Description
Two units are adjacent when their hexes touch.
Read moreShow less about Adjacency
An effect worded "adjacent" only reaches a unit standing on a touching hex. The wording "within 1 hex" means that same ring.
Three shapes turn up:
- An ally-side buff pays out only for allies standing beside the holder. How tightly you set your own units down decides what it is worth.
- An enemy-side effect splashes from whatever it just hit onto the hexes around that target.
- A few run the other way. They pay a unit only while it has no adjacent ally at all.
What benefits from Adjacency (18)
Champions that benefit from Adjacency (7)
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7 champions · paste in the game's Team Planner
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Uproot Passive: Restore 17 / 27 / 43 Health each second, tripled for 3 seconds after casting. Active: Lunge out of the ground, Stunning adjacent enemies for 1 second and dealing 70 / 105 / 160 magic damage to them. -
Mirror Image Passive: After player combat, your strongest LeBlanc has a 10 / 15 / 30% chance to create a copy of an ally on your board, increased by 4% per takedown. Active: Launch a mirror image at the current target, dealing 260 / 390 / 615 magic damage and 100 / 150 / 230 to adjacent enemies.
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Can You Dig It? Passive: Attacks are replaced by a dance that deals 50 / 75 / 113 physical damage to all adjacent enemies. Active: Burrow underground, gaining 15% Durability for 3 seconds and healing 325 / 400 / 675 over the duration. Green Buff: When allies fall below 50% Health, they restore 15% max Health.
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Taste Their Fear Leap to the farthest enemy within 3 Hexes, dealing 265 / 370 / 535 magic damage. If they have no adjacent allies, deal 285 / 410 / 605 magic damage instead and gain 10 mana.
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Tantrum Passive: Every second, restore 33 / 59 / 172 Health and deal 12 / 18 / 150 magic damage to enemies within 1 hex. Active: Deal 100 / 150 / 2000 magic damage to enemies within 2 hexes and Stun them for 1 / 1 / 6 seconds, increased to 3 / 3 / 13 seconds if the target is Burning. Burn: Deals a percent of the target's max Health as true damage every second.
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Heat Without Equal Passive: Attacks deal 75 / 75 / 100% damage to enemies adjacent to the target. Active: Become invulnerable and fly into the air. On return, stun all enemies for 1.25 / 1.25 / 99 seconds, gain 15 / 15 / 100% Omnivamp, and Ignite them for 3 / 3 / 99 seconds. Ignited enemies take 2 / 2 / 20% max Health physical damage per second. Replace this ability with Flame Breath and immediately cast it. Flame Breath: Spew fire at the most enemies in a line through the target, dealing 305 / 465 / 7200 physical damage, reduced by 20% for each enemy it passes through (minimum 20%.) Ignite those enemies for 3 / 3 / 99 seconds. Elder Dragon Buff: Damaging an enemy below 12% Health executes them. -
Triggerseed Passive: Shields from this Ability can critically strike with Precision. Active: Grant 2 / 2 / 10 allies 185 / 350 / 3000 Shield and 10 / 15 / 100% Damage Amp for 6 seconds. Then deal 155 / 235 / 2000 magic damage to enemies adjacent to them. After casting 6 times, also grant 100% stacking Attack Speed to targets.
Traits that benefit from Adjacency (1)
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Lunar champions and adjacent allies gain Attack Speed and Ability Power. Lunar champions gain 100% more.
Completed items that benefit from Adjacency (1)
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- +50 Armor
Gain 6% max Health. Take 5% reduced damage from attacks. When struck by any attack, deal 100 magic damage to all adjacent enemies. Cooldown: 2 seconds
Radiant items that benefit from Adjacency (1)
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- +100 Armor
Gain 12% max Health. Take 10% reduced damage from attacks. When struck by any attack, deal 200 magic damage to all adjacent enemies. Cooldown: 2 seconds
Artifacts that benefit from Adjacency (1)
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- +300 HP
- +20% AD
- +20% AS
Attacks deal 4% of the holder's max Health plus 2% of their Attack Damage as bonus physical damage to the target and adjacent enemies.
Augments that benefit from Adjacency (4)
Gold (3)
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Group Hug II Gold Combat start: Champions grant other adjacent champions 10 Armor and Magic Resist. This effect stacks.
