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DTCL season 8: List of Tribes of the Arena of Truth season 8

Published:2022-11-18 By Thành Hưng(Meta Sports) Comments
Updated list of DTCL Tribes season 8: In this version of DTCL season 8, our heroic generals will have to face giant monsters.

There are only 2 versions left before the Teamfight Tactics season 7 will end. Specifically, version 12.21 will be the competitive version for DTCL Worlds, and 12.22 will be the last update of season 7. Soon, the Teamfight Tactics season 8 will be released in the DTCL 12.23 update, namely: on December 7, 2022. Two weeks earlier, the features of the Tactics Arena season 8 will appear on the PBE server for gamers to freely experience.

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Threats

These monsters will not enjoy any bonus stats, but they will have superior strength compared to other units. However, Danger Heroes will not gain additional effects if another Danger unit is an ally.

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ADMIN

Allows customizing race effects: can choose how to activate (on death, early battle, to blood threshold, ...). and effects when activated (healing, mana, dropping money, ...)

+2: Choose how to activate the clan effect

+4: Choose more effects when active

+6: Effects increase their value by 160%

Animal Squad

Killing will give fame, each fame will give AD and AP, plus 4 max health:

+3: 20% AD and 20 AP

+5: 40% AD and 40 AP

+7: 99% AD and 99 AP

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Civilian (Citizen)

Allied champions gain mana every 2 seconds while Citizen is alive in combat.

+1: 2 energy

+2: 5 energy

+3: 10 mana

Corrupted (Tha Hoa)

Exclusive to Fiddlesticks, the champion will be immobile at the start of combat. When max health falls below 60% or all allies are killed, Fiddlesticks will awaken. Each dead ally will return 20 AP to Fiddlesticks.

Wick:Prime

General Mecha:Prime will connect with the 2 nearest Mecha:Prime units to form a robot. The robot will own the health and AD of the component units.

+3: 75% health, 75% attack damage

+5: 100% health, 100% attack damage

Recon (Reconnaissance)

- Each hunt, Recon will gain more attack range. After each cast, if Recon is in range of an enemy's attack, these champions will retreat at a safe distance.

Gadgeteen (Machine)

Each round, the Machine will generate a random item for all units. These weapons are very powerful, but will break after 2 rounds.

Lasercorps (Super Tech)

All Super Tech agents receive a Drone at the beginning of combat. When attacking normally & being hit by a basic attack. Your drone has a chance to deal magic damage to the target the agent targets.

Ox Force (Beast Year)

Ox Force champions gain attack speed based on % of missing health. Ox Force will fight to the last breath to defend its stronghold, becoming invulnerable for 1.5 seconds before being defeated.

+2: 5-15% attack speed

+4: 30-60% attack speed

+6: 60-120% attack speed

Supers

At the start of combat, Superman will transform, granting all allies bonus AD. Each 3-star Super unit in the team increases the stats of all allies

Star Guardian

Star Guardian champions will gain more mana:

+3: 35%

+5: 60%

+7: 100%

+9: 150%

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The Underground (Spirit Agent)

Stock up on gold and equipment. The player can open the chest immediately or wait for the following processes to open the chest with a greater value.

+3: Gain 1 progress after each fight. Each time you lose, you will get 3 progress

+5: Gain 2 progress after each fight. Every time you lose, you will get 5 progress

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Arsenal (Lunar Year of the Beast)

Exclusively for Aphelios. This general uses the weapon that the player chooses before each fight. Each weapon will come with different effects.

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Fighter

Gladiators gain maximum health.

+2: 20% max health

+4: 30% max health

+6: 50% max health

+8: 89% max health

Defender (Guardian)

At the start of the fight, the Guardian will provoke the surrounding enemies. All allies will gain armor, Guardians will be doubled compared to allies.

+2: 30 armor for allies, 60 armor for Defenders

+4: 60 armor for allies, 120 armor for Defenders

+6: 100 armor for allies, 200 armor for Defenders

Aegis (Protection)

All allies will gain magic resistance, Protection will be doubled compared to allies.

+2: 25 magic resistance, 50 for Aegis

+3: 40 magic resistance, 80 for Aegis

+4: 60 magic resistance, 120 for Aegis

+5: 85 magic resistance, 170 for Aegis

Ace (Pioneer)

Kills enemies, activated when there are 1 or 4 units.

+1: Kills enemies below 15% health

+4: Kills enemies below 30% health

Forecaster (Forecast)

Exclusively for Janna. This champion will receive different effects depending on the weather conditions of each game.

Hackers (Hackers)

The hacker will summon an untargetable H4ckerr!m and attack the opponent's rear. In addition, Hacker will receive 20% full lifesteal.

Heart (Heart)

When Heart uses an ability, allies gain AP for the remainder of the fight.

+2: 5 SMPT

+4: 10 SMPT

+6: 15 SMPT

Mascot (Mascot)

When a Mascot champion is defeated, they will cheer for the remaining allied champions, helping to heal for % of their maximum health every 3 seconds, increasing by 1% for each Mascot champion killed. Mascot allies will receive double the healing value.

+2: Heal 1.5% of max health

+4: Heals 2.5% of max health

+6: Restores 4.5% of max health

+8: Heals 7% of maximum health

Prankmaster

+2: When the Prankmaster champions' health falls below 50% for the first time, they will leave behind the Doll and dash to another location, and heal for 500 health.

+3: The target that kills the Doll will be stunned for 1.5 seconds.

Renegades (Rebellion)

Rebellion will gain bonus damage. The last remaining rebel champion will deal even more damage.

+3: 30% and 10% damage to the last surviving unit

+6: 60% and 20% damage to the last surviving unit

Duel

After each attack, Duel will gain a stack of attack speed (max stack is 10).

+2: 6% per stack

+4: 12% per stack

+6: 20% per stack

+8: 35% per stack

Spellslinger (Super Gunner)

Every 6 seconds, Spellslinger unleashes a special attack that deals 75% AP magic damage to a random target. Spellslinger has increased AP:

+2: 30 SMPT

+4: 60 SMPT

+6: 100 SMPT

Sureshot (Sniper Shooting)

Every 5 seconds, Marksman gains bonus AD until the end of combat.

+2: 25% AD

+4: 50% AD

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