TFT Set 6.5: Neon Nights Info Roundup

Posted on at 6:40 AM by Aznbeat
TFT Set 6.5: Neon Nights hits the PBE in the 12.4 cycle! Tons of info has been released from TFT socials, including gameplay, changes to Augments, the next G&G pass, and more!
Continue reading for more details!

Table of Contents


Neon Nights Gameplay Overview

First up, here's Riot MinionsRPeople2 with a look at the Neon Nights gameplay overview - "Our largest roster swap to date shines in the latest mid-set update."

"Introduction 
More than 20 new units, three champion trait swaps, and a new spell for Vi—and that’s just the beginning! Neon Nights also brings the powerful Debonair and Hextech origins alongside other new traits like Striker, Rivals, and Silco’s exclusive Mastermind mechanic. Oh yeah, Silco’s coming to add more than just his unstable concoction to the mix. All this and more that I just don’t have the word count for hits PBE February 1st and comes to live during patch 12.4 on February 16th! 
Keep reading to learn more about our largest mid-set roster swap to date! In addition to everything in this article, there are more than 80 new Augments coming to Neon Nights, which you can find here. And if you’re looking for information on the new cosmetics, click here to see future releases for our future-themed mid-set, coming soon to a future near you! 
Stuck in the Past 
To make room for the latest and greatest, it’s time for these traits to return to the books!
  • Academy’s out for summer! In the future, we’ll just download the freshest literature and coolest scientific discoveries. No need for those still stuck in the school-to-fool pipeline:
    • Garen
    • Graves
    • Katarina
    • Lux
    • Yone
    • Yuumi
  • Imperial conquest is a thing of that past, especially when the Debonair elite and big Hextech corps already own everything down to your last thought. These Imperials are getting the ax:
    • Samira
    • Sion
  • There’s nothing left for Protectors to protect, especially now that Kog’Maw is nowhere to be found. Say goodbye to these beefcakes:
    • Garen
    • Sion
  • Are we still Sisters? Even with the trait gone, the rivalry remains. Expect Jinx and Vi to appear in an all new trait.
  • And then there’s those who got chopped by the cutting edge of the future. Say goodbye to these champions who got too caught up in the current of the current:
    • Twisted Fate
    • Kog’Maw
    • Tristana
    • Trundle
    • Shaco
    • Taric
    • Lissandra
    • Janna
    • Urgot
    • Akali
A keen eye would notice that certain champions from each of the above traits are missing. That’s because they’ve learned new trades to meet the ultramodern demands of Neon Nights. Leona, Talon, Swain, Kassadin, and Blitzcrank will be sticking around, despite some of their traits hitting the road. 
Updated and Upgraded: New Traits

Alright, before we get into the big new traits, I should call out that with all these new changes we’re also introducing over 80 new Augments (more on that here).

Hextech (2/4/6/8) -
  • Nocturne: Tier 1 Assassin
  • Jarvan IV: Tier 1 Striker
  • Swain: Tier 2 Arcanist
  • Sejuani: Tier 2 Bruiser, Enforcer
  • Lucian: Tier 3 Twinshot
  • Alistar: Tier 4 Colossus
  • Sivir: Tier 4 Striker

Welcome to our Hextech dream, where every few seconds the Hexcore (the lil sphere that holds all our Augments) pulses with Hextech energy, granting allied Hextech units a shield for a few seconds. While Hextech units bear this shield, their attacks gain magic damage on hit. 
(I'm a gameplay comp)

