Set 18 has one champion who isn't one champion. Lux comes in nine versions, and the Avatar trait decides which of them you'll see in your shop for the rest of the game.
Teamfight Tactics
The Avatar Trait
Set 18 · Enchanted WildsSet 18 has one champion who isn't one champion. Lux comes in nine versions, and the Avatar trait decides which of them you'll see in your shop for the rest of the game.
If that sounds a bit familiar, it should. Avatar first showed up back in Rise of the Elements, TFT's second set, with Lux in the same role. Enchanted Wilds brings it back, this time tied to nine of the set's own traits.
What the Trait Actually Says
Avatar: "Having an Avatar on your bench or board transforms all other Avatars in your shop to the Trait of that Avatar. An Avatar's chosen Trait is counted twice for Trait bonuses."
That's it, two sentences. There are no breakpoints and no two-Avatar bonus, so there's nothing to build toward. It's a rule about your shop and a rule about counting, and both of them only matter because of who the Avatar is.
How It Plays Out
Your first Lux locks the rest
Lux is a 5-cost with nine forms. The first one you hold (bench counts) turns every later Lux in your shop into that same form, so copies stop being a lottery and you can actually upgrade her.
She counts double
Her trait counts twice toward that trait's bonus. Solar Lux is two Solar units in one slot, which is why a Lux can push a trait to its next breakpoint on her own.
Pick the form that fits
Since the first copy decides everything after it, the form you buy first is the one you're committing to. Buying the wrong one early and keeping it on the bench can steer you into a comp you didn't want.
Her Ability, and What Changes by Form
Every Lux shares the same spell. Her passive gives mana to every ally who shares a trait with her each time she casts, and her active fires a laser at the line with the most enemies in it, dealing magic damage that drops for each enemy it passes through (down to a minimum). On top of that, each form adds its own bonus:
| Form | What her laser adds |
|---|---|
| Blackthorn | Stuns every target hit |
| Blossom | Bonus damage to the first target hit |
| Coven | Cuts the Armor and Magic Resist of targets hit for the rest of combat |
| Elderwood | Each cast raises max Health for all allies for the rest of combat |
| Fae | Heals the ally with the lowest percent Health for part of the damage dealt |
| Inferno | Restores mana on each takedown |
| Lunar | Makes targets hit Vulnerable (they take more damage) for a few seconds |
| Primal | Attack Speed for a few seconds after she casts |
| Solar | Bonus damage for each unique 3-star champion you field |
Solar is the one that's already been touched. Patch 18.3 raised its bonus from 12% to 15% per 3-star, which makes a reroll board that finds a Solar Lux late a lot more tempting than it was a patch ago.
Reading the Shop
The trait also changes what you can learn from your own shop. Once you're holding a Lux, every Lux you see is yours in the form you chose, so a second or third copy isn't a coin flip about whether it fits. Before you're holding one, each Lux that shows up is a question about direction: take it and you've picked a form, skip it and the next one could be something else entirely.
I think the practical rule is to buy the first Lux that matches the traits you're already playing, and to sell a stray one that doesn't before it quietly decides your next few shops for you (it's easy to forget one sitting at the end of the bench).
Also back this set: the carousel. Riot brought it back for Enchanted Wilds after a set without it, so the round where everyone runs for a champion and the item it's carrying is part of the game again.





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