Get a quick overview of every TFT champion's classes and origins in 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!
Pulls 2/2/5 of the farthest enemies toward himself, then slams the ground in front of himself, dealing 250/450/1250 magic damage to all enemies hit.
75 / 150
Channels for 1.5 seconds, gathering energy into her spirit orb. Once the channel is complete, lobs it toward a random enemy, dealing 500/700/3000 magic damage to all enemies in a large area. If the channel is interrupted, she releases her orb early, reducing the size of the impact area.
0 / 80
Throws kunai at her target, dealing 150/225/400 magic damage and preventing her from generating mana for 1.25 seconds.
0 / 20
Blasts a cone of fire dealing 250/350/450 magic damage to enemies in front of her, then shields herself for 500/700/900 health for 8 seconds.
0 / 65
Summons a turret for 7/8/9/11 seconds, that shoots enemies, attacking with Aphelios' damage and attack speed, and applying on-hit effects. Turrets die when Aphelios dies. Turrets do not generate mana or apply on-attack and spell effects. Turrets cannot attack when Aphelios is disabled. Turrets cannot be targeted by enemies.
40 / 80
For the next 5 seconds, gains 45/65/300% bonus attack speed, and basic attacks fire a flurry of five arrows dealing 45% physical damage per arrow, for a total of 225% physical damage. Each flurry is considered as one basic attack.
0 / 30
Calls forth a wall of charging soldiers from behind him, dealing 200/350/8888 magic damage and slowing all enemies hit for 4 seconds. Enemies close to him are knocked back, while enemies further away are knocked up for 2 seconds.
50 / 125
Projects a cone of magic energy at her target, dealing 275/400/2000 magic damage to all enemies hit, stunning them for 2.5/3/5 seconds, and causing them to take 10% increased damage while stunned.
60 / 120
Shields herself against 200/300/450/650 damage over 4 seconds and summons 4/5/6/9 orbs to orbit around her. These orbs explode for 70/80/90/100 magic damage when they contact an enemy, refreshing her shield when the final one explodes.
0 / 70
Transforms into a spider, gaining 35/40/45% maximum health and causing her basic attacks to restore 40/80/160 health.
0 / 75
Deals 350/500/1400 magic damage to up to 3 nearby enemies, then teleports away. The damage is increased to 1050/1500/4200 against targets below 50% health.
0 / 60
Fires a barrage toward the enemy with the highest attack speed, healing allies it passes through for 250/450/9999 and granting them and 50% bonus attack speed for 5 seconds, while dealing 250/450/9999 magic damage to enemies and slowing their attack speed by 50% for 5 seconds.
90 / 150
Enters a defensive stance for 1.5 seconds, becoming immune to damage and enemy spell effects. Upon exiting the stance, deals 200/300/450 magic damage up to 3-hex range, stop at the first enemy hit, favoring her attack target, and stuns them for 1.5/2/3 seconds.
0 / 85
Spins his sword for 4 seconds, dealing 450/675/1125 magic damage to nearby enemies and reducing incoming magic damage by 80% over the duration.
0 / 100
Creates an aura around him for 3 seconds. Each enemy within takes 250/400/600 magic damage, and heals him for 250/400/600 over the duration.
0 / 120
Launches a storm of blades in front of her, dealing 200/300/600 magic damage and disarming all enemies hit for 2.5/3/3.5 seconds.
50 / 100
Shields the 2/3/4 lowest-health allies for 250/300/400 for 4 seconds. Shielded allies gain 20/30/60 bonus attack damage for the duration.
30 / 60
Throws his standard near the farthest enemy then pulls himself toward them with his lance, dealing 175/250/750 magic damage to enemies he passes through, knocking them up and stunning them for 2 seconds.
60 / 120
Dodges all incoming basic attacks for 2 seconds, then strikes all nearby enemies, dealing 150/250/450 magic damage and stunning them for 1.5 seconds.
60 / 110
Attacks 0.85/0.9/1.2 times per second, regardless of bonus attack speed. Converts every 1% bonus attack speed he has into 0.8 bonus attack damage. Additionally, every fourth basic attack deals 444/500/1234% physical damage.
0 / 4
Fires a rocket, stunning her target for 1.5 seconds and dealing 200/325/550 magic damage to her target and all adjacent enemies.
0 / 50
Spears remain in her target, each one capable of dealing 4/6/9% of target's maximum health in magic damage when removed. She removes the spears when doing so would kill the target.
