New champions from TFT Set 13 - Into the Arcane 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
Akali
2G
Throw a shuriken at target, dealing 80/120/185 magic damage and marking them to take 15% more damage for 4 seconds. Then dash away from target. After a brief delay, dash towards them and deal 240/360/550 magic damage.
0 / 60
Ambessa switches between two stances on cast:
Chains: Gain +1 Range. Attacks deal 98/146/512 physical damage.
On cast, dash to target and strike in a half-circle, dealing 163/244/731 physical damage to enemies hit.
Fists: Gain 25/25/45% Omnivamp and attack twice as fast.
On cast, briefly Stun target before slamming them into the ground, dealing 500/500/1200% physical damage, then dash away.
40 / 90
Amumu
1G
Passive: Reduce all incoming damage by 12/15/25. Every second, emit sparks that deal 10/15/25 magic damage to adjacent enemies.
0 / 0
Blitzcrank
3G
Passive: After surviving damage, deal 3% of the damage absorbed as magic damage to target.
Active: Gain 470/500/550 Shield for 4 seconds. Shock the nearest 3 enemies for 40/60/100 magic damage and reduce their damage by 10% for 4 seconds.
20 / 70
Caitlyn
5G
Enter a sniper's stance and call in an airship that circles the battlefield for 5 seconds, dropping 4/4/20 bombs at a random cluster of enemies over the duration. Bombs deal 180/180/750% physical damage in a one-hex circle.
Whenever an enemy is caught in the epicenter of an Air Raid blast, reduce their Armor and Magic Resist by 20 and fire a shot towards them, dealing 224/336/2430 physical damage.
0 / 50
Camille
2G
Kick the target, dealing 230/230/250% Adaptive Damage. Heal for 30% of the damage dealt.
0 / 25
Cassiopeia
3G
Blast target for 230/345/550 magic damage. Every third cast, splash miasma to 2 enemies within 3 hexes, dealing 160/240/385 magic damage to each.
10 / 40
Corki
4G
Lock onto target and strafe to a nearby position, unleashing 21/21/35 missiles split between the target and all enemies within two hexes. Each missile deals 28/42/121 physical damage and reduces Armor by 1.
Every 7th missile deals 196/295/847 physical damage and reduces Armor by 7.
30 / 100
Darius
1G
Spin, dealing 132/198/297 physical damage to adjacent enemies and healing 150/175/200. Apply a 110/165/248 physical damage bleed to target over 4 seconds.
30 / 70
Dr. Mundo
4G
Become energized and heal 775/1095/2891 over 2 seconds. While energized, deal 80/120/800 magic damage to a nearby enemy each second. Afterwards, deal 132/238/1426 magic damage to all enemies within 2 hexes.
Experiment Bonus: Gain 120 max Health. On takedown, gain 60 max Health for the rest of combat.
30 / 100
Draven
1G
Passive: If Draven has an empowered axe in hand, it replaces his next attack, dealing 98/147/223 physical damage. Empowered axes return to Draven after hitting an enemy.
Active: Spin an empowered axe.
30 / 60
Summon an assault of afterimages that deals 270/405/1200 magic damage to the target and 135/200/400 magic damage to 2/2/4 other nearby enemies. Afterimages reduce their target's Magic Resist by 5 for the rest of combat.
0 / 60
Jump to a nearby hex and web all enemies within 2 hexes, Stunning them for 1.75/2/8 seconds and dealing 120/180/1200 magic damage. Heal 200/250/1500.
50 / 160
Fire a shot towards current target that deals 101/152/232 physical damage to all enemies within 1 hex. Then, deal 273/409/627 physical damage to the unit in the center of the blast.
0 / 60
Cleanse all negative effects and heal 100/125/150. Slash, dealing 158/236/354 physical damage to enemies in a line. If only one enemy is hit, the damage is doubled.
0 / 60
Garen
4G
Passive: After dealing damage, heal for 15/27/162.
Active: Gain 350/490/1986 Shield for 4 seconds. Slam a massive sword on target, dealing 163/244/2194 physical damage to them and 81/122/1097 physical damage to enemies within 2 hexes.
60 / 125
Heimerdinger
4G
Fire 5/5/7 missiles at random enemies that deal 50/75/225% magic damage. Each cast fires 1 more missile than the last.
