New champions from TFT Set 15 - KO Coliseum have been added and the cheat sheet is up to date! Which strategies will you discover? Plan out your team comps with our champion cheat sheet!
Teamfight Tactics is a fast-paced game, and that means you need to be able to quickly figure out which champions to pick in between rounds. Our cheat sheet makes it easy to see all TFT champions at once and quickly pick out what classes and origins they belong to.
If you're here for a list of all TFT champions and what they do, you can also find that below!
Champion
Spell
Health
Armor
Magic Res
Mana
Atk Dmg
Atk Spd
Atk Range
Heal 126/152/194 and deal 125/190/280 physical damage to the current target. Healing and damage are increased by up to 100% based on Aatrox's mising health.
20 / 80
Ahri
3G
Deal 420/630/1010 magic damage to the current target, increased up to 75% based on the target's missing health.
If the target dies, deal 55% of overkill damage split between the 2 closest enemies, plus 40/60/95 magic damage per target.
10 / 50
Akali
4G
Mark the farthest unmarked target within 4 hexes, then dash through all marked enemies in order. Each dash deals 80/120/500 magic damage to its target and 60/90/400 magic damage to other enemies hit. If only one enemy remains, dash 3 times instead.
0 / 30
Ashe
4G
The next 8 attacks fire bonus arrows dealing 112/168/600 physical damage split between the target and up to two random enemies within 2 hexes.
0 / 80
Stun the target and spin them around for 1.5 seconds, dealing 550/825/9001 physical damage to the target and 275/415/4501 to other enemies in a 2-hex radius.
Then throw the target forward, dealing 100/150/2000 in a 1-hex area around the target. If the target drops below 18% health, throw them off the board instead.
0 / 60
Caitlyn
3G
Fire a bullet at the farthest enemy, dealing 370/555/885 physical damage to the first target hit. The bullet bounces to a nearby enemy, dealing 90/135/210 physical damage. Bullets bounce +3 times.
0 / 60
Darius
3G
Heal 110/170/225, then deal 260/390/605 physical damage to the current target, increased by 60% against Tanks. If the target dies, immediately recast dealing 75% damage.
0 / 30
Dr. Mundo
2G
Passive: Every 7 seconds the next attack deals 114/190/332 bonus physical damage.
Active: Gain 300/350/400 maximum health over 1.5 seconds and immediately trigger the passive.
30 / 90
Ekko was pulled from another universe by the Isekai augment! Freeze all units while attacking the nearest 4 enemies 7 total times. Each attack deals bonus 240/360/540 magic damage.
50 / 110
Ezreal
1G
Fire a blast at the current target, dealing 220/330/550 magic damage and 110/165/275 physical damage.
Blink a short distance, then gain 25% Attack Speed for 5 seconds and 12 Attack Damage and Ability Power for the rest of combat.
0 / 50
Gangplank
2G
Deal 375/565/875 physical damage to the lowest health enemy within 1 hexes. If the target dies, 40% Ability power change to gain 1 gold.
0 / 40
Garen
1G
Heal 372/436/526 and deal 150/226/352 physical damage to the target.
Gain 1 stack on cast. Each stack grants 11/13/15 max Health.
30 / 80
Gnar
1G
Passive: Gain 8% for each attack against the same target, up to 80%.
Active: For 6 seconds, gain 90% Attack Damage and grant two nearby allies 20/25/35% Attack Damage, prioritizing Attack champions.
0 / 40
Gwen
5G
Passive: Attacks deal 30/45/400 magic damage in a cone. Every 3rd cast is Rip the Threads.
Soul Stitch: Fire 3 needles through the board, dealing 35/55/1000 magic damage to enemies hit and leaving threads behind.
Rip The Threads: Deal 350/525/9999 split between all enemies and 90/135/9001 bonus magic damage to each. Enemies near at least one thread take 10% more damage.
0 / 40
Grant 80/100/125 shield to the 2 lowest Health allies for 4 seconds and fire butterflies dealing 480/720/1080 magic damage split between the 2 closest enemies.
10 / 60
Jarvan IV
4G
Gain 532/688/2428 Shield for 4 seconds, then slam into a group of enemies, dealing 100/150/2000 magic damage to enemies within a 2 hex radius and stunning them for 1.5/1.75/8 seconds.