0 / 0
Channels for 2.5 seconds, throwing knives at 4/6/8 nearby enemies, dealing 750/900/1600 magic damage over the duration and applying Grievous Wounds on them for 5 seconds.
0 / 90
Dashes towards his target then slashes all adjacent enemies, dealing 400/600/6666 magic damage and increasing the cost of their next spell by 33%. If the slash hits exactly one target, he immediately casts again.
- Rhaast: Heals for 50% of the damage dealt by the spell.
- Shadow Assassin: Deals an additional 50% damage for the first 10 seconds of combat.
0 / 50
Summons a storm around him for 3 seconds, calling down lightning bolts on all enemies in the area every 0.5 seconds and dealing 300/450/1200 magic damage over the duration. Each enemy struck by 3 lightning bolts is stunned for 1.5 seconds.
65 / 125
Wolf mauls their target, dealing 450/650/1000 magic damage and applying Grievous Wounds to their target for 5 seconds, while Lamb leaps away from their target.
0 / 35
Punches his target, dealing 250/450/1000 magic damage, knocking them back to the edge of the battlefield, and stunning them for 1.5/2/10 seconds. Any enemies the target collides with during the knockback are also dealt half the damage and stunned for 1.5/2/10 seconds. If the target cannot be pushed any further, they are knocked out of the battlefield instead, removing them from combat. If the target is still alive, he will dash to them. At 3-Star, his punch hits in an area around the primary target and knocks out any enemies directly hit regardless of their board position.
0 / 40
Casts a magical lullaby, causing 2/3/10 waking enemies with the highest current health to fall asleep for 3/4/8 seconds. Enemies will awaken if they take 500 damage while sleeping, dealing 500/750/5000 bonus magic damage to them.
80 / 120
Hurls a dagger towards the enemy with the most attack damage, dealing 350/450/600/900 magic damage to the first target it hits. After hitting its initial target or at its final destination, the dagger explodes dealing 175/225/300/450 magic damage to nearby targets.
0 / 50
Makes a low health ally giant, granting them 400/600/950 bonus health and knocking up enemies near them for 1.5 seconds. Casting the spell multiple times on the same target does not stack the bonus health.
60 / 120
Fires a sphere of light towards the farthest enemy. Enemies in the sphere's path take 300/400/700 magic damage and are stunned for 1.5/2/3 seconds.
40 / 100
Smashes the ground sending forward a shockwave, dealing 225/350/550 magic damage and slowing their attack speed by 50% for 3 seconds.
0 / 75
Hallows the ground beneath a random enemy, dealing 325/525/2000 magic damage to enemies within over 5 seconds and reducing enemies' magic resistance by 40% while they remain inside. Also heals her for 20/25/30% the damage dealt.
60 / 120
Traps the closest enemy in a bubble, dealing 225/325/450 magic damage and stunning them for 2.5/3/4 seconds.
40 / 80
Throws her javelin at the farthest enemy, dealing 225/350/600 magic damage. This damage is increased by 20% for each per hex traveled.
0 / 80
Nunu & Willump
Willump bites his target, dealing 450/650/1800 magic damage. If the target has less current health than he does before the bite, it deals an additional 50% damage and deals true damage instead.
0 / 85
Leaves a phantom at his location, then dashes behind the farthest enemy. After 1 second, his phantom returns to him, dealing 150/250/450 magic damage to all enemies it passes through and stunning them for 2/2.5/4 seconds.
75 / 125
Dashes and shields herself for 175/250/750 health, then slashes forward dealing 175/250/750 magic damage to nearby enemies. Every third cast, leaps into the air and launches a wave of energy that deals 300/450/1350 magic damage.
0 / 20
Throws a giant firecracker at the enemy she is currently attacking, that explodes after a 2-second delay. Enemies within receive 100/200/800 magic damage and are stunned for 2.5/3/6 seconds.
70 / 150
Grabs his target and slams them forward, dealing 40/60/400% of target's maximum health in magic damage to them, and 20/30/200% of the slammed enemy's maximum health in magic damage to all other enemies in a large area.
70 / 175
Dashes past his target, shielding himself for 500/800/4000 damage and taunting all adjacent enemies for 4/4/8 seconds.
50 / 100
Lashes his chains out in a 3-hex line, dealing 250/400/600/1000 magic damage to enemies hit and increasing the cost of their next spell by 33%.
30 / 60
Takes 15/25/75 reduced post-mitigation damage from all sources.
0 / 0
Basic attacks the target with the least armor, dealing 125/250/600 (+200/200/250% AD) physical damage. If this kills them, he becomes unstoppable, untargetable, and invulnerable while he leaps to the enemy who's done the most damage this round and refunds all his mana. This does not apply spell effects.