0 / 40
Illaoi
4G
Gain 50/50/90% Durability for 3 seconds. Over the duration, drain 50/75/225 Health from the nearest 4/4/10 enemies. Then slam down, dealing 72/108/840 magic damage to all enemies within 2 hexes.
65 / 125
Irelia
1G
Enter a defensive stance and gain 400/475/575 Shield that rapidly decays over 3 seconds. When it expires, deal 70/100/150 magic damage + 30% of the damage absorbed to enemies around and in front of Irelia.
30 / 70
Jayce
5G
Passive: Summon a placeable Hextech Forge. On cast, the 3 allies closest to it gain 200/275/1800 Shield for 4 seconds. If it's dead, revive it with 100% Health.
Active: Summon 2 Hexgates and knock target into one of them, dealing 500/500/2000% physical damage and sending them flying back to their original position. While flying, they deal 113/169/1688 physical damage to all other enemies in the path.
40 / 90
Jinx
5G
Jinx alternates between Zap, Flame Chompers, and Death Rocket for her ability.
Zap: Deal 159/239/2025 physical damage to enemies in a line and Stun them for 1.25/1.5/10 seconds.
Flame Chompers: Deal 159/239/2025 physical damage to 3 1-hex circles of enemies.
Death Rocket: Fire a rocket at the center of the board that 480/720/12451 physical damage to ALL enemies, reduced by 10% for each hex they are away from the epicenter.
0 / 60
Kog'Maw
3G
Passive: Attacks deal 48/72/120 bonus magic damage.
Active: Gain 25% stacking Attack Speed for the rest of combat. After every 2 casts, gain +1 Range.
0 / 40
LeBlanc
5G
Chain together the nearest 4/4/20 enemies for 5 seconds, dealing 650/975/5000 magic damage split between them. When one takes damage, 18/25/100% of the amount is split as bonus true damage to the others.
LeBlanc's next 3 attacks deal 160/240/900 bonus magic damage, increased by 50% for each enemy killed by the initial damage.
45 / 90
Leona
2G
Fortify for 3 seconds, gaining 50% Durability. Afterwards, deal 115/175/270 magic damage to adjacent enemies.
50 / 90
Loris
3G
Gain 525/600/700 Shield for 4 seconds. It redirects 50% of damage taken by adjacent allies. When it expires, deal 150/225/360 magic damage in a cone.
50 / 90
Lux
1G
Grant 160/180/240 Shield to the lowest current Health ally. Lux's next attack deals 360/540/900 bonus magic damage.
0 / 50
Maddie
1G
Fire 6 shots towards the farthest enemy that deal 73/109/183 physical damage to the first enemy they hit.
20 / 120
Malzahar
5G
Summon a gate in a 5-hex line across target. Enemies hit take 80/120/1000 magic damage and are 20% Shredded for 4 seconds. Malzahar spreads 5 stacks of infection between enemies hit.
Infection deals 14/21/400% magic damage per second for the rest of combat. This effect can stack infinitely. When an infected target dies, they spread their stacks to nearby enemies.
30 / 95
Mel
6G
Active: Dash to a nearby hex, then gain a 300 Shield and grant the same Shield to 2 nearby allies. 50% of the damage blocked by the Shields is stored as unstable energy. After dashing, deal magic damage to 3 nearby enemies. Every 3rd cast, unleash the unstable energy + additional magic damage split between the 5 nearest enemies.
0 / 40
Mordekaiser
5G
Briefly gain 40% Durability and summon a massive claw, dealing 160/240/800 magic damage to the most enemies in a line. The 4 closest enemies take 25% more damage and are pulled towards Mordekaiser.
For the next 10 seconds, gain 30% Omnivamp, +1 Attack Range, and replace every attack with a slam that deals 330/500/3000 magic damage to target and 110/115/1500 magic damage to all other enemies within 2 hexes.
25 / 100
Morgana
1G
Curse the nearest non-cursed enemy, dealing 525/780/1300 magic damage over 10 seconds and reducing the effectiveness of shields used on them by 50%.
0 / 40
Nami
3G
Launch a wave at target that bounces 3 times to enemies within 3 hexes and deals 120/180/290 magic damage.
0 / 60
Nocturne
2G
For 6 seconds, attacks also cause adjacent enemies to bleed for 93/142/245 physical damage over 1 second.
