IDC Games

Teamfight Tactics · 2026-08-27

Teamfight Tactics sends Choncc into Enchanted Wilds with Heart of the Forest cinematic

Teamfight Tactics has opened the path into its eighteenth set with Heart of the Forest I , a new animated cinematic built around Choncc’s journey through the Enchanted Wilds. Riot Games presents the forest as an ancient, unpredictable ecosystem filled with wild magic and mysterious Wisps, but the v

Teamfight Tactics has opened the path into its eighteenth set with Heart of the Forest I, a new animated cinematic built around Choncc’s journey through the Enchanted Wilds. Riot Games presents the forest as an ancient, unpredictable ecosystem filled with wild magic and mysterious Wisps, but the video’s central idea is considerably more personal: even the smallest dragon can eventually find somewhere to belong.

Created in partnership with Brunch Studio, the cinematic arrived alongside the full launch of Enchanted Wilds through Teamfight Tactics Patch 18.1 on August 26. It acts as the emotional introduction to a set otherwise defined by temporary magical opportunities, competing forest factions and a battlefield that can change dramatically according to the units and Wisps offered during each match. Choncc may be the visible protagonist, but the wider purpose of Heart of the Forest I is to establish the personality of TFT’s newest competitive era.

Heart of the Forest arrives with the launch of TFT Set 18

Riot released Heart of the Forest I on August 26, the same day Enchanted Wilds became available on live servers with Patch 18.1. The timing positions the cinematic as a launch celebration rather than an early mechanical preview. Riot had already introduced the set through a Dev Drop, a dedicated gameplay trailer, a detailed traits overview and shorter videos explaining its central systems.

The cinematic performs a different role. Instead of presenting trait breakpoints, champion abilities or recommended compositions, it gives the new environment a narrative identity. Its ancient forest is not simply a themed arena placed behind the tactical action. Riot describes it as a living domain whose pathways shift, whose rival groups compete for control and whose magical Wisps can reward those willing to follow them.

That instability reflects the normal structure of Teamfight Tactics. A player enters every match without knowing exactly which champions, items, Augments or temporary opportunities will become available. The forest fantasy turns that uncertainty into part of the setting: every unexplored route could reveal something useful, but committing too heavily to the wrong path can leave a composition without the resources it needs.

Choncc gives the new set a smaller and more personal hero

Choncc is an effective protagonist because the character represents a very different kind of dragon from the enormous monsters occupying the Enchanted Wilds roster. Riot’s official description deliberately emphasizes that even the smallest dragon can find a place to belong, making Choncc’s size and vulnerability central to the premise rather than treating them exclusively as visual comedy.

That distinction matters to the tone of the cinematic. Enchanted Wilds contains Elder Dragon, powerful Riftbeasts, secretive Coven members and immense manifestations of Elderwood magic. Presenting that world through one of TFT’s most recognizable Little Legends allows the forest to retain its scale. Choncc is not entering as an obvious ruler or conqueror, but as a curious outsider looking for a place within an ecosystem that already contains its own alliances and conflicts.

The choice also connects the cinematic directly to the player experience. Little Legends function as the avatars that move around TFT arenas, collect loot and react to the outcome of each round. Choncc therefore occupies the same position as the audience: arriving in unfamiliar territory, learning its rules and gradually discovering which parts of the forest can be trusted.

Wisps turn the forest’s magic into the defining Set 18 mechanic

The mysterious Wisps mentioned in the cinematic’s description are also the central gameplay mechanic of Enchanted Wilds. Riot describes them as an evolved version of the Charms introduced in Set 12, Magic n’ Mayhem, updated with clearer presentation and several quality-of-life adjustments.

Wisps appear in the rightmost position of the shop as temporary, single-use purchases. Their effects cover a wide range of possibilities, including immediate combat power, additional gold or experience, shop manipulation, champions, items and dangerous bargains that exchange one advantage for another. Players can purchase one Wisp per round, and one appears in every other shop.

They can only be bought during the planning phase. When that phase ends, an unpurchased Wisp disappears and reveals the champion positioned behind it, preventing the temporary offer from permanently hiding a potentially important unit. Their effects also become stronger and generally more expensive as a match progresses.

