We ranked all TFT Set 13 Anomalies based on their effectiveness to give you insight on which one considered as the best.

Teamfight Tactics (TFT) has introduced Set 13: Into the Arcane, bringing fresh mechanics to the game, including 6-cost units and Anomaly — inspired by Arcane Season 2. Anomaly is a special upgrade that appears during Stage 4-6, offering a powerful boost to one of your units. These upgrades can completely change the course of your late-game strategy, making them a critical mechanic in this particular set.

There are currently over 60 different Anomalies to choose from in TFT Set 13, each with unique benefits. Below, we’ve ranked them based on their effectiveness.

TFT Set 13 Anomaly, Magic Expert, is ranked A in tier list (image via esports.gg)
TFT Set 13 Anomaly, Magic Expert, is ranked A in tier list (image via esports.gg)

TFT Set 13 Anomaly tier list

Power

Tier
Anomaly
Description
A
Berserker Rage
Gain 25 Ability Power & 25% Attack Damage. Triple it when below 50% Health.
A
Brutal Claws
This champion gains 40% Critical Strike chance and Critical Strikes bleed for 40% of their damage over 5 seconds.
A
Cull The Weak
Gain up to 100% Critical Strike Chance based on target's missing Health. Every 3 seconds, target the lowest percent Health enemy in range.
A
Last Chance
On first death, revive to full Health, gain 50% Attack Speed and 20% Omnivamp but lose 12.5% Health each second.
B
Diving In
On first cast, leap to enemies and stun in a 2-hex radius for 1.5 seconds and gain 25% Attack Speed and 20% Omnivamp.
B
One Thousand Cuts
Attacks deal 30 bonus true damage, plus 12 true damage for each time the target was damaged by this effect.
B
The Finisher
This champion's attacks and Ability executes enemy champions at 15% health or lower.
C
Center of the Universe
Gain 6 stars that orbit this champion. Each star deals 75 magic damage and the orbit expands to hit the champion's current target.
C
Dragonsoul
This champion's first attack against a new target fires a Dragonsoul blast, dealing 20% max Health true damage.
C
Fireball
For every 70 Mana spent, throw a 2-hex fireball that deals 6% max Health true damage and Burns for 5 seconds.
C
Hivemind
Gain a copy of the first champion this champion kills each player combat. Gain 25% Damage Amp.
C
Infectious Anomaly
Gain 15% Attack Damage and 15 Ability Power. At the start of each round, grant a random ally this Anomaly. If they already have it, instead grant them 3% Attack damage and 3 Ability power.
D
Into the Unknown
This champion disappears for 3 rounds. When they return, they gain 50 Ability Power and 50% Attack Damage.

Magic Damage

Tier
Anomaly
Description
A
Magic Expert
This champion gains 40% more Ability Power from all sources.
A
Magic Training
Gain 15 Ability Power. On cast, your team gains 2 Ability Power for every 20 Mana spent.
A
Slime Time
Every 2 seconds, deal 130% (Ability power) magic damage in a 1-hex radius and heal this champion for 100% of damage dealt.
B
Energy Absorption
Gain 30 Ability Power. Each time an ally dies, gain 5% of their Ability Power.
C
Arcana Overwhelming
Gain Ability power Ability Power equal to 25% of Magic Resist. Gain 65 Magic Resist.
C
Laser Eyes
Constantly deal 100% Ability Power magic damage per second in a 3-hex line and Burn enemies for 3 seconds.

