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TFT Set 5 Shadow Items: Full list, how to get, components and more

Everything you need to know about TeamFight Tactic's Shadow Items, including how you can get them and a full list of details for all Shadow Items.
TFT Set 5 Shadow Items: Full list, how to get, components and more

On 28th April 2021, the TeamFight Tactics (TFT) Set 5, entitled Reckoning, will release on live servers. There's a plethora of content in TFT Set 5 but one of the most interesting additions has to be the new Shadow Items. In this guide, we will tell you how you will be able to get these TFT Shadow Items, including the materials required, their effects, and a full list so you don't get flustered when the update drops.

What are Shadow Items in TFT Reckoning

In the most basic of terms, Shadow Items releasing with TFT Set 5 is a new mechanic which will allow players to create new items from the ones they already know. 

The Shadow Items mechanic effectively doubles the number of items in TeamFight Tactics, allowing players to create new ones and maximize the effectiveness of their build.

TFT Fates set 5 what are shadow items full list components required Reckoning(Picture: Riot Games)

While Shadow Items are extremely powerful in TFT Set 5, there is also a downside to each of these powerful items.

Riot Games explains: "With great power, but risky drawbacks, Shadow Items can be mixed and matched with various team compositions to make for powerful win conditions.

"Can you imagine Draven throwing axes faster and faster while dealing damage to himself, but also healing back with a Bloodthirster? That’s a scary build, but it gets even scarier when we talk about the team comp you can run it in."

Some champions and traits, such as Forgotten units, will also get extra stats from Shadow Items, so pick wisely when you dive into TFT Set 5 matches.

Now that you know what Shadow Items are in TFT Set 5, let's find out how to get some of these items to use. 

TFT Set 5: How to get Shadow Items

There are two ways to get Shadow Items in TFT Set 5. Players can get Shadow Items either in the new Armory or in the Carousel. As the match goes on, full Shadow Items might appear in the Carousel, while at the start of the game, Shadow Components will appear.

In the new Armory, you will be able to pick between two and four items, and half of them should be Shadow Items. You will get to make your picks at 2-2, 3-2 and 4-2.

TFT Fates set 5 what are shadow items full list components required Reckoning(Picture: Riot Games)

It is important to note two Shadow Components do not create an uncorrupted item, and once an item is corrupted, you can't cleanse it. You also can not get Shadow Items from PvE rounds.


Full TFT Shadow Items list for Reckoning

If you want a full list of TFT Set 5 Reckoning Shadow Items, we've got you covered. Please note that for the component requirements, at least one should be a Shadow Item.

Check out the full TFT Shadow Items list, including the components required and what all these items do below.

Cursed Infinity Edge - Glove + Sword

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.

Dark Shroud of Stillness - Glove + Chain 

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.

Cursed Thief’s Glove - Glove + Glove

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

Explosive Trap Claw - Glove + Belt

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

Evil Quicksilver - Glove + Cloak

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

Final Whisper - Glove + Bow

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%.

Poisoned Gauntlet - Glove + Rod

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 Vengeance - Glove + Tear

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 - Tear + Sword

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

Frozen Dark Heart - Tear + Chain

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.

Lack of Redemption - Tear + Belt    

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 - Tear + Cloak

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 - Tear + Bow

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

Archdemon’s Staff - Tear + Rod

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 - Tear + Tear

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.

Cursed Hextech Gunblade - Rod + Sword   

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 - Rod + Chain

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

Mor-evil-lonomicon - Rod + Belt

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.

Ionic Dark-Spark - Rod + Cloak

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 - Rod + Bow

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 - Rod + Rod   

The holder gains 125% additional Spell Power. The holder receives a penalty of -25% Max Health.

Cursed Deathblade - Sword + Sword

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 - Sword + Chain

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 - Sword + Belt

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%.

Riskthirster - Sword + Cloak

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 - Sword + Bow

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 - Bow + Chain

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.

Zz’Rot Dark Portal - Bow + Belt

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 - Bow + Cloak

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 - Belt + Chain

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.

Warmog’s Poison Armor - Belt + Belt

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

Explosive Zephyr - Belt + Cloak

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.

Evil Gargoyle Stoneplate - Chain + Cloak 

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

Villain’s Bramble Vest - Chain + Chain 

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 - Cloak + Cloak

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

Rapid Deathcannon - Bow + Bow

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 - Spat + Spat

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

TFTFatesSet5inside4.jpg?_t=1615625235(Picture: Riot Games)

So there you have it, everything you need to know about TFT Set 5 Shadow Items, from how to get them, to what they do, and of course the full list we've shared above.

It will be interesting to see what combinations players come up with, as the Shadow Items mechanic in TeamFight Tactics is sure to shake things up in a big way.