Debonair (3/5/7) -
  • Brand: Tier 1 Arcanist
  • Talon: Tier 2 Assassin
  • Syndra: Tier 2 Scholar
  • Leona: Tier 3 Bodyguard
  • Draven: Tier 4 Challenger
  • Zeri: Tier 5 Sniper
A trait that pulls together party-goers from across the Convergence, these soiree attendees know that there can only be one life of the party: the VIP. While rolling you may come across a very important Debonair unit glowing with importance and User Interface shine. When you have the Debonair trait active, you can field this unit to activate their Debonair bonus which changes based on who your Debonair is. 
If the dashing and slashing assassin, Talon, is your Debonair his bleed stacks will deal true damage instead of their typical magic damage. If you find yourself fielding the shielding Leona as your VIP, she’ll heal herself for a small amount of health for each unit targeting her. And if spinning axes are more your style, there’s a VIP with two, Draven, who will receive infinite attack range and ignore a portion of the target’s armor. 
The rest of your Debonair units will just get party favors in the form of bonus health and ability power. But if you decide that’s not enough, you can always swap your VIP out with a new one that appears in the shop by selling your current VIP. 
If this is your Chosen trait to run, try enhancing the power of your VIP by making sure their items synergize with the bonus and the champion. Try pairing VIP Leona with a Gargoyle Stoneplate, Thornmail, or Dragon’s Claw to create a one-woman-army as your frontline. If Draven’s your VIP, get that Challenger bonus running and toss the guy some attack speed and an Infinity Edge. 
Striker (2/4/6) -
  • Jarvan IV: Tier 1 Hextech
  • Rek’Sai: Tier 2 Bruiser, Mutant
  • Gnar: Tier 3 Socialite, Yordle
  • Sivir: Tier 4 Hextech
  • Irelia: Tier 4 Scrap
Simple, yet striking, Strikers gain bonus attack damage to hit harder, and harder, and harder—turning Striker Emblems into gigantic Best Friend Swords to play with! 
If you’re running Strikers you’ll want to supplement your comp situationally. Is the lobby running lots of magic damage? Then add more Enchanters to keep your Strikers striking. You can also utilize the Socialite spotlight to empower Sivir, who will cast more, attack faster, and of course, hit harder. If the spotlight appears near the front line, you can instead commit to Irelia as your carry with her reset mechanic that’ll have her recasting Bladesurge on the lowest health enemy every time she kills a target. 
And while we’re at it, let’s talk about the new Socialites taking the stage. 
Socialite (1/2/3/5) -
  • Gnar: Tier 3 Striker, Yordle
  • Senna: Tier 3 Enchanter
  • Seraphine: Tier 4 Innovator
  • Galio: Tier 5 Bodyguard, Colossus
With two new Socialites, the spotlight is sure to shine brighter! Socialite will still give bonus damage at (1), bonus mana regeneration at (2), and omnivamp at (3), but at (5) Socialite, all these bonuses will be DOUBLED! And did I mention that Kaisa is still around? Idk, just sayin. 
But let’s talk briefly about the newcomers to the trait, Gnar and Senna. Gnar’s ability transforms him from undeniably charming to undeniably harming, as he gains health and becomes a melee unit. After his transformation, he immediately tosses a boulder at the furthest enemy, dealing damage to all those in its path. His foes better get used to rocks flying into their backline, because after his initial GNAR! Transformation, his mana costs are reduced—leading to a lot more boulder throwing. Senna’s the new Socialite that turns pain into gain. Senna fires Piercing Darkness, which deals damage to all enemies in the direction of her target. For each enemy hit, she’ll heal the lowest health ally for a portion of the initial damage, plus a flat amount. It’s heala cool. 
Rival (1) -
  • Vi: Tier 4 Bruiser Enforcer
  • Jinx: Tier 5 Scrap, Twinshot
No longer just Sisters, Jinx and Vi have been pulled into the Convergence at an all new time in their careers—as Champions of Piltover and Zaun. For Vi, this means a new ability to show off her charming personality, and badass gauntlets. Vault Breaker allows Vi to shield herself, then punch through her target. On the second cast she dashes through them and deals damage to them and any enemies foolish enough to cower behind them. Every third cast, she instead throws her target into the air and slams them back into the ground, dealing even MORE damage in a circle around her target. 