Riot has divided Wisps into seven categories—Champion, Combat, Miscellaneous, Shop, Gold/XP, Risky and Item—with separate colours and icons designed to make them easier to identify while rolling through the shop. Purchased Wisp categories are also visible near a player’s Tactician health bar, giving opponents additional information when scouting.

The late-game rules reduce some of the mechanic’s potential variance. After Stage 5, every other Wisp is guaranteed to be a Combat Wisp, making it more practical to search for direct battlefield power during decisive rounds. The result is still unpredictable, but players have more control than they did when searching for an appropriate Combat Charm in Magic n’ Mayhem.

Blossom compositions can build directly around the Wisps

Wisps are not isolated from the rest of the set. The Blossom origin is designed as the main composition for players who want to interact with the mechanic more aggressively. Its champions receive additional offensive and defensive statistics, while higher trait thresholds progressively improve the value and frequency of Wisp purchases.

Blossom can upgrade Wisps, make them appear in every shop, generate gold when one is purchased and eventually allow more than one to be acquired during the same round. That structure gives the trait both an economic and a combat identity. A Blossom player is not only receiving stronger units but also gaining more opportunities to exploit the mechanic around which the set has been constructed.

The trait’s roster includes champions such as Karma, Yorick, Yunara, Master Yi, Ahri, Sett, Ashe and Lux. Riot has positioned it as one of the major vertical compositions in Enchanted Wilds, but its relationship with Wisps means that two Blossom games can develop very differently depending on the temporary effects offered.

This is where the cinematic’s use of Wisps becomes especially relevant. They are not merely decorative spirits added to make the forest feel magical. They represent the fleeting decisions that define Set 18, offering players momentary sources of power that may reinforce an existing plan or create a reason to change direction.

Riftbeasts and Elderwood transform the forest into a battlefield

The broader roster presents the Enchanted Wilds as a contested ecosystem rather than a peaceful fantasy sanctuary. Riftbeasts bring creatures associated with Summoner’s Rift into the Convergence, including Krugs, Gromp, Scuttlecrab, Brambleback and Elder Dragon. The trait uses an Alpha Mark that can empower one Riftbeast with a unique effect, creating different strategic outcomes depending on whether it is assigned to a carry, tank or utility unit.

Elder Dragon occupies two team slots and contributes twice toward the Riftbeast origin, following a design philosophy previously used for TFT’s largest dragons. Riot describes it as a durable fighter capable of cleaving through groups of enemies, stunning an entire board and eventually executing weakened targets when empowered with its Alpha Mark.

Elderwood approaches the forest fantasy from another direction. Its trait provides placeable magical plants that perform distinct roles on the battlefield, including defensive and restorative functions. Higher thresholds add more plants and increase their strength, turning board positioning into an important part of the composition.

These two groups show the different meanings of nature within the set. Riftbeasts emphasize predation, growth and territorial strength, while Elderwood treats the battlefield as an ecosystem that can be cultivated. Both reinforce the idea that Choncc is entering a world already governed by powerful inhabitants.

Coven, Sprykin and Blackthorn reveal different sides of the Wilds

Not every faction in the forest offers the same kind of welcome. Coven is one of the set’s primary risk-and-reward traits, gathering Essence through enemy kills and lost player combats. At specific thresholds, players can convert that Essence into rewards or continue accumulating it in pursuit of a more valuable cashout.

The system shares some principles with earlier economic traits such as Heartsteel, but Riot designed it so that breaking a loss streak is less immediately destructive to the composition’s accumulated value. Players are still encouraged to manage their health and streak carefully, but the trait’s progress is not based solely on repeatedly losing rounds.

Sprykin represents the more playful side of the set. Its central mechanic places a Yordle—or another eligible champion—on a Big Furry Friend, granting substantial health and attack-speed benefits. Higher thresholds distribute a portion of those bonuses across the wider team. The system creates unusual visual and mechanical combinations while giving the trait a clear positional centre.

Blackthorn introduces a darker form of forest magic by sacrificing an allied unit at the beginning of combat. The resulting bonuses depend on the sacrificed champion’s role, cost and star level, requiring players to decide how much immediate board value they are prepared to exchange for stronger Blackthorn units.

Together, these factions make the Enchanted Wilds more credible as a complete setting. It contains friendly communities, dangerous bargains, ancient guardians and predatory forces rather than presenting one uniform interpretation of magical nature.