Attack Damage

Tier
Anomaly
Description
A
Strength Training
Gain 20% Attack Damage. Every 3 times they attack, your team gains 4% Attack Damage.
A
Titanic Strikes
Attacks deal an additional 40% Attack Damage to the target and adjacent enemies.
B
Attack Expert
This champion gains 55% more Attack Damage from all sources.
B
Eagle Eye
Gain +1 Range. Every 2 seconds this champion doesn't move, gain 6% Attack Damage.
B
Wolf Familiars
Summon 2 untargetable wolves with 50% of this champion's Attack Damage and 0.9 Attack Speed.
C
Knockout
Gain 15% Attack Damage. The next attack after casting gains 35% Critical Strike Chance and deals 90% true damage.
C
Power Absorption
Gain 30% Attack Damage. Each time an ally dies, gain 9% of their Attack Damage.
D
Avalanche of Armor
Gain Attack damage Attack Damage equal to 30% of Armor. Gain 50 Armor Armor.
D
Mini Mees
Gain 3 minis that deal 30% (Attack damage) Attack Damage every 3 attacks. Their attacks reduce Armor by 5.

Damage Amp

Tier
Anomaly
Description
S
Comeback Story
Gain 5% Damage Amp for every 10 player health you have lost this game.
B
Bully
Gain 12% Damage Amp, increased to 36% against units with a lower star level.
B
Force of Friendship
Gain 1% Damage Amp for each star level on your board. Three-star champions grant 8% Damage Amp instead.
B
Freestyling
Gain 4.5% Damage Amp for each activated non-unique trait you have.
C
Avarice Incarnate
Gain 5 gold. Gain 15% Damage Amp and 1% more per 2 gold you have (up to 40%).
D
Voracious Appetite
This champion gains 300 Health and 15% Damage Amp. Each round gain a consumable that grants 120 Health and 1.5% Damage Amplification in exchange for 3 player health.

Tank

Tier
Anomaly
Description
S
Deep Roots
Gain 700 Health, 25 Armor, and 25 Magic Resist. They cannot move or be stunned, and pull their target into range.
S
Mage Armor
Gain Armor and Magic Resist equal to 50% of Ability Power.
S
Stoneskin
Combat start: Gain 225 Armor and Magic Resist. Every second, reduce this bonus by 10.
A
Bulwark
Gain 40 Armor & 40 Magic Resist. Triple it when above 50% health.
A
Giant-Sized
Gain 1000 Health and grow greatly in size.
A
Slow Cooker
Every second, deal magic damage in a 1-hex radius equal to 3% of their max Health. Radius increases every 6 seconds.
A
Thornskin
Gain 60 Armor and 60 Magic Resist. When damaged, deal 20% of the damage blocked to adjacent enemies as magic damage.
B
Fortified
Gain 12% max Health. Every 4 seconds, gain another 12% (up to 5 times).
B
Defense Expert
This champion gains 66% more Armor and Magic Resist from all sources.
B
Protective Shielding
Combat Start and every 8 seconds: Grant 12% max Health Shield to self and 2 lowest health allies for 4 seconds.
C
Heavy Hitter
Attacks deal bonus physical damage equal to 20% of this champion's max Health. (Cooldown: 2.5 seconds)
C
Scuttle Familiar
On death, summon a crab with 100% of their maximum Health, Armor, and Magic Resist.
D
Unstoppable Force
On takedown, charge the next target and Stun them for 1.5 seconds, then heal 10% max Health.

Utility

Tier
Anomaly
Description
S
Dramatic Entrance
Combat start: Leap off the battlefield. After 6 seconds, arrive with 55% increased max Health and Stun all enemies for 2 seconds.
A
Touch of Frost
Ability casts 20% Chill (reduce Attack Speed) enemies for 4 seconds. When Chilled enemies die, they stun the nearest enemy for 1 second.
A
Ultimate Hero
After 3 rounds, star up a 3-star 1-cost champion to 4 stars!
B
Dual Wielding
Gain 2 completed items that fit this champion's role.
B
Calling Card
Gain an emblem that matches a non-unique trait from this champion.
B
Repulsor
Gain 35% Attack Speed. On cast, knock back their target if within 2 hexes of them.
C
Miniaturize
Transform into an item that gives 75% of their Attack Damage, Ability Power, Armor, and Magic Resist. Equipped items pop off.
D
Hunger For Power
Combat start: Consume the nearest ally and gain 60% of their Health and Attack Damage.
D
Share Your Energy
Combat start: grant 15% of their Attack Damage, Ability Power, Health, Armor, and Magic Resist to adjacent allies.