Jinx still has her cliffhanger worthy ability, Super Mega Death Rocket, but with the updated trait, Rival, you’ll want to run either Jinx or Vi, as the two sisters can no longer work well together. When active for Jinx, the trait grants her bonus attack speed for a couple seconds after scoring a takedown. And when Vi doesn’t have to look after her sister, she benefits from reduced mana costs, allowing her to reach that third cast of Vault Breaker even faster. 
Heavy Hitters of Neon Nights 
Here we’ll go over some of the exciting new units taking to the Convergence during Neon Nights.
Renata Glasc: Tier 4 Chemtech, Scholar
  • Ability - Renata Glasc unleashes a toxic wave towards the largest group of nearby enemies, poisoning all enemies caught in its path for the REST of combat. Poisoned enemies have their attack speed reduced and take a small amount of magic damage each second. Damage from repeat casts of Toxic Wave stack.
  • Get out Urgot, there’s a new Chem-Baron in town - Renata Glasc’s ability doesn’t have that long of a range, so position her closer to the frontline than your typical ranged carry. With Morellonomicon she can spread the burn and the poison to the bulk of your foes team. Finally, a Hextech Gunblade should keep her topped off and popping off even when she’s positioned somewhat risky.
  • Welcome to Glasc Industries - While Renata Glasc’s ability, Toxic Wave, will look similar to one of her in-game abilities in League of Legends, it will have a different name and entirely different effect. She’ll still be the same viperous, ultra-capitalistic, ultra-Glascy, Chem-Baroness we know and love (or loathe), but she’s working with different Chemtech than what we’ll see in League of Legends, or what we see Silco using in Arcane, or even what we see for purchase from our favorite brands.
Silco: Tier 5 Mastermind, Scholar
  • Ability - Silco gives an unstable concoction to his lowest health ally, granting them additional maximum health, a ton of attack speed, and immunity to crowd control for a few seconds. When this insanely powerful buff expires, the concoction ends, causing the unstable unit to die and explode, dealing magic damage to nearby enemies.
  • Mastermind- Power, real power, doesn’t come to those who were born strongest, or fastest, or smartest. No. It comes to those who stand directly in front of Silco. With the Mastermind trait, Silco inspires the two allied subordinate champions in front of him, granting them increased mana regeneration.
  • Both a Mastermind and a Scholar- With two traits that can increase mana, be sure to combo Silco with champions that can use the extra motivation to stop at nothing to defeat their enemies.
  • What did you say- We want Silco to have the impact on the Convergence that he deserves and to do this, he needs a voice over from none other than Jason Spisak who voices Silco in Arcane. But these things take time, and our set release is right around the corner, so we're shipping Silco’s voice over (VO) during patch 12.7 instead of the release of Neon Nights on patch 12.4. In doing so, we allow for the proper VO production timeline. In the meantime, we will have some temporary sound effects that play when he is bought, upgraded, etc.
Zeri: Tier 5 Debonair, Sniper
  • Passive - Zeri's basic attacks fire a slew of bullets in her enemy's direction, each dealing a small percentage of her attack damage as physical damage and extra bonus magic damage to the first unit hit.
  • Ability - Zeri vaults to her enemy and discharges a nova of electricity, dealing magic damage to nearby enemies and increasing their mana costs before dashing back to her original position. For the next few seconds, her attacks become electrified and pierce.
  • VIP bonus - When Zeri is chosen as your VIP from the shop, after she casts her Lightning Nova her attacks become electrified and pierce for the rest of combat.
Ah you made it to the end. Just as a reward, I’ve got a cool cheat sheet for you. There’s a high quality version somewhere around here.
And there it is. While I didn’t hit on everything coming in Neon Nights (there will still be a few surprises) I’m excited to see what you make of all the new champions taking to the Convergence. As a reminder, you can read all about the Neon Nights cosmetics and Augments by clicking on the appropriate links. You'll start seeing everything on PBE February 1st, and on live servers with patch 12.4 early morning on February 16th. The Pass and store content will activate later that day at 11 a.m. Pacific Time!"


