is actually not losing that many HP before getting all four Emissaries. It’ll take some practice because you’ll be switching units frequently.
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Published: Nov 22, 2024 12:57 am