0 / 50
Fires a dart at the enemy with the highest attack speed that explodes into a cloud of spores on contact, poisoning nearby enemies. Poisoned enemies take 300/450/900 magic damage over 2.5/3/4.5 seconds and are blinded for the duration.
0 / 60
Throws his lantern to the lowest-health ally, shielding them and nearby allies for 250/450/750 damage for 4 seconds.
50 / 100
Throws three cards in a cone that deal 250/350/475 magic damage to each enemy they pass through.
0 / 70
Basic attacks apply a Silver Bolts stack. The third stack consumes all stacks on the target to deal 50/90/140 bonus true damage.
0 / 0
Blasts the enemy with the lowest total-health, dealing 500/650/1000 magic damage. If this kills the target, he permanently gains 1/1/2 spell power.
0 / 45
Blasts through her target, dealing 250/400/800 magic damage to all enemies in a cone and reducing their armor by 50/75/100% for 8 seconds.
0 / 60
Gains 135/150/500% bonus attack speed, 50/50/200% lifesteal, and moves faster for the rest of combat. While in this state, if he scores a takedown he howls, fearing all adjacent enemies for 0.75/0.75/3 seconds.
0 / 70
Slams his target with his staff, basic attacking for 225/250/275% physical damage and stunning them for 1.5/2/3 seconds. This does not apply spell effects.
0 / 50
Sweeps around him, dealing 300/325/350% AD physical damage to nearby enemies and gains 50/60/75 bonus armor and magic resistance for the rest of combat.
40 / 80
Strikes forward two hexes, basic attacking for 160/190/225% physical damage and applying on-hit effects. This does not apply spell effects.
0 / 45
Strikes along a path in front of him, dealing 800/1300/9999 magic damage split between all enemies hit and knocking them up for 1.5 seconds. Enemies hit are marked for death, reducing their resistances by 60%. Yone's spell is then replaced with Unforgotten until there are no remaining enemies marked for death. Unforgotten (20 mana): Dashes to the lowest health enemy that is marked for death, dealing 250/400/1000 magic damage, increased by 0−100% (depending on target's missing health).
0 / 80
Dashes to the lowest-health ally, healing them for 30/45/75% of their missing health and granting them 30/40/60% bonus attack speed for 5 seconds. She then repeats this on the farthest ally.
0 / 40
Every third attack deals 40/50/75 bonus magic damage and steals 30/35/40% of the target's attack damage.
0 / 0
Places a protective Time Rune on the 2/3/10 allies with the lowest health (excluding himself). When they would die, they instead resurrect after 3.5/3/1 seconds, returning to combat with 350/500/3000 health and shedding all negative effects. After resurrecting, they gain 50% bonus attack speed for the rest of combat.
100 / 150
Once your team loses 50% of their health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. The stronger the synergy, the stronger Galio becomes, gaining increased stats and abilities.
- 3 Cultists: Tyrant Galio
- 6 Cultists: Demon Lord Galio
- 9 Cultists: Supreme Overlord Galio
Upon attacking six times or dropping below 50% health, Divine units remove all crowd control and ascend, taking 50% reduced damage (post-mitigation) and dealing 50% bonus true damage (pre-mitigation) for a few seconds. This effect can only be activated once.
- 2 Divines: 3 seconds
- 4 Divines: 6 seconds
- 6 Divines: 9 seconds
- 8 Divines: 15 seconds
Dusk units increase all allies spell power.
- 2 Dusks: 20% for all allies
- 4 Dusks: 20% for all allies and an additional 50% for Dusk units
- 6 Dusks: 40% for all allies and an additional 70% for Dusk units
Every two seconds all Elderwood units grow, gaining armor, magic resistance, attack damage and spell power. This effect stacks up to five times.
- 3 Elderwoods: +15 resistances, +5 AD and SP
- 6 Elderwoods: +25 resistances, +10 AD and SP
- 9 Elderwoods: +40 resistances, +20 AD and SP
Enlightened units generate more mana.
- 2 Enlighteneds: 40% additional mana
- 4 Enlighteneds: 70% additional mana
- 6 Enlighteneds: 100% additional mana
If an Exile unit has no adjacent allies at the start of combat, they gain:
- 1 Exile: Shield equal to 50% of maximum health
- 2 Exiles: Shield equal to 50% of maximum health and 80% lifesteal
Winning combat against a player will give bonus orbs. The longer you've gone without an orb, the bigger the payout.