45 / 150
Jayce
3G
Deal 180/270/415 physical damage to enemies in a 1-hex radius centered on the target.
0 / 40
Jhin
2G
Passive: Attack Speed is always 0.75/0.75/0.85. Convert 1% bonus Attack Speed into 0.8% Attack Damage. Every fourth attack is enhanced to deal 210/315/485 physical damage.
0 / 4
Jinx
4G
Passive: Attacks grant 6/6/12% stacking Attack Speed, up to 60/60/120%. Critical strikes instead grant 9/9/18%.
Active: Deal 200/300/900 physical damage to the target and 575/865/2500 physical damage split across a 2-hex radius centered on the target.
10 / 80
K'Sante
4G
Passive (ALL OUT): On first death instead heal to full, gain 100% Attack Speed, convert 50% of Armor and Magic Resist into Attack Damage, and set max mana to 30. Then dash through the target and briefly stun them. While ALL OUT, lose 6/6/1% Health each second and heal 300/540/972 on kill.
Active: Gain 50/55/80% Durability for 3 seconds, then deal 144/216/144 physical damage to the target.
Active (ALL OUT): . Deal 350/525/1500 physical damage to the target.
30 / 90
Kai'Sa
2G
Passive: Kills grant 1% permanent Attack Damage.
Active: Fire 8 missiles divided between the target and nearby enemies. Each missile deals 36/53/84 physical damage.
0 / 50
Kalista
1G
Hearl a spear at the farthest enemy, dealing 460/690/1035 physical damage to the first enemy hit. If the enemy dies the spear continues, dealing overkill damage to the next enemy hit.
0 / 90
Karma
4G
Fire an energy disc that deals continuous damage in a 1-hex radius centered on the target. The disc vanishes after dealing 1000/1500/5000 total magic damage.
0 / 70
Katarina
2G
Blink to the enemy with the lowest health within 2 hexes and deal 120/180/280 magic damage to enemies in a 1-hex radius. Blink again, dealing 47/70/109 magic damage.
0 / 30
Kayle
1G
Passive: Attacks deal 30/45/70 bonus magic damage. Gain additional power based on your Tactician level.
Level 6: Every 3rd attack launches a wave that deals 60/90/140 magic damage and 20% shreds enemies for 3 seconds.
Level 9: Every attack launches a wave. Waves travel farther.
0 / 0
Heal 185/233/313, then deal 130/195/300 magic damage to the 2 nearest enemies and stun them for 1 seconds.
30 / 65
Kobuko
2G
Gain 325/375/450 Shield for 3 seconds. The next attack deals 244/384/622 bonus physical damage and stuns for 1.75 seconds.
20 / 70
Kog'Maw
3G
Passive: Gain 1 Ability power per Monster Trainer level. Attacks deal 30/45/70 bonus magic damage.
Active: The next attack deals 60/90/145 bonus magic damage to the target and the 2 closest enemies, then 30% Shred and Sunder them for 4 seconds.
Level 15: On-cast, gain 12% Attack Speed for the rest of combat.
Level 30: Gain infinite range and increase Attack Speed bonuses by 15%. Max Attack Speed is now 6.
0 / 40
Lee Sin
5G
Field Lee Sin to choose a stance! Each stance has a unique ability, and grants Lee Sin a bonus trait. Choose from Executioner, Duelist, or Juggernaut.
30 / 60
Leona
4G
Shield for 500/600/2000 for 4 seconds and deal 60/90/600 magic damage to enemies in a 2-hex radius.
Fire sunbursts through enemies within 3-hexes. Each steals 6 Armor and Magic Resist and deals magic damage.
30 / 100
Lucian
1G
Fire 4 shots towards the target. Each deals 80/120/180 magic damage to the first enemy hit. For each miss, restore 10 mana.
0 / 40
Lulu
3G
Field Lulu to choose a monster to train! Each monster has unique abilities.
0 / 100
Lux
2G
Fire an energy ball towards the largest group of enemies containing the target. On arrival, 20% shred enemies in a 1-hex radius for 5 seconds and deal 205/310/480 magic damage split between them plus 70/105/165 magic damage to each.