0 / 40
For 3 seconds, gain 45/45/50% Durability and create a 2-hex cloud of noxious fumes that deals 30/45/65 magic damage to enemies within. Afterwards, detonate the cloud and deal 150/225/340 magic damage to all enemies within.
Experiment Bonus: After dealing damage, deal 1% max Health bonus magic damage (1s cooldown).
60 / 125
Send a monkey towards the largest group of enemies, causing a 2-hex radius explosion on impact. Enemies hit take 350/500/700 magic damage, reduced by 30/30/25% for each hex they are away from the epicenter. Wound and 1% Burn applied for 5 seconds to all enemies hit.
40 / 120
Gain 300/350/400 Shield for 4 seconds. Lance enemies in a line for 120/180/270 magic damage and steal 10/12/15 Armor and Magic Resist from enemies hit.
40 / 90
Renata Glasc
2G
Fire a pair of missiles at target. Allies they pass through gain 95/120/150 Shield for 3 seconds. When they collide, they deal 310/465/700 magic damage to target and 140/210/325 magic damage to adjacent enemies.
20 / 80
Renni
3G
Heal 428/555/788 over 1.5 seconds. For the duration, raise target into the air, Stunning them, and dealing 275/413/619 physical damage. Afterwards, slam them down, dealing 110/165/248 physical damage to all adjacent enemies.
40 / 100
Call down a rain of 5 missiles on target's row that each deal 500/750/4000 magic damage, Wound, and 1% Burn units hit for 5 seconds. For each missile that doesn't hit an enemy, restore 20 Mana.
If there's only 1 enemy left, fire all of the missiles at them.
40 / 120
Scar
3G
Lob bombs at the nearest 3 enemies, Stunning them for 1.5/1.5/1.75 seconds and dealing 80/120/180 magic damage to each. Heal for 220/240/270.
80 / 170
Sett
2G
Pull in an enemy on either side and slam them together, dealing 180/270/420 magic damage and Stunning them for 1.5/1.5/2 seconds.
If only one enemy is grabbed, the damage and Stun duration are increased by 50%.
50 / 100
Randomly cast 1 of 3 spells, with a chance of a Jackpot!
Flamethrower: Deal 240/360/3200 true damage to target every second until death. Enemies in a cone around them take 50% less as physical damage.
Extendo-Punch: Deal 720/1080/9600 physical damage to target and knock them away. Then, dash to them and deal 312/468/4160 physical damage in a 1 hex radius around them.
Chomp: Deal 768/1152/10240 physical damage to target. If they are left with less than 15/15/100% Health, execute them and cast again on the lowest Health target within 2/2/10 hexes, dealing 80% damage.
0 / 60
Silco
4G
Throw a canister at target, dealing 100/200/1000 magic damage to them and releasing 4/4/8 monstrosities. Monstrosities attack 5 times and deal 36/55/100 magic damage per attack.
30 / 80
Singed
1G
Gain 50/50/60% Durability and grant the ally who has dealt the most damage this round 100/120/160% Attack Speed, decaying over 4 seconds.
0 / 50
Smeech
3G
Leap towards the enemy with the fewest items within 4 hexes. Slash 3 times, dealing a total of 395/593/901 physical damage. If they die, leap again, dealing 30% less damage.
20 / 80
Steb
1G
Passive: On heal, heal the 2 closest allies for 25% of the amount.
Active: Heal for 270/310/360 and strike target for 260/390/585 magic damage.
30 / 90
Heal 240/300/380 and ascend for 6 seconds. While ascended, heal 70/90/125 and deal 40/60/95 magic damage to adjacent enemies every second. On takedown, the ascension's duration is extended by 2 seconds.
40 / 100
Tristana
2G
Fire a cannonball at target, dealing 271/406/611 physical damage. If they die, the cannonball ricochets to the nearest enemy, dealing the overkill damage. When it does, permanently gain 1% Attack Damage.
20 / 60
Trundle
1G
Heal 200/220/250 and chomp target for 140/210/315 physical damage. Both effects are increased by up to 75% based on Trundle's missing Health.
30 / 90
Twisted Fate
3G
Throw 3 cards at different targets:
-Blue Card: Restore 90/110/140 Health to the lowest Health ally.
