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TFT: Reckoning Set 5: Shadow Items

In an attempt to create more player agency, Riot Games is introducing multiple new gameplay mechanics into Teamfight Tactics with Set 5, TFT: Reckoning. One of those mechanics is Shadow Items, variations of items in the games that have been corrupted by the magic Black Mist.

Shadow Items are created by combining a Shadow Component with a regular component. The Cursed Infinity Edge, for example, is created with the same two components (BF Sword and Gloves) as the regular Infinity Edge; however, one of those components needs to be the Shadow variant in order to get the Cursed Infinity Edge.

Shadow Components have the chance to appear in every carousel after the first one as well as in the Armory, an in-game shop that pops up and gives you the choice to select between multiple components. You can choose to select the regular component or the shadow variant.

In every case, the Shadow Item variant is more powerful than its original counterpart; however, it usually comes with some sort of twist that will really make you think about the price that’ll need to be paid. According to Riot, players can expect to see between two and four Shadow Components in a game, depending on their choices.

Here is the complete list of Shadow Items in TFT: Reckoning (note: item values may change throughout Set 5 as Riot patches and balances the game):

Cursed Infinity Edge

Grants 75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage.

The wearer also gains 25% critical strike damage.

Each time the wearer crits, they deal 5% of their maximum HP to themselves as true damage.

[Unique – Only One Per Champion]

Dark Shroud of Stillness

When combat begins, shoots a beam straight ahead of and behind them that delays affected enemies’ and allies’ first spellcast, increasing their max Mana by 50% until they cast.

[Unique – Only One Per Champion]

Cursed Thief’s Glove

At the beginning of each planning phase, the wearer equips 2 temporary items. These Items are always full shadow items.

[Consumes Three Item Slots]

Explosive Trap Claw

Blocks the first enemy spell that hits the wearer, then teleports them to the spell’s caster, and causes both units to start targeting each other. They deal 20% increased damage to each other.

Evil Quicksilver

The wearer is immune to crowd control, but has 25% less max health.

[Unique – Only One Per Champion]

Final Whisper

When the wearer inflicts a critical hit, the target’s Armor and Magic Resist is reduced by 70% for 2 seconds. The wearer’s Armor and Magic Resist are also permanently reduced by 70%.

[Unique – Only One Per Champion]

Poisoned Gauntlet

The holder’s spells can inflict critical hits. Gain 40% Critical Strike Damage and 25% Critical Strike Chance, but when the wearer casts they lose 20% of the maximum Health.

Hand of Vengence

The holder begins combat with two buffs:

– +40 Attack Damage and +40 Spell Power

– Basic Attacks and Spells heal for 40% of damage dealt

After each takedown, if the holder has these buffs, they lose them; if they do not, they get both buffs again.

Cursed Spear of Shojin

The holder’s basic attacks restore an additional 14 Mana on-hit. The holder deals 25% less damage.

Frozen Dark Heart

All enemies within 2 Hex(es) have their Attack Speed reduced by 50%. Allies within 1 Hex(es) have their Attack Speed reduced by 50%. This does not affect the wearer.

Each Frozen Heart a champion carries beyond the first increases the radius of this effect.

Lack of Redemption

The wearer radiates an aura to all allies on the board, and heals them for 15% of their missing Health every 5 seconds. Each time this happens, the wearer damages themselves for 10% of their current health as true damage.

Chalice of Malice

When combat begins, all allies within 1 hex in the same row gain 50 Spell Power for the rest of combat. The wearer loses 20 Spell Power.

Evil Statikk Shiv

Every other Basic Attack from the wearer unleashes a chain lightning, dealing 65 magic damage to 4 enemies.

The lightning can critically strike, dealing bonus damage and reducing the target’s Magic Resist by 60% for 6 seconds.

The wearer recieves a penalty of -50% Attack Damage

Archdemon’s Staff

Each time the holder casts their spell, they gain maximum Health equal to 250% of their maximum Mana. The holder then heals for the maximum Health that was gained from that spellcast.

Very Dark Blue Buff

After casting their spell, the wearer’s Mana is set to 10. If the wearer has less than 50% health, this is increased to 40.

