How the Underground trait of TeamFight Tactics Set 8.5 operates

There are many new champions and traits to discover now that the new Teamfight Tactics expansion is available. Without an economy trait, a TFT expansion wouldn't exist, and this time around we have Underground.

Riot updates the TFT Set 9.5 Mid-Set with significant item modifications, Credit: Team fight Tactics
By Shubham Dalal | Mar 9, 2023 | 3 Min Read follow icon Follow Us

There are many new champions and traits to discover now that the new Teamfight Tactics expansion is available. Without an economy trait, a TFT expansion wouldn’t exist, and this time around we have Underground. The Underground trait represents rogue thieves in the superhero-themed Monsters Attack! expansion as they attempt to break into vaults in search of treasure, but there is undoubtedly a risk.

During TFT Set Eight Monsters Attack!, the Underground trait established itself as a worthwhile economic trait for players to invest in. In preparation for Set 8.5, a few minor adjustments were made to the trait through Patch 13.5, which decreased the amount during early cashouts while increasing gold for cashouts of five and higher. If you need more information about How the Underground trait of Team Fight Tactics Set 8.5 operates then read carefully and don’t forget to share with your friends.

How the Underground trait of TeamFight Tactics Set 8.5 operates:

As part of the trait, champions attempt to pull off a heist by picking locks during each round of player combat, earning rewards after pulling off up to seven heists in total. 10 locks must be broken to unlock a vault and start a heist. The Underground trait is possessed by Kayle, Ezreal, Vi, Sona, and Samira in Set 8.5.In Set 8.5, the Underground trait was not added to any new champions, but the breakpoints were changed to 3/4/5/6. With a risk/reward strategy that can propel a player into the top four of their lobby or swiftly drop them to eighth, the change in breakpoints favours players with the Underground trait who are on losing streaks.

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  • Three: Two locks per win and three locks per loss
  • Four: Two locks per win and four locks per loss
  • Five: Three locks per win and five locks per loss
  • Six: Four locks per win and seven locks per loss

Early Heist vaults may have small rewards, such as gold, parts, or an item. Large amounts of gold can be found in heists five through seven, along with the potential for full items, Champion Duplicators, and even an Ornn Artifact. Players can choose to accept the reward or keep unlocking vaults in order to earn better rewards with each successful heist.

Although Underground is an economic trait and the only gold-producing trait in the expansion, it functions very differently from other economic traits from earlier sets. Economic traits used to only be used to break losing streaks, with rewards increasing with each successive defeat, which required players to play chicken with their HP in order to maximise rewards. With those characteristics, players would have to “cash out” by ending a losing streak by winning a round in order to receive their rewards; Underground doesn’t do that.

Underground TeamFight Tactics Set Eight Heist table rewards:

It’s difficult to reach the seventh heist. The seventh vault’s rewards, however, according to game design director Stephen “Mortdog” Mortimer, include Radiant items, Ornn Artifacts, and other surprises. The rewards start to get better in the third vault. As of the time of writing, the Underground trait’s TFT Set 8.5 tables were not made public.

Updated Nov. 23 9:45am CT: All changes from the Nov. 23 TFT Set Eight PBE patch were applied.

Updated Nov. 29 9:30am CT: All TFT Set Eight Heist rewards for the Underground trait were added.

Update Jan. 12 4:15pm CT: Strategic options during the early game were added following the release of TFT Set Eight Patch 13.1.

Update March 8 12pm CT: All changes to the Underground trait in TFT Set 8.5 were applied.

There are seven tiers of vaults for players to chase after, but getting deep into the tiers will require players to micromanage their HP, just like with older econ traits. This attempt at an econ trait is designed to keep all of the fun from old econ traits while also keeping the design healthy for competitive play.

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