-Red Card: Deal 110/165/255 magic damage to the largest circle of enemies.
-Yellow Card: Deal 230/345/535 magic damage to target and Stun them for 1 second.
25 / 75
Twitch
4G
For the next 8 attacks, gain 85% Attack Speed, infinite range, and replace attacks with a piercing bolt that targets random enemies. Bolts deal 116/172/593 physical damage, reduced by 40/40/20% for each enemy they pass through.
Experiment Bonus: After every 5 attacks, deal physical damage to the nearest enemy equal to 20% of their max Health.
0 / 60
Fire an explosive charge, dealing 185/275/446 physical damage to target and 110/163/261 physical damage to adjacent enemies. 20% Sunder all enemies hit for 6 seconds.
Experiment Bonus: Dash to targets. On cast, gain 8% max Health Shield and 20% Attack Speed for 5 seconds.
20 / 70
Vander
2G
Stop attacking and brace for 2.5 seconds, gaining 100/125/150 Armor and Magic Resist. Empower the next attack to deal 200/300/450 physical damage, increased by 75/113/169 physical damage for each 1 or 2 cost champion on your team.
0 / 50
Vex
1G
Deal 220/330/550 magic damage to target and create a one-hex radius zone of darkness around them. After a brief delay, deal 110/165/250 magic damage to enemies still in the zone.
0 / 60
Vi
4G
Gain 280/325/1200 Shield for 3 seconds, then Stun target for 1.5 seconds. Slam them down, dealing 600/600/1200% physical damage to them and causing a shockwave in their row. Enemies hit take 180/180/500% physical damage and are briefly knocked up.
40 / 100
Viktor
6G
Passive: Attacks are replaced with a Death Ray that deals magic damage and true damage in a 2-hex line. Enemies hit are 30% Sundered and Shredded for 5 seconds.
Active: Summon a chaos storm that engulfs the battlefield, knocking up ALL enemies into the air for 2 seconds. At the end of the duration, slam them to the ground, dealing magic damage.
0 / 100
Violet
1G
Jab target 2 times for 135/135/135/135% physical damage each. Then uppercut them, dealing 330/330/330/330% physical damage and briefly knocking them up.
20 / 65
Heal 200/240/300 and deal 140/210/325 magic damage to the target.
20 / 80
Warwick
6G
Passive: While Bloodfrenzied, move faster, gain Omnivamp, Attack Speed, and deal physical damage each second to target. After killing 5 enemies, become Unstoppable and Bloodfrenzied for the rest of combat.
Active: Become Bloodfrenzied for 4 seconds.
Experiment Bonus: On kill, Stun enemies adjacent to the dead target for 1 second.
60 / 100
Zeri
2G
Passive: Every 3rd attack is replaced with a spark that deals 96/143/212 physical damage to target and 48/72/106 physical damage to 2 nearby enemies.
0 / 3
Ziggs
2G
Toss a bomb at target, dealing 180/270/450 magic damage. 3 mini-bombs fly out, dealing 90/135/200 magic damage to random enemies.
15 / 60
Zoe
4G
Launch a star at target that deals 140/210/450 magic damage. It bounces to the farthest enemy within 4 hexes, then bounces back to the target. This effect repeats 2/2/4 times, hitting a different enemy each time.
20 / 80
Zyra
1G
Send vines towards the current target, Stunning them for 1 second and dealing 260/390/585 magic damage. Then smaller vines seek out the 2 nearest enemies and deal 95/140/215 magic damage to them.
Experiment Bonus: Ability damage bleeds enemies for 50% bonus true damage over 2 seconds.
10 / 60
Rebel
Rebels gain 12% max Health.
After your team loses 25% of their Health, a smoke signal appears, granting Rebels 60% Attack Speed for 5 seconds and extra power for the rest of combat.
- 3: 15% Attack damage & Ability power
- 5: 30% Attack damage & Ability power, 12% Health
- 7: 45% Attack damage & Ability power, 15% Health, and Stun all enemies for 2 seconds
- 10: The smoke signal triggers at Combat Start and every 12 seconds.
Enforcer
Combat Start: Enforcers gain Shield and Damage Amp. The highest Health enemy units become WANTED!
When a Wanted enemy dies, Enforcers gain 30% Attack Speed.