30 / 70
Malphite
1G
Passive: Gain 20 Armor for each item equipped.
Active: Deal 189/283/426 physical damage to enemies in a cone.
0 / 100
Malzahar
3G
Infect the closest 1 uninfected targets, dealing 520/780/1300 magic damage over 15 seconds. If an infected target dies, the infection spreads to the nearest uninfected target for any remaining time.
0 / 35
Naafiri
1G
Gain 100/120/150 shield for 2 seconds, then deal 150/225/340 physical damage to the target.
0 / 30
Neeko
3G
Gain 35/35/40% Durability and heal 300/350/450 over 2 seconds, then deal 120/180/290 magic damage to enemies in a 2-hex radius.
20 / 80
Poppy
4G
Gain 500/575/2500 Shield for 4 seconds. When it breaks, deal 310/498/3069 physical damage to the target and 115/189/1135 physical damage to other enemies in a 1-hex radius centered on the target. The target is stunned for 0.5/0.5/8-2.5/2.5/10 seconds based on how long the shield held, and other enemies are briefly stunned.
45 / 105
Rakan
2G
Heal 350/400/625 and deal 80/120/180 magic damage to the 3 closest enemies. Heal the 2 lowest percent Health allies for 165/195/255 health.
15 / 65
Rammus
3G
Passive: Gain 1 Armor & Magic resist per Monster Trainer level.
Active: Gain 400/500/600 Shield for 4 seconds. When it breaks, deal 84/126/204 magic damage to the nearest 3 enemies and stun them for 1 second.
Level 15: On cast, leap to the largest group within 2 hexes and taunt enemies. Gain 10/15/20 max Health per enemy taunted.
Level 30: Gain an additional 1 Armor & Magic resist per Trainer level. Increase the stun to 1.5 seconds.
40 / 110
Rell
1G
Deal 130/195/295 magic damage in a short line through the target, then reduce damage taken by 20/30/45 for 4 seconds.
0 / 40
Deal 720/1080/6000 magic damage to the target over 3 seconds. Enemies in a 1-hex radius around the target take 110/165/550 over the same duration.
10 / 60
Samira
4G
Passive: After casting, gain 1 Style and 0.05% Omnivamp, up of 4 stacks. At max stacks, the next cast is Inner Arsenal Unleashed.
Soul Shot: Deal 90/135/500 physical damage to the target and dash a short distance.
Inner Arsenal Unleashed: Double the passive bonus and leap to a nearby group of enemies, dealing 360/540/1725 to all enemies in a 2-hex radius. Reset your Style to 0.
0 / 15
Senna
3G
Over 1 second, deal 310/465/740 physical damage in a line through the current target. Enemies after the first take 78/116/185 instead. When no targets are left, regain mana based on the time remaining.
15 / 75
Seraphine
5G
Passive: Ultimate Friendship Bomb's damage scales on Power of Friendship, which is based on all of your team's bonus stats. Stats on Seraphine contribute more.
Active: Fire a friendship bomb towards the largest group of enemies within 4 hexes, dealing magic damage in a 2-hex radius.
0 / 120
Sett
4G
Over a short duration, heal 370/533/1856 and deal 140/210/2000 physical damage to the target.
Then, deal 164/259/893 physical damage in a cone. Enemies in the center line take more physical damage, increased based on healing received this combat.
40 / 100
Shield 400/475/575 for 4 seconds. The next 3 attacks deal 34/52/79 bonus true damage.
25 / 75
Sivir
1G
Launch a returning blade 2-hexes through the current target. It deals 180/270/405 physical damage to enemies hit, reduced by 40% per hit.
0 / 60
Smolder
3G
Passive: Gain 1% Attack damage per Monster Trainer level. Damage Burns and Wounds for 5 seconds.
Active: Deal 3.5/5.25/8.4 physical damage to the target, and 50/75/120 magic damage to the 3 nearest targets.
Level 15: Every 2 casts, fire a second blast at the next closest enemy, dealing 75% damage.
Level 30: Ignore 50% of the target's Armor. Reduce max mana by 15.
0 / 60
Gain 370/476/638 max Health, then deal 25/35/55 magic damage every second to enemies in a 2-hex radius. Subsequent casts heal 270/371/533 and increase the damage by 6/9/14.