Augments, Augmented

Next up, here's a look at new Augments, items, and more - "New Augments, items, and interface updates coming in Neon Nights."

"Introduction 
In addition to our biggest mid-set roster swap to date, Neon Nights brings over 80 new Hextech Augments, the Edge of Night item, and a few other fun new gadgets. Before we get into it , you can find more info on Neon Nights cosmetics here. Oh, and if you’re looking for the download on some of the new units and traits, I know a beautiful and brilliant author who wrote this one just for a beautiful and brilliant you. 
All this and more that I just don’t have the word count for hits PBE February 1st, and comes to live during patch 12.4 on February 16th! With that, let’s get into it. 
Augments Retired 
Before we start theory-crafting our new Augment line up, let’s say goodbye to a few Augments that couldn’t be out past curfew during these Neon Nights. Here’s a list of those leaving alongside the traits (Academy, Imperial, Protector) they synergized with:
  • Academy Heart
  • Imperial Heart
  • Dual Rule
  • Protector Heart
  • Academy Crest
  • Cram Session
  • Imperial Crest
  • All For One
  • Protector Crest
  • Academy Soul
  • Imperial Soul
  • Protector Soul
Augments, Augmented 
Neon Nights comes with new gadgets and gizmos aplenty. Augments allow us to insert much variety and decisions making in each game, and we’ve been really enjoying them, but enjoying your enjoying them even more. With Neon Nights bringing so many new Units and traits, we’ve had to augment our Augment roster accordingly. And now that we have half a set of Augment expertise under our belt, we’re even better at making fun ones while also keeping them as balanced as possible. So, while we won’t have time to get into all 80+ new Augments, I’ve gone ahead and asked some of my favorite devs (and one other) to pick their favorites and tell us how they can be used. 
First off: our Technical Game Designer, Chloe “Alice of Clubs” Wright. Here are their favorite two: 
Blue Battery (Silver, Gold): After casting their ability, your units restore a flat amount of mana.
“Have you found yourself missing the times of stacking Seraph's Embrace? Do you find yourself asking, ‘What if my units just cast their spell more often?’ Well, do I have an Augment for you. 
With Blue Battery I continue the pursuit of the endless mana dream. The dream where you utilize the correct items, traits, and Augments to cast spell after spell without the need for an auto attack in between. The absolute high roll recipe for the endless mana is Synaptic Web Mutants (with an emblem), Blue Battery 1, Blue Battery 2, and a Blue Buff. You’ll have a unit who normally takes 90 mana to cast, casting back to back to back. It’s beautiful.”
Thieving Rascals (Gold): Yordles will occasionally spawn with an item component.
“I love the idea that the items the Yordles spawn are actually stolen from that rude shopkeeper on the Howling Abyss. Like those hypothetical Yordle Rascals, my only loyalty is to chaos and this Augment can get you there. With Thieving Rascals you have the chance to get a bunch of items, but you also have a chance that those items are gonna spawn on inconvenient units. 
Obviously you want to run this with any Yordle composition, but take care if you are trying to itemize a specific way—even the best laid plans of Mice and Yordles can often go eighth, but also first.”
Kent “Riot kentwuhoo” Wu from the live balance team has been taking notes on his favorites during our internal playtests: 
Double Trouble (Silver, Gold, Prismatic): If you have exactly two copies of a unit on your board, they both gain Attack Damage, Ability Power, Armor, and Magic Resist. When you upgrade a unit to 3-star, gain a 2-star copy. 
I love Augments that change the way you have to approach building your team, so Augments like Double Trouble and Built Different are really appealing to me. These boards look SO different from what you’d normally see in games of TFT—and I’m all for that type of out of the box comp building. 
When I get Double Trouble I like to run Legendary units and 4-costs, with two Braums, two Zeris, two Oriannas, a Jhin, and a Leona, but honestly the backline can be any other 2-star Legendary.”
Tiny Titans (Prismatic): Your Tactician grows larger and heals 35 Health. You can now exceed 100 maximum Health. 
“Breaking rules in TFT is pretty fun, but it’s especially fun when you can mess with your Tactician’s health. Seeing a player shoot up the scoreboard during the planning phase after taking this is a huge question mark ping moment, and I love that. This scoreboard movement happens occasionally with the Metabolic Accelerator Augment and Teemo in Reckoning, but much less commonly. 
When I get Tiny Titans, I greed for an expensive comp because I know I have the extra health to keep a loss streak on.”
Next we have Lynda “Shynkro” Tang, who helps design and implement everything on the cool new stuff list. Here are some of her favorite Augments: 
Future Sight (Gold, Prismatic): Gain a Zephyr/Radiant Zephyr. Know who you fight next (more on this later). 
“When you have Future Sight, TFT starts to feel like a series of 1v1s. Taking this early gives you tons of power without giving direct power to your board, and it also lets you play mind games with your opponents. If you see someone with Future Sight on your board, it might make you think that they are scouting you because they will fight you next. 
Future Sight works well with units that rely on enemy positioning, such as Blitzcrank. It’s also good with Mercenary since you can position and adjust your team to get those perfect losses. If you don’t get it, yet you still want to counter your opponents’ boards, you can always just build 3 Zephyrs.”
Recombobulator (Silver): Champions on your board permanently transform into a random champion that costs 1 more. Gain 2 Magnetic Removers.
“Ever since Fates (set 4) my favorite thing to do in TFT is to cash out on a huge Fortune loss streak and try to figure out how to pivot my comp from that cashout. Getting this Augment feels like that cashout and pivot moment. It makes me feel like if I can pivot and win with the new units I am a genius, but if I go eighth, I can blame it on Mort bad RNG. ;) 
This augment is really strong on stage 3 if you have a two star 3-cost unit or a 4-cost unit in play, since that’s a free upgrade to an early two star 4-cost or a 5-cost that you can then pivot and play around.”