- 2: 1 unit; 12% Health, 12% Damage Amplification
- 4: 2 units; 25% Health, 20% Damage Amplification
- 6: 4 units; 35% Health, 35% Damage Amplification
- 8: 5 units; 45% Health, 55% Damage Amplification
- 10: ALL enemies; 100% Health, 150% Damage Amplification; Combat Start: Confiscate all enemy items!
Scrap
Combat start: Components held by Scrap units temporarily turn into full items. Scrap units gain Shield for 20 seconds for each component held by your team, including those that make up a full item.
- 2: 1 component, 25 Shield
- 4: 3 components, 35 Shield
- 6: All components, and full items become lucky! 50 Shield
- 9: Generate Radiant items! 60 Shield
Conqueror
Conquerors' takedowns grant stacks of Conquest. After gaining enough Conquest, open War Chests full of loot!
Conquerors gain Attack Damage and Ability Power, increased by 3% for each War Chest opened.
- 2: 18% Attack damage % Ability power; 1x Conquest
- 4: 25% Attack damage % Ability power; 3x Conquest
- 6: 40% Attack damage % Ability power; 6x Conquest
- 9: 100% Attack damage % Ability power; 20x Conquest
Chem-Baron
Gain Shimmer after each player combat. If your loss streak is at least 3, gain more.
At each stack of 100 Shimmer, the Black Market offers you contraband that only Chem-Barons can use. Chem-Barons gain max Health for each Black Market you pass on.
- 3: 15 or 35; 20 Health
- 4: 20 or 45; 50 Health
- 5: 20 or 55; 90 Health
- 6: 25 or 70; 125 Health
- 7: 30 or 100; 180 Health
Academy
The Academy sponsors 3 items each game.
Copies of sponsored items grant bonus max Health and Damage Amp. Academy units holding sponsored items gain double the amount, plus an additional 5% Health and Damage Amp.
- 3: 2% Health & Damage Amplification; gain 1 sponsored item.
- 4: 3% Health & Damage Amplification; gain 1 sponsored item.
- 5: 5% Health & Damage Amplification; gain 1 sponsored item.
- 6: 9% Health & Damage Amplification.
Experiment
Gain Laboratory hexes on your board.
Combat start: Experiments standing on Laboratory hexes gain the Experiment bonuses of all Experiments on Laboratory hexes, plus max Health.
- 3: 2 Laboratories, 100 Health
- 5: 3 Laboratories, 300 Health
- 7: Experiment bonuses increase by 100%!
Automata
Automata gain a crystal when they deal damage. At 20 crystals, they blast their current target, dealing magic damage + 25% of damage dealt since the previous blast and reset. They also gain Armor and Magic Resist.
- 2: 150 damage, 25 Armor % Magic resist
- 4: 400 damage, 60 Armor % Magic resist
- 6: 1100 damage, 140 Armor % Magic resist
Black Rose
(3) Summon a chained Sion. He is freed after 5 casts from Black Rose units or when he drops below 65% health.
(4) Sion grows stronger and his enemies take more damage from Black Rose units.
(5) Sion unleashes dark magic and heals to full Health when freed.
(7) When Sion dies, he restores to life with power beyond death!
Each Black Rose champion's star level increases Sion's power.
Emissary
This trait is active only when you have exactly 1 or 4 unique Emissaries.
- 1: Gain that Emissary's bonus
- 4: Gain all bonuses. Emissaries gain 300 Health and 20% Damage Amplification.
- Ambessa: Allies gain 2 Armor and Magic Resist for each opponent defeated.
- Garen: On Combat Start, Garen and allies to his left and right gain 15% of his max Health.
- Nami: Allies' attacks grant 2 bonus Mana.
- Tristana: Allies gain 6% Attack Speed per star level.
Firelight
Every 6 seconds, Firelights dash. While dashing, they attack with infinite range and heal a percentage of the damage taken since their last dash.
- 2: 20% of damage taken
- 3: 33% of damage taken
- 4: 40% of damage taken. While dashing, gain a massive burst of Attack Speed.
Family
Family members support each other, reducing their max Mana and gaining extra bonuses.
- 3: 25% reduction, 20% Damage Reduction
- 4: 30% reduction, 20% Attack speed
- 5: 40% reduction, heist on topside! After combat, progress the heist, increased for each surviving Family member!
