Arbiter is another trait that changes every Teamfight Tactics game. The difference being, you can create your Arbiter for the match. However, there is a limitation to what you can do in each game. The first time you place Arbiter on your board, you must choose your options. There will be three causes and three effects to choose from. Some effects are better than others.
Teamfight Tactics: Arbiter Units
Arbtier only has four units in Set 17. There are only two breakpoints on the trait. Two units activate Arbiter, and the third unit increases the effect chosen.
Leona
Zoe
- Two-cost AP Caster
- Conduit
Diana
- Three-cost AP Fighter
- Challenger
LeBlanc
- Four-cost AP Marksmen
- Shepherd
Teamfight Tactics: Arbiter Causes and Effects
There are nine causes and nine effects for Arbiter in the current version of Set 17. Some effects will not apply to some causes. All Information provided by Little Buddy Bot.
When An Arbiter Attacks 3 Times
- Arbiters gain Max Health
- Arbiters gain Shield
- Arbiters gain Attack Speed
- Arbiters gain Ability Power
- Arbiters gain Mana
- Chance of Reroll
Combat Start: For each Arbiter star level
- Arbiters gain Max Health
- Arbiters gain Shield
- Arbiters gain Armor and Magic Resist
- 10/10 Armor and Magic Resist
- Arbiters gain Attack Speed
- Arbiters gain Ability Power
- Chance of Gold
- Chance of Reroll
- Chance of Leona
When An Enemy Dies
- Arbiters gain Max Health
- Arbiters gain Shield
- Arbiters gain Armor and Magic Resist
- Arbiters gain 18/27 Armor and Magic Resist
- Arbiters gain Attack Speed
- Arbiters gain Ability Power
- Arbiters gain Mana
- Chance of Gold
- Chance of Reroll
- Chance of Leona
When an Arbiter deals damage 10 times
- Arbiters gain Max Health
- Arbiters gain Shield
- Arbiters gain Armor and Magic Resist
- 16/24 Armor and Magic Resist
- Arbiters gain Attack Speed
- Arbiters gain Ability Power
- Arbiters gain Mana
- Chance of Reroll
Combat Start: For each interest you would gain, also
- Arbiters gain Max Health
- Arbiters gain Shield
- Arbiters gain Armor and Magic Resist
- 12/18 Armor and Magic Resist
- Arbiters gain Attack Speed
- Arbiters gain Ability Power
- Chance of Gold
- Chance of Reroll
- Chance of Leona
Every 4 Seconds
- Arbiters gain Max Health
- Arbiters gain Shield
- Arbiters gain Armor and Magic Resist
- 16/24 Armor and Magic Resist
- Arbiters gain Attack Speed
- Arbiters gain Ability Power
- Arbiters gain Mana
- Chance of Gold
- Chance of Reroll
- Chance of Leona
When an Arbiter spends 50 mana
- Arbiters gain Max Health
- Arbiters gain Shield
- Arbiters gain Armor and Magic Resist
- Arbiters gain Attack Speed
- Arbiters gain Ability Power
- Arbiters gain Mana
- Chance of Gold
- Chance of Reroll
- Chance of Leona
Combat Start: If you rerolled in the previous planning phase
- Arbiters gain Max Health
- Arbiters gain Shield
- Arbiters gain Armor and Magic Resist
- 45/70 Armor and Magic Resist
- Arbiters gain Attack Speed
- Arbiters gain Ability Power
- Chance of Gold
- Chance of Leona
First time tach Arbiters drops below 40% HP
- Arbiters gain Max Health
- Arbiters gain Shield
- Arbiters gain Armor and Magic Resist
- 75/110 Armor and Magic Resist
- Arbiters gain Attack Speed
- Arbiters gain Ability Power
- Arbiters gain Mana
- Chance of Gold
- Chance of Reroll
- Chance of Leona
More Teamfight Tactics Content
Image of Space Groove Blitzcrank, courtesy of Riot Games
Stay tuned for more information and guides on specific compositions and hero augments on the new set. If you would like to check out other Teamfight Tactics-related content, have a look below:
- Teamfight Tactics Set 17 One Costs
- Teamfight Tactics Set 17 Two Costs
- Teamfight Tactics Set 17 Three Costs
- Teamfight Tactics Set 17 Four Costs
- Teamfight Tactics Set 17 Five Costs