And finally we have our Game Design Director, Riot “Riot Mort” Mort’s top two: 
The Golden Egg (Prismatic): Gain a massive Golden Egg that hatches in 5 turns. 
“One of the more fun and wild augments, Golden Egg, only appears on stage 4-6 and says, ‘If you are willing to play the next five rounds down a Prismatic Augment, you will get a MASSIVE reward.’ Golden Egg opens up the ability to play a strong early game and then hunker down until you can see the giant egg hatch—and it’s just such a high. But, I also can’t wait to see how many people throw their game trying to take this. High risk, high reward! 
I’d pair The Golden Egg with any strong early game board, like Scrap or Arcanist, that can get you through 5 turns while being down a Prismatic (highest impact) Augment.”
Radiant Relics (Prismatic): Open an Armory and choose 1 of 4 unique Radiant Items. 
“As a game designer, each time we make a set with a fun set mechanic, it’s always bittersweet when those mechanics have to leave. The Radiant Items from the second half of Reckoning were pretty fun, so it’s great to bring them back with the Augment system just like we did with the Ornn items from Portable Forge. This includes a personal favorite, Radiant Thieves Gloves, which always rolls 2 Radiant Items every turn!

Take Radiant Relics when you have a powerful carry that greatly benefits from stacked items. For example, Draven as the Debonair VIP with Radiant Bloodthirster is going to be a very, very difficult to kill champion!"
And now that the Devs have told us about some of their favorites, I guess we’re done here. Hehe, not even close—I’m not letting these pesky devs take all my fun, here are some of Rodger, “MinionsRpeople2” Caudill’s favorites. 
Tri Force (Silver, Gold, Prismatic): Your 3 cost units gain Health, Mana, and Attack Speed. 
“As someone who likes their Augments to tell them what to do, this Augment really hits the mark. It also creates the dream of Linking all three versions of Tri Force together, similar to running multiple versions of Built Different or Stand United. 
When I see Tri Force, I know I’m going to race to level 7 and then run a hodgepodge of 3-star 3-costs to create a rather confusing end of game screen—except with a change I’ll talk about later it really won’t be that confusing.”
High Five (Prismatic): Gain three 5-cost champions. 
“Only offered as your third Augment option, High Five gets me ever closer to the 3-star 5-cost dream. I should take High Five whenever I find myself pushing levels with a good econ knowing that I have the likelihood of seeing a high amount of 5-cost units that game. But in reality, I just like strong units, so I find myself taking this Augment a bit more frequently. 
Like a good old fashioned congratulatory hand gesture, or a classic Angel Olsen song, High Five is also a great ‘fit for most scenarios’ Augment—not to mention if you can’t use any of the 5-costs, at least you’ll get 15 gold.”
And that’s it for Augments—the rest, like why I quoted myself in an article I wrote, remains a mystery. 
New Item: Edge of Night 
With the mid-set we’re swapping out Guardian Angel with Edge of Night, a brand new anti-burst item. What makes Guardian Angel so powerful is also what makes it such a difficult item to balance—namely, its aggro reset (when people stop attacking the GA holder) that occurs when a unit goes into stasis. No matter how much we tweak GA’s respawn health, its source of power remains unchanged. To make matters worse, certain champion kits rely so heavily on the aggro drop that we have to balance them around the item, and the item around them. These users are often able to channel within stasis, creating a feels bad moment of, “the enemy is casting, but I can’t do anything to stop them.” That’s just not that healthy.