Banished Mage
The first time you would be eliminated, if Mel has cast 12 times during player combat this game, she saves you, and you remain alive at 1 HP. Afterwards, Mel permanently gains 10% Damage Amp.
Machine Herald
Viktor has a fixed Attack Speed of 0.55 attacks per second and converts ALL bonus Attack Damage, Attack Speed, and Mana into Ability Power. Instead of Mana, Viktor gains 1 Chaos Energy every attack and casts when he has 8.
Junker King
Every 3 rounds, open an armory to purchase permanent upgrades to your strongest Rumble's mech.
High-Roller
When casting, Sevika rolls a random Jinx modification to her Ability and gains 80% Durability for 1.5 seconds.
Mods:
- -Rocket: Launch 8 rockets that deal 100 physical damage each
- -Shield: Gain 500 Shield for 4 seconds
- -Coin: Gain 3 gold
- -Triple: Enhance her rolled ability!
Blood Hunter
Warwick devours enemies that drop below 12% Health, healing himself for 400 and granting himself 50 Mana.
Sorcerer
Your team gains 10 Ability Power. Sorcerers gain more.
- 2: 20 Ability power
- 4: 50 Ability power
- 6: 85 Ability power
- 8: 100 Ability power, Abilities reduce their target's damage by 25% for 3 seconds.
Visionary
Whenever Visionaries gain Mana, they gain more.
- 2: 25% Mana
- 4: 50% Mana
- 6: 80% Mana
- 8: 100% Mana, Abilities heal an ally for 20% of damage dealt.
Sentinel
Your team gains Armor and Magic Resist. Sentinels gain triple.
- 2: 12 Armor & Magic resist
- 4: 25 Armor & Magic resist
- 6: 42 Armor & Magic resist
Watcher
Watchers gain Durability, increased while above 50% Health.
- 2: 15% or 30% Damage Reduction
- 4: 25% or 45% Damage Reduction
- 6: 35% or 50% Damage Reduction
Pit Fighter
Pit Fighters gain 15% Omnivamp and deal bonus true damage. Once per combat at 50% Health, they heal a percentage of their max Health over 2 seconds.
- 2: 6% true damage, 10% Health
- 4: 12% true damage, 25% Health
- 6: 20% true damage, 40% Health
- 8: 40% true damage, 80% Health
Dominator
Combat start: Dominators gain a Shield for 15 seconds.
When Dominators cast, they gain stacking Ability Power based on the Mana spent.
- 2: 250 Shield, 25% Ability power
- 4: 450 Shield, 45% Ability power
- 6: 700 Shield, 70% Ability power
Bruiser
Your team gains 100 max Health. Bruisers gain more.
- 2: 20% Health
- 4: 45% Health
- 6: 75% Health
Sniper
Snipers deal more damage to targets farther away.
- 2: 7% damage per hex
- 4: 16% damage per hex
- 6: 35% damage per hex and +5 Attack Range
Ambusher
Damage from Ambushers' Abilities can critically strike. They also gain bonus Critical Strike Chance and Critical Strike Damage.
- 2: 25% Critical strike change, 10% Critical strike damage
- 3: 35% Critical strike change, 20% Critical strike damage
- 4: 45% Critical strike change, 25% Critical strike damage
- 5: 55% Critical strike change, 35% Critical strike damage; also gain 15% Durability
Quickstriker
Quickstrikers move faster and gain Attack Speed, based on their target's missing Health.
- 2: 20-60% Attack speed
- 3: 30-80% Attack speed
- 4: 40-100% Attack speed. On target death, Quickstrikers dash to a new target and gain 200 shield for 3 seconds.
Form Swapper
Innate: Form Swappers change their stats and ability based on if they're placed in the front 2 rows or back 2 rows.
Frontline Form Swappers gain Durability. Backline Form Swappers gain Damage Amp.
- 2: 15% Damage Reduction or 20% Damage Amplification
- 4: 30% Damage Reduction or 40% Damage Amplification
Artillerist
Every 5 attacks, Artillerists launch a rocket that deals 125% Attack Damage around the target. They also gain Attack Damage.
- 2: 10% Attack damage
- 4: 45% Attack damage
- 6: 60% Attack damage, Launch a rocket every 4 attacks that deals double damage.