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Nature's Shelter Gold Champions that start combat adjacent to an Elderwood plant gain 15% Attack Speed and heal 2% of their maximum Health every 2 seconds. Gain an Alistar, an Ornn, and a Xayah.
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Spirit Of Redemption Gold Gain a Spirit Visage. Every 5 seconds, Spirit Visage heals allies within 1 hex for 9% of their missing Health.
Silver (1)
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Group Hug I Silver Combat start: Champions grant other adjacent champions 7 Armor and Magic Resist. This effect stacks.
Wisps that benefit from Adjacency (3)
- Fellowship Combat
Champions gain 4% Max Health Shield and 4% Damage Amp per adjacent ally.
- Solitude's Cloak Combat
Champions with no adjacent allies gain 10% Max Health and 10% Damage Amp.
- Wrapped In Thorns Combat
Your Tanks reflect 12% of damage taken to adjacent enemies every 4 seconds.
See also
Frequently asked questions
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What does "adjacent" mean in TFT?
Two units are adjacent when their hexes touch.
The board is a grid of hexagonal tiles, four rows of seven per player. A hexagonal tile has six sides, so at most six hexes touch any one of them. Cards worded "within 1 hex" mean the same ring. So where you set units down decides what they pay.
Note: A unit on an edge or in a corner touches fewer. Part of that ring falls off the board.
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What counts as an "adjacent ally"?
One of your own champions standing on a hex that touches the holder.
A unit is never its own neighbour. Cards name the holder separately when it is also paid, and one even says "other adjacent champions". Champions on your bench are not on the battlefield, so they add nothing.
Note: Non-champion pieces can count too, where a card is written around them. One card pays champions that start the fight beside a planted unit.
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What does "no adjacent allies" mean?
It is read on the enemy being struck, not on your own unit.
One ability deals extra damage and refunds mana when nothing of theirs stands on a touching hex. A stranded enemy is a bigger prize. Stranding your own units invites the same. No card pays a champion for having no neighbours.
Note: Being alone in a row is a separate condition one card does check. A row is seven hexes, so a unit alone in it can still touch the next row.
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My units drift apart, and some die. Do neighbour bonuses stay?
It depends on the wording. Neighbour buffs are written as one-off grants.
The plainest opens with "Combat start". None of them says it re-reads the board. So a bonus handed out as the fight begins is not taken back when a neighbour walks away or falls.
Splash aimed at neighbours is the opposite. It is resolved each time it fires, so it follows units as they move.
Note: Melee champions advance on their own, so a tight opening shape rarely stays tight.
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An effect hits enemies "adjacent to the target" — which enemies are those?
The enemies standing on hexes that touch the one that was hit.
That enemy is the anchor. The splash lands on whoever else surrounds it. Nothing reaches past one hex, so a packed enemy board eats far more than a spread one.
Whether the anchor also takes the splash is set by the wording:
- "enemies adjacent to the target" leaves it out.
- "the target and adjacent enemies" includes it.
Note: Splash is often a smaller number than the main hit.
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Is "within 1 hex" the same as "adjacent"?
Yes. Both name the ring of hexes touching a unit.
Distance is counted in whole hexes. One ability damages enemies "within 1 hex" and, on cast, enemies "within 2 hexes", the next ring out. It matches melee reach too. A champion with 1 attack range can only attack enemies in adjacent hexes.
Note: Whether the unit in the middle is included is set by the card's wording, not by the phrase. Cards say so when they mean it.
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Is clumping up for neighbour bonuses a trap?
Sometimes. The tight shape that switches on a neighbour bonus is the one enemy splash punishes hardest.
Every effect spreading onto the hexes around what it hit finds more bodies. That includes a defensive item that answers each attack by damaging all adjacent enemies. Some abilities go further. They aim at the spot with the most surrounding enemies, or leap into the largest group.
Note: Weigh the bonus against the damage a clump invites, and scout before committing.
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Can an enemy unit be adjacent to mine?
Yes. The board is eight rows of seven hexes, and each player fills the four rows on their own side.
So the halves meet with no gap, and front-row units can start the fight already touching. Melee champions close any gap that is left, since 1 attack range reaches only adjacent hexes.
Note: This never feeds an ally-side neighbour bonus, because those count your own champions. It does drive effects that damage every enemy touching your unit.