With Edge of Night, we keep the powerful aggro drop, but give it a clear visual power in the form of a stealth that also sheds debuffs and afterwards grants an additional boon of attack speed. The stealth is very short, creating a more even power experience for units, as well as creating a more visibly powerful way to protect your carries and keep them carrying harder and longer. Check out the full item details below.
Scouting your Future and your History 
Last, and arguably most impactful, comes two experience changes that we will be implementing with the mid-set. First up, the Scouting Opponent Hint System! Or as I refer to it, S-OH-S. 
There’s a lot to do in TFT, and keeping track of what opponents you’ve fought recently to know who you are more likely to fight next is just one more thing that takes a frontal lobe-full of bandwidth to track—which is skull meat processing power better used for repositioning, rolling down, itemization, and… well, scouting just two or three other players. That’s why we haven’t been surprised to see add-ons take over some of this less rewarding processing burden. In fact, we wish that we had implemented an opponent tracking system earlier so we could provide a more fun and fair experience for players on mobile and PC. 
So, with the introduction of Neon Nights, and Augments like Future Sight that utilize opponent tracking, we pulled the trigger. We’re working on a matchup tracker that will help you get a sense of your next opponent. And while we see this as a necessary improvement to our UI, we want to make sure it’s done right—so expect this to launch a bit after our initial mid-set’s release. 
So now that we’ve got our eyes set on the horizon, what of the past? After all, those who forget it are doomed to repeat it. To that end, we’re updating our end of game match history to show Augments that you’ve chosen, and allow more units to be displayed for cases where you have a couple Tactician’s Crowns from a Mercenary cashout. Now you can scroll through your match history, examine your choices, and make better decisions for the future—or keep forcing Mercenary Augments regardless. Your choice! 
Wow, we made it. That was a long one, and I couldn’t have gotten through it without you. Oh, you’re still here, well let me remind you about where we can continue our conversations, albeit one-sided. You can read all about the Neon Nights cosmetics and gameplay overview by clicking on the appropriate links. You'll start seeing everything on PBE February 1st, and on live servers with patch 12.4 early morning on February 16th. The Pass and store content will activate later that day at 11 a.m. Pacific Time!"


Gizmos & Gadgets Pass II and More

Finally, we have a rundown of the next pass - "All the Tacticians, arenas, and more coming in the new G&G Pass II."
"I’m so glad you’re here. For a moment, I thought you might’ve taken the wrong portal and ended up stuck in the past! Let’s get you updated on the future of the Little Legends, Pass, and Hextech Battle and Toxitorium arenas coming in Neon Nights. All this content goes live at 11 a.m. Pacific Time on February 16th (patch 12.4). But if you’re looking for more information on the new units or Augments coming this mid-set, just give the appropriate link a light tap. We’ve got a lot to get into, so let’s get started before our present is already the past. 
PROJECT Abyssia: New Mythic! 
We’ve got a new Mythic Little Legend stealing the show during Neon Nights. PROJECT Abyssia is here to flaunt their new tech, and maybe “borrow” some more.
Here’s a quick video of some of their sleekest animations that you can spam at will. But keep your eyes peeled, because you may be seeing more of PROJECT Abyssia sooner than you think.