The Carousel returns as players enter the Enchanted Wilds

Patch 18.1 also restores the traditional Carousel, which had been absent during Space Gods. The returning system can now occasionally include more champions than usual or units with higher costs, adding another variable to the shared selection round.

Its return fits the exploratory structure of Enchanted Wilds. Wisps create temporary decisions inside the shop, while the Carousel requires players to evaluate a shared pool of champions and components against the needs of the other competitors. Both systems reward adaptation, but they create different pressures: one is a private purchasing decision, while the other depends on positioning, health order and denying valuable options to opponents.

Riot also made several general system changes. Units no longer automatically forget their previous targets after recovering from crowd-control effects, reducing situations in which a backline attacker abandons its intended victim because it was briefly stunned or knocked up. Missed loot from Stage 4-7 and later PvE rounds can now carry over to the following PvE encounter.

Opening Encounters have also been adjusted. Some of the most disruptive variants were removed, while more conventional options involving completed Item Anvils and rerolls were added. Riot explained that Enchanted Wilds already contains significant match-to-match variance through Wisps, Augments, items and shop distribution, reducing the need for extreme opening modifiers.

Enchanted Wilds launches during TFT’s transition to Unreal Engine

Set 18 is also notable for reasons extending beyond its champions and traits. Patch 18.1 represents Teamfight Tactics’ first live set following the game’s transition from Riot’s previous Hextech technology to Unreal Engine.

Riot warned that the launch version would not immediately achieve complete parity with the previous engine. Players could experience longer loading times and a higher number of bugs while the development team adapts its systems and transfers existing content. The initial patch is also considerably larger than a normal TFT update, although Riot expects subsequent downloads to return to smaller sizes.

Several features are temporarily affected. The minimap and its associated pings are not available at launch, with Riot planning to redesign pings as a social communication tool that does not depend on the minimap. Friend spectating is also scheduled for longer-term development rather than being included in the first version of Set 18.

The cosmetic catalogue is being transferred progressively. Some finishers are temporarily presented as video sequences and performed on River Sprites until their full in-engine versions can be rebuilt. Riot plans to restore additional Tacticians, Arenas, Booms and Emotes through future patches.

This technical transition makes Heart of the Forest I a particularly important piece of presentation. The cinematic offers an immediately polished and cohesive introduction while the live game begins a more gradual process of rebuilding features and restoring content on its new technological foundation.

Space Gods remains temporarily available beside the new set

The arrival of Enchanted Wilds did not immediately remove Space Gods. Riot confirmed that Set 17 would remain playable for several additional patches, allowing players to continue using its roster while learning the new set.

That overlap creates an unusual transitional period in which the outgoing and incoming experiences remain available simultaneously. Space Gods is centred on cosmic deities, Blessings and an intentionally extravagant science-fiction identity, while Enchanted Wilds moves toward natural magic, forest factions and temporary Wisp purchases.

Keeping both sets active reduces the pressure to abandon established knowledge on launch day. It also gives Riot more time to address the performance and feature limitations accompanying the Unreal Engine transition without making the new set the only available environment.

Heart of the Forest gives Set 18 an emotional centre

The most effective idea behind Heart of the Forest I is not simply that Choncc has entered a magical location. It is that the smallest character in a world of Elder Dragons, monstrous Riftbeasts and ancient powers may still discover a meaningful place within it.

That theme mirrors the structure of Teamfight Tactics more closely than a conventional battle cinematic would. Players begin with limited resources and an incomplete plan, then attempt to build something coherent from whatever the match provides. A small early-game unit, an inexpensive Wisp or an unexpected shop can become the foundation of a winning composition if it is recognised and developed at the right moment.

Brunch Studio’s involvement gives Riot a cinematic vehicle for presenting that idea without turning the video into another mechanical tutorial. The set overview explains how Wisps work, the patch notes document the engine transition and the gameplay trailer presents the roster. Heart of the Forest I establishes why players should want to enter this world in the first place.

Choncc may be surrounded by creatures considerably larger and more powerful, but size is not what determines whether something belongs in the Enchanted Wilds. Adaptation, curiosity and the willingness to follow an uncertain path are considerably more important. That is also a fitting summary of the challenge waiting for players in TFT Set 18.


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