30 / 90
Deal 230/345/520 magic damage to the target and reduces their Magic Resist by 10.
0 / 30
Twisted Fate
5G
Passive: Attacks bounce between 3 enemies, dealing 25/40/777 bonus magic damage and marking the target. Attacks deal 30% reduced damage per hit.
Active: Deal 80/120/1500 physical damage to the 4/4/20 enemies, and detonate their marks for 20/30/500 magic damage each.
40 / 120
Make 3 rapid attacks. Each heals Udyr for 160/200/250 and deals 35/50/80 additional damage to enemies in a 1-hex radius.
40 / 80
Varus
5G
Passive: Gain mana when units die. Enemies grant 5, allies 3.
Active: Fire 3 piercing arrows per second at random enemies until Varus is out of mana. Each arrow costs 12/12/6 mana and deals 110/165/533 physical damage, reduced by 35% per hit.
10 / 85
Vi
2G
Passive: Gain 2 Armor & Magic resist for each component equipped to your team.
Active: Heal 200/250/300, deal 150/225/350 physical damage in a 1-hex radius centered on the target, and 20% Sunder enemies hit for 4 seconds.
20 / 75
Viego
3G
Passive: Attacks deal 60/90/138 magic damage.
Active: The next three attacks unleash a devastating combo.
Pommel Bash: Deal 100/150/235 magic damage.
Rising Slash: Deal 100/150/235 magic damage and briefly knock the target up.
Falling Slash: Deal 210/315/490 magic damage.
0 / 40
Volibear
4G
Passive: Every 4th attack deals 90/135/500 physical damage in a 1-hex radius centered on the target. When changing targets, immediately slam for 150% damage.
Active: For 5 seconds gain 99/99/300% Attack Speed, 10/10/25% Omnivamp , and crowd control immunity.
0 / 40
Xayah
2G
Gain 80% attack speed for 3 attacks. These attacks deal 40/60/95 bonus physical damage to the target and 2 nearby enemies.
20 / 70
Xin Zhao
2G
Heal 275/325/400, deal 100/150/235 physical damage to enemies in a 2-hex radius, and mark the current target. For 3 seconds, take 40% reduced damage from unmarked enemies.
10 / 65
Yasuo
3G
Deal 200/300/485 physical damage to the 3 closest enemies.
0 / 40
Yone
5G
Passive: Attacks grant 5/5/25% stacking Attack Speed and Movement Speed, and alternate between dealing 30/45/400 bonus true damage and 90/135/999 bonus magic damage.
Active: Send an echo towards the two furthest enemies, dealing 175/260/9999 physical damage and briefly knocking up enemies hit.
100 / 180
Yuumi
4G
Launch 15 pages dealing 30/45/150 magic damage each, split between the target and enemies within 2 hexes. Subsequent casts add +5 pages.
Every 5 pages, launch a bonus page that deals 30/45/149 true damage.
0 / 40
Zac
1G
Heal 240/280/350 and deal 146/232/372 magic damage to enemies within a 1-hex radius.
30 / 75
Ziggs
3G
Passive: Attacks are bouncing bombs that deal 60/90/140 magic damage to the first enemy hit.
Active: Deal 200/300/465 magic damage in a 1-hex radius centered on the target.
0 / 90
Zyra
5G
Summon 4/4/20 untargetable Thornspitters that deal 100/150/999 per attack and attack 4 times.
Non-plant allies gain 80/100/1039% Attack Speed decaying over 4 seconds.
40 / 100
Battle Academia
Battle Academia champions upgrade their abilities and gain Potential Ability Amp. Potential improves their abilities.
Prismatic: Demonstrate champion mastery by using 120 completed items in player combat.
True Potential Unlocked: +10 Ability Amp
- 3: 3 Ability Amp
- 5: 5 Ability Amp
- 7: 7 Ability Amp
Star Guardian
Star Guardians have a unique Teamwork bonus that is granted to all Star Guardians. Every Star Guardian fielded increases the bonus!