Mana

Tier
Anomaly
Description
S
Nothing Wasted
When an ally dies, gain 70% of their current Mana.
A
Kill Streak
Gain 20 Mana each kill.
C
Cosmic Rhythm
No longer gain Mana but instead cast their Ability every 4 seconds.
C
Essence of Navori
Max mana reduced by 10%, increased by 10% each time this champion casts (up to 40%).

Critical Strike Chance

Tier
Anomaly
Description
S
Invisibility
Every 6 seconds, turn invisible for 1 second. The next attack has 100% Critical Strike Chance.

Attack Speed

Tier
Anomaly
Description
A
Hypervelocity
Gain 10% Attack Speed. On cast, gain 15% stacking Attack Speed for the rest of combat.
A
Legacy Of Shurima
After 10 seconds of combat, ascend, gaining 50% max Health and 60% Attack Speed.
B
Headhunter
This champion gains 15% Attack Speed. Every 1 kills, they permanently gain 1% more (doubled in Hyper Roll).
Use Anomaly on your strongest unit (Image via esports.gg)
Use Anomaly on your strongest unit (Image via esports.gg)

Which TFT unit do I use Anomaly on?

In TFT Set 13, the general rule is to use Anomalies on your primary carry. This unit is often your main source of damage, so enhancing them usually provides the best value. However, TFT is a dynamic game where adapting to the situation is key. Sometimes, it’s more effective to use an Anomaly on another unit, such as your main tank or secondary carry, depending on your team composition and the Anomaly available.

For instance, if you’re running a composition with an AD (Attack Damage) carry, a tank, and a secondary AP (Ability Power) carry, and an AP-focused Anomaly shows up, it might be worth giving it to your secondary carry instead of rerolling. On the other hand, if you have enough gold to spare, you should prioritize rerolling for an Anomaly that synergizes with your primary carry or tank.

In most cases, prioritize using Anomalies on your most upgraded unit with the best items to maximize their impact. It’s also crucial to assess your team’s needs. TFT is all about balance, so you need a mix of offense and defense to succeed.

For example, if you’re running an aggressive trait like Sorcerer, which boosts ability power, and you already have offensive augments like Manaflow, Blistering Strikes, and Pumping Up, it would be best to give the Anomaly to your main tank for added survivability. Even if Zoe is your primary carry in a Sorcerer comp, your tank could benefit more from the upgrade in this scenario.

TFT Set 13 Anomaly, Giant-Sized, is suitable for frontliner (Image via esports.gg)
TFT Set 13 Anomaly, Giant-Sized, is suitable for frontliner (Image via esports.gg)

When should I reroll my Anomaly?

Rerolling an Anomaly in TFT Set 13 costs 1 gold and plays a crucial role in tailoring your strategy to fit your team. Typically, you’ll want to prioritize finding an Anomaly that strengthens your primary carry, as this unit is often the cornerstone of your damage output.

It’s generally most effective to give an Anomaly to a high-cost unit, especially those priced at 4-cost or higher, as they tend to have the strongest impact on your team’s performance. However, if your composition already has sufficient damage, consider enhancing your tank instead. A stronger frontline can help to buy more time for your carries to deal damage.

Although rerolling an Anomaly only costs 1 gold and won't show you a duplicate, you should avoid spending too much on rerolls, as it can hurt your overall economy. To make the most of your gold, focus on selecting high-tier Anomalies — those ranked A or S tier — rather than settling for weaker options.

Start by evaluating your current composition and identifying the unit you want to empower. Once you’ve decided, refer to the tier list and choose an Anomaly that aligns with your strategy and provides the most value for your team.

Stay tuned on esports.gg for more TFT Set 13 guide.