Here to slash through your foes with cool sci-fi sound effects, PROJECT Abyssia has a two percent drop rate in all the Neon Nights eggs (490 RP/TC). At 46 eggs, you’ll get all the content in the Neon Nights eggs, then PROJECT Abyssia is guaranteed. And what else is in those eggs—well, I was just about to get into that. 
Little Legends Glowed Up for the Glow-down 
The Little Legends of Neon Nights herald in a bright future to the fleeting light of tonight. Pick them up directly for 925 RP/TC or from Neon Nights eggs for 490 RP/TC.

When Fenroar shoots for the moon, they’re certain to annihilate it. Make your enemies the moon with the variants below: Sodapop Fenroar, Afterburner Fenroar, Hextech Fenroar, Pulsefire Fenroar, and Bounty Hunter Fenroar. 
Stylish, sleek, and always trending, QiQi’s here to be more than just fashion forward, they’re here to push the fashion future. Leave your foes looking like River Sprite picked out their passé drab with the refined tastes of the variants below: Electric QiQi, Groovy QiQi, Hextech QiQi, Arcade QiQi, and Pulsefire QiQi.

Redefining horsepower to of course power. These variants don’t need a podium to stand above their foes, but it sure helps: Hot Rod Lightcharger, Hextech Lightcharger, Pulsefire Lightcharger, Groovy Lightcharger, and Bubblegum Racer Lightcharger.

Gizmos & Gadgets Pass II 
The Gizmos & Gadgets Pass II is your ticket to explore all the new bits and bots Neon Nights has to offer. Just like any other pass, you’ll play games and complete missions to further your progress and earn free rewards like emotes and Little Legend eggs. 
But to get more out of each level in the Pass, you can grab the Pass+ for 1295 RP/TC. Just like any other Pass+, you’ll now have access to ALL the level rewards throughout the pass, but unlike the Pass+ of the past, this is the first Pass+ to come with a tier 3 (interactive and responsive) arena: The Toxitorium. In addition to the new tier 3, you’ll get rewards only available for true locals of the Neon Nights: tier 1 arenas, booms, Little Legend eggs, Star Shards, and Pass+ exclusive Little Legends.

If you find yourself rushing to play game after game before you click over to the store, don’t worry—you can always upgrade to the Pass+ later, and retroactively get everything you would have unlocked with the Pass+ active. But I would add that getting the Pass+ as early as possible unlocks our newest, and most botanically bubbly Sprite to date, Plant Buddy Sprite! Now that’s the type of Sprite I’d take home to meet my houseplants.
As the XP bar of your Pass+ blossoms with top fours, you’ll unlock four different booms to make each win hit harder than the last. Use these to vanquish your foes: 
  • Paper Pursuit: Who threw that?

  • Get Wrenched: Throw a wrench in their plans!
  • Hextech Wipeout: The cuter they are, the more it hurts to see them crash.
  • Paintinator V65: Paint the town red! Also pink! And blue! And orange!
Socialite Nixie is more than an aspiring influencer and botany expert, they’re also the Pass+ exclusive Little Legend for Neon Nights! Unlike your favorite streamers IRL, they never tilt, never wilt, and are really good at jumping while spinning. With the Pass+ you’ll get Socialite Nixie at one and two stars, but to grow Socialite Nixie’s fandom to three stars you’ll have to use Star Shards. But don’t worry, you’ll get those with the Pass+ as well.
As you level up with the Pass+, you’ll explore more of Neon Nights and gain access to a few new streets (arenas) across the city. Check out the cityscapes below: Dawn of Progress, Innovation Avenue, and Celebration of Tomorrow.
As you hop, skip, and jump through the streets of the Piltover-inspired tier 1 arenas, you’ll eventually find yourself at the very end of your Pass+, in the undercity where a lively floral oasis is yours to claim. That’s the tier 3 arena I mentioned earlier, the Toxitorium. The Toxitorium responds to your win streaks with glowing flowers and moving mushrooms. And though I have yet to lose with this board, I’m sure it will have loss streak responses as well, like angry mushrooms creating sporeclouds and roaring Chemtech fumes. You can also find a couple clickables throughout the arena, but perhaps my favorite thing to do there is to go off into the wild outskirts of the arena when the round isn’t going my way.