Prismatic: Spend 20000 mana
- Rell: Gain shields
- Syndra: Gain Ability Power
- Xayah: Magic damage on attack
- Ahri: On cast, gain Mana
- Neeko: Increase heals & shields
- Poppy: Heal at low Health
- Jinx: Gain Attack Speed
- Seraphine: Gain every stat
- Emblem: Increase other bonuses
Soul Fighter
Soul Fighters gain bonus Health, and gain Attack Damage and Ability Power every second up to 8 stacks. At max stacks deal bonus true damage.
Prismatic: Deal 99 damage to players.
- 2: 120 Health, 1% Attack damage & Ability power, +10% damage
- 4: 200 Health, 2% Attack damage & Ability power, +16% damage
- 6: 300 Health, 3% Attack damage & Ability power, +24% damage
- 8: 450 Health, 4% Attack damage & Ability power, +36% damage
Mighty Mech
Gain The Mighty Mech. Mighty Mechs heal it for 10% of the damage they deal.
Prismatic: Unlock the Mightiest Mech! Mighty Mech champions jump into the Mighty Mech, which crashes down onto the board and gains a ton of power. They'll pop out if it's health drops too low.
- 3: The Mighty Mech arrives
- 5: Blade Protocol: Level 1
- 7: Blade Protocol: Level 2
Wraith
Every 5 seconds, the Shadow Realm strikes the 3 closest enemies, dealing total magic damage equal to a portion of damage dealt by Wraiths since the last trigger.
Your lowest health Wraith heals for 18% of damage dealt by Wraiths and the Shadow Realm.
- 2: 18% damage.
- 4: 35% damage.
- 6: 55% damage.
Crystal Gambit
Kills and losses during player combats earn Gem Power. Every 4 player combats choose to convert Gem Power into rewards or Double Down.
While Double Down is active losses grant 100% more Gem Power, but wins lose 50% Gem Power and cash out immediately.
- 3: 0 per kill; 0 per loss
- 5: Every 0 kills, gain bonus loot and reroll a new kill number.
- 7: 200% rewards. Crystal Gambit units gain 500 Health and 45% Damage Amplification.
- 10: Pretty Powerful effect.
The Crew
Crew champions gain 6% Health and Attack Speed for each Crew member fielded. Every 3-star Crew champion grants an additional bonus.
(2): The Crew is online!
- 1x ★★★: +1 XP per reroll, and Crew unit odds never drop with player level.
- 2x: ★★★: +1 free reroll / round.
- 3x ★★★: Deal 280 damage to fire a rocket dealing 110.
- 4x: ★★★: Fire rockets 2.50% more often per player level.
- 5x ★★★: Fire the Planet Cracker and immediately end the game!
Supreme Cells
The Cell who dealt the most damage last combat is Supreme. When the Supreme Cell dies, the Cell with the highest current damage becomes Supreme.
Cells gain Damage Amp. The Supreme Cell gains more and executes enemies under 10% Health.
- 2: 5% Damage Amplification | 10% Damage Amplification
- 3: 15% Damage Amplification | 25% Damage Amplification
- 4: 25% Damage Amplification | 40% Damage Amplification. Gain a second Supreme
Monster Trainer
Choose which monster Lulu summons to replace her in combat! It gains XP after each combat and bonus XP for each takedown it participates in.
When your Monster levels up, it gains 1% Health. At level 15 and 30 its spell evolves!
(1): Summon a Monster!
Mentor
This trait is active only when you have exactly 1 or 4 unique Mentor.
- Kobuko: 7% DR
- Udyr: 10% AD & AP
- Yasuo: 12% AS
- Ryze: +2 mana per attack
- 1: Allies gain the bonus
- 4: Mentors gain all bonuses and upgrade their abilities. Other allies gain nothing.
Luchador
Luchadors gain bonus Attack Damage.
At 50% health, Luchadors cleanse negative effects, heal, and leap back into the fight, knocking up enemies in a 1-hex radius for 1.5 seconds.
- 2: 15 Attack damage; 20% Health heal
- 4: 40 Attack damage; 50% Health heal
The Champ
The Champ's victories against players grant 2 Poro-fans! On loss Poro-fans prevent 1 Tactician damage each, then you lose 75% of your fans (rounded up).
(1): Poro Effect!
Stance Master
When you field Lee Sin, choose between Duelist Stance, Executioner Stance, and Juggernaut Stance! Each stance has a unique ability, and grants Lee Sin the associated trait.