- 3 Fortunes: Bonus orbs
- 6 Fortunes: Extra bonus orbs with rare loot
At the start of combat, the lowest star-level Moonlight units star up until combat ends, prioritizing the unit with the most items. This can increase a champion's Star-level to 4-Stars.
- 3 Moonlights: One Moonlight unit
- 5 Moonlights: Two Moonlight units
Ninjas gain bonus attack damage and spell power.
- Exactly 1 type of Ninja: Ninjas of this type gain 50 attack damage and 50 spell power
- Exactly 4 types of Ninja: Ninjas of these type gain 140 attack damage and 140 spell power
The first time a Spirit casts their spell, all allies gain bonus attack speed based on the spell's mana cost. Each Spirit can only grant the bonus attack speed once but it lasts for the entire combat, and each different Spirit bonus stack with each other.
- 2 Spirits: 35% of mana cost
- 4 Spirits: 80% of mana cost
When The Boss first drops below 40% health, he leaves combat to start doing sit-ups. Each sit-up restores 15% maximum health and gives him 40% bonus attack speed and bonus movement speed. If he reaches full health he returns to combat Pumped Up, converting his basic attack and spell damage to true damage. If all of his allies die, he will immediately return to combat.
After participating in three combats, Tormented are given the option to transform. The player's receives a loot orb with Kayn's Liberation and Rhaast's Embrace.
Warlords gain additional maximum health and spell power. These bonuses are futher increased by 10% with each victorious combat they participate in, stacking up to 5 times.
- 3 Warlords: +200 health and +20 spell power
- 6 Warlords: +450 health and +40 spell power
- 9 Warlords: +700 health and +70 spell power
Adepts calm the flow of battle, reducing the attack speed of all enemies by 50% for a few seconds at the start of combat.
- 2 Adepts: 2.5 seconds
- 3 Adepts: 4 seconds
- 4 Adepts: 7 seconds
Before combat starts, Assassins leap to the enemy backline. Assassins' spells can critically strike and they gain bonus critical strike damage and bonus critical strike chance.
- 2 Assassins: 10% crit chance and 30% crit damage
- 4 Assassins: 25% crit chance and 60% crit damage
- 6 Assassins: 40% crit chance and 90% crit damage
Brawlers gain additional maximum health.
- 2 Brawlers: +400
- 4 Brawlers: +800
- 6 Brawlers: +1200
- 8 Brawlers: +1800
Dazzler's spells reduce the attack damage of enemies hit by a percentage for 8 seconds.
- 2 Dazzlers: 40%
- 4 Dazzlers: 80%
Duelists move faster. Duelists' basic attacks grant them bonus attack speed, up to 8 stacks.
- 2 Duelists: 12% AS per stack
- 4 Duelists: 20% AS per stack
- 6 Duelists: 35% AS per stack
- 8 Duelists: 60% AS per stack
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
Every few seconds, all Hunters will basic attack the lowest health enemy (infinite range), dealing increased damage.
- 2 Hunters: 125% damage every 3.5 seconds
- 3 Hunters: 150% damage every 3 seconds
- 4 Hunters: 175% damage every 2.5 seconds
- 5 Hunters: 200% damage every 2 seconds
At the start of combat, Keepers grant themselves and all nearby allies a shield for a few seconds. This shield is 50% stronger on Keepers.
- 2 Keepers: +175 shield for 8 seconds
- 4 Keepers: +250 shield for 10 seconds
- 6 Keepers: +350 shield for 14 seconds
Mages cast their spells twice but have modified spell power.
- 3 Mages: 80% of spell power
- 6 Mages: 110% of spell power
- 9 Mages: 180% of spell power
All allies gain bonus magic resistance.
- 2 Mystics: +40
- 4 Mystics: +100
- 6 Mystics: +200
When combat starts, Shades teleport to the enemy backline. After every third basic attacks Shades dip into the shadows, Camouflage 1 stealthing. Additionally, every fourth basic attack deals bonus magic damage
- 2 Shades: 125 damage
- 3 Shades: 400 damage
- 4 Shades: 750 damage
Sharpshooters basic attacks and spells ricochet to nearby enemies dealing reduced damage (infinite range).
- 2 Sharpshooters: 1 ricochet with 55% reduced damage
- 4 Sharpshooters: 2 ricochets with 50% reduced damage
- 6 Sharpshooters: 3 ricochets with 45% reduced damage
Vanguards gain bonus armor.
- 2 Vanguards: +100
- 4 Vanguards: +250
- 6 Vanguards: +600
- 8 Vanguards: +1500