[Unique – Only One Per Champion]

Cursed Hextech Gunblade

The holder’s spells heal the nearest ally with missing health for 50% of the damage dealt.

This heal cannot effect the holder.

Locket of the Dark Solari

The wearer and all allies within 2 hexes take 20% reduced damage, but gain 5 less mana per attack.


When the holder deals magic damage with their spell, the spell deals 50% less damage but 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.

[Unique – Only One Per Champion]

Ionic Dark-Spark

Enemies and allies within 2 hex(es) are zapped when they cast an ability, taking magic damage scaling with their max Mana. Enemies take 200% of their max mana, and allies take 100% of their max mana.

Whenever an ally or enemy is zapped, the wearer gains 5 Ability Power for the rest of combat.

Guinsoo’s Evil Rageblade

Basic Attacks grant +8% bonus Attack Speed for the rest of combat, but the wearer is dealt 2% of their maximum Health each attack. The bonus Attack Speed can stack any number of times.

Rabadon’s Cursed Deathcap

The holder gains 125% additional Spell Power.

The holder receives a penalty of -25% Max Health.

Cursed Deathblade

Contributing to a kill grants +15 Attack Damage for the remainder of combat. This effect can stack any number of times (starting at 3 stacks). The wearer receives a penalty of -25% max health.

Guardian Fallen Angel

Prevents the wearer’s first death, placing them in stasis instead. After 2 seconds, they return with 100% Health and shed all negative effects. After this effect triggers, the wearer’s Attack Speed is reduced by 50%.

Zeke’s Evil Herald

When combat begins, the wearer and all allies within 1 hexes in the same row gain +30% Attack Speed for the rest of combat.

Cursed Mod: Instead, steal up to 40% Attack speed from near by allies and give it to the wearer.


Basic Attacks heal the holder for 40% of the damage dealt. The holder takes 25% of their maximum Health in true damage at the beginning of combat. Each time the holder heals to 90% Health, they gain 40% Attack Speed for 3 seconds (does not stack).

Evil Giant Slayer

The holder instantly executes enemies they damage who are below 10% Health. If the target has more than 1750 maximum Health, the execute threshold is increased to 25% Health.

Titan’s Explosive Resolve

Whenever the wearer takes damage they gain a stack of Explosive Power for each point of premitigated damage taken. This effect can stack any number of times.

When the wearer dies, they explode, dealing true damage equal to 20% of their Explosive Power to all enemies within 1 Hex(es).

Zz’Rot Dark Portal

When the wearer dies, a Construct with 500 Health arises to continue the fight. When it dies it deals 777 true damage to enemies within one hex.

Runaan’s Evil Hurricane

Basic Attacks fire bolts at 2 nearby enemies, dealing 60% of the wearer’s Attack Damage. These bolts can critically strike but do not apply on-hit effects.

Eclipse Cape

Every 2 seconds, 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 wearer is also burned for 4% of their maximum Health every second.

[Unique – Only One Per Champion]

Warmog’s Poison Armor

Grants 1500 bonus Health (including components), but the wearer loses 100 Health each second.

Explosive Zephyr

When combat begins, the wearer summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 8 seconds. The wearer also banishes themselves for 3 seconds.

[Unique – Only One Per Champion]

Evil Gargoyle Stoneplate

Every 2 seconds, the wearer heals themselves for 70 for each unit targeting them.

Villain’s Bramble Vest

Negates bonus damage from incoming critical hits, and reduces the base damage of those attacks by 30%. On being hit by a Basic Attack, deal 80/100/150 magic damage to all nearby enemies (once every 2.5 seconds).

The wearer also deals this magic damage to themselves.

Dark Dragon’s Claw

The wearer cannot take more than 100 damage from a single instance of magic damage

Rapid Deathcannon

The holder gains +3 Hex Attack Range for 2 Attack(s). Takedowns refresh this bonus.

The holder’s Basic Attacks no longer miss.

Force of Darkness

Wearer’s team gains +2 maximum team size but the player’s Little Legends takes 100% extra damage.