(1): Choose a Stance!
Rosemother
Gain 1/1/8 placeable plants, based on Zyra's star level. Plants in the front two rows grow into durable Grasping Roots, while plants in the back two rows grow into Deadly Spines.
Rosemother plants benefit from Zyra's Ability Power and Attack Speed.
When Zyra casts, her plant restores 50% Health and gains 50% Attack Speed for the rest of combat. If the plant is dead, she revives it instead.
(1): Summon Plant(s)!
Rogue Captain
Twisted Fate upgrades the Crew Ship to deal 15% of it's damage as true damage and draws Bounty Cards each round that grant random rewards.
(1): Crew Upgrade!
Sorcerer
Sorcerers gain bonus Ability Power.
When an enemy dies after being damaged by a Sorcerer, they deal a percentage of that enemy's maximum Health to another enemy.
- 2: 20 Ability power; 8% max Health
- 4: 50 Ability power; 10% max Health
- 6: 80 Ability power; 12% max Health to 2 enemies
Bastion
Your team gains 10 Armor and Magic Resist.
Bastions gain more, and the value doubles in the first 10 seconds of combat.
- 2: 18 Armor & Magic resist
- 4: 36 Armor & Magic resist
- 6: 70 Armor & Magic resist; Non-Bastions gain an additional 25 Armor & Magic resist.
Sniper
Snipers gain Damage Amp, increased against targets farther away.
- 2: 10% Damage Amplification; +4% Damage Amplification per hex
- 3: 15% Damage Amplification; +6% Damage Amplification per hex
- 4: 25% Damage Amplification; +9% Damage Amplification per hex
- 5: 30% Damage Amplification; +12% Damage Amplification per hex
Protector
Units gain 5% Durability while shielded.
Once per combat at 50% Health, Protectors shield themselves and their closest ally for a percent of their maximum Health. Shields stack.
- 2: 20% Health shield
- 4: 40% Health shield
- 6: 60% Health shield
Prodigy
Your team gains Mana Regen. Prodigies gain more.
- 2: 1 % | 3 % mana regen.
- 3: 2 % | 5 % mana regen.
- 4: 3 % | 7 % mana regen.
- 5: 4 % | 9 % mana regen. Prodigy abilities heal an ally for 12% of the damage dealt.
Juggernaut
Juggernauts gain Durability, increased above 50% health. When a Juggernaut dies, other Juggernauts heal for 10% of their max Health.
- 2: 15% or 25% Damage Reduction
- 4: 20% or 35% Damage Reduction
- 6: 25% or 40% Damage Reduction
Heavyweight
Your team gains 100 Health.
Heavyweights gain additional bonus Health, and Attack Damage equal to a percentage of their Health.
- 2: 20% Health | 0.2% Health to Attack damage
- 4: 40% Health | 0.4% Health to Attack damage
- 6: 55% Health | 0.6% Health to Attack damage
Edgelord
Edgelords gain Omnivamp and Attack Damage. While attacking enemies under 50% Health, they gain 40% Attack Speed.
- 2: 10% Omnivamp, 15% Attack damage
- 4: 12% Omnivamp, 35% Attack damage
- 6: 15% Omnivamp, 60% Attack damage
Duelist
Duelists gain Attack Speed on each attack, stacking up to 12 times.
- 2: 4% Attack speed
- 4: 7% Attack speed
- 6: 10% Attack speed; Duelists gain 10% Damage Reduction.
Strategist
Combat Start: Allies in the front 2 rows gain a shield for 15 seconds. Allies in the back 2 rows gain Damage Amp. Strategists gain triple.
- 2: 150 Shield; 5% Damage Amplification
- 3: 250 Shield; 8% Damage Amplification
- 4: 400 Shield; 12% Damage Amplification
- 5: 500 Shield; 15% Damage Amplification
Executioner
Executioners gain Critical Strike Chance and Damage. Their Ability can critically strike.
- 2: 25% Critical strike change; 10% Critical strike damage
- 3: 35% Critical strike change; 12% Critical strike damage
- 4: 45% Critical strike change; 15% Critical strike damage
- 5: 55% Critical strike change; 20% Critical strike damage