And after you claim the Toxitorium, there are three other reach rewards to achieve. Check out the Tenacity, Perseverance, and Devotion, and other Pass emotes below.

And now that you’ve seen our more botanical, yet futuristic arena, let’s talk about our more mechanical and futuristic one! 
Flex Check at the Hextech Battle Arena 
In addition to the Pass+ arenas, Neon Nights takes you to the place where Choncc and Pengu are destined to put their battle bots to the test. The Hextech Battle Arena is a futuristic esports arena that casts your games with it’s over 50 unique lines that respond to your actions. Incredible—that’s more lines than most meatsack youths contain! But unlike young fleshlings, it's not just reactive to your gamestate, it’s also interactive! During the downtime between win streaks, you can take control of holograms, flashing cameras, and a gaming chair that spins really, really fast. And as the crowd cheers for your winstreak, the drone will highlight your Tactician’s perch (HQ), and the screen by your gold mine will ignite.

You’ll also know if you’re losing though, so stay on the lookout for rogue tomatoes, screen malfunctions, and ungrateful crowds. But don’t worry about your loss streaks—you’ll have the endlessly motivational announcer helping you outplay your foes and announce your victory in the Hextech Battle Arena for 1900 RP/TC! 
Neon Nights Bundles 
Whether you’re working your way through the Undercity in search of your Oasis, or looking for some high-tech Little Legends to take to the stage of the Hextech Battle Arena, we’ve got new bundles for ya!
Ranked Rewards and More!

Oh, so you think you’ve got a classic case of TFT big brain do ya? Well, of course you have a big brain, just look at how much you’ve read! Oh, aaannndd you achieved a minimum of Gold rank in the first half of Gizmos & Gadgets? Well, then there’ll be a fresh emote hitting your inventory during patch 12.4 (the patch of the mid-set!).

And if you managed to hit Blue, Purple, or Hyper tier in Hyper Roll, expect these emotes to roll on in during the mid-set launch as well.

 

And if you have been playing lots of Double Up, well there’s a chance you’ll be claiming one of the emotes below based upon your rank! Expect these to pop up alongside the rest of the Ranked rewards. Also, there’s good news on the horizon. If you haven’t heard, Double Up is sticking around. Read more about our transition plans for Double Up here!
When Neon Nights begins the morning of February 16th, both Hyper Roll and Double Up will reset players at Blue or higher to the bottom of Blue; all others will be unchanged. Additionally, your rank (in standard TFT) will be “soft” reset, which means we lower everyone by one full tier. For example, if you are currently in Gold II, you will be reset to Silver II. If you are very good at this game and currently placed in Master or above, you will be reset to Diamond IV. 
You will get five provisional matches after the reset, meaning you will not lose any LP for sub-top four placements in your first five ranked games of the new stage. You’ll also gain extra LP for finishing top four, so best of luck! To pull the odds in your favor, be sure to play on PBE starting February 1st! See ya then! 
And that’s just the cosmetic content coming with Neon Nights in patch 12.4! As a reminder, the store will be freshly stocked with the most high-tech content at 11 AM Pacific Time on February 16th—that’s when the Pass activates as well. But if you’re still hankering for some quality words about Neon Nights for your quality brain, jump on over to read all about the new traits and champions in Neon Nights, or over here to read all about the new Augments and more."

Look for more when TFT Set 6.5: Neon Nights hits the PBE in the 12.4 cycle!

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