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Teamfight Tactics Champions Cheat Sheet - Set 4, TFT Fates

Use this page as a handy in-game reference for every TFT champion's classes and origins in TFT Set 4, Fates. If you want more details on a specific champion you can find their rarity, ability, and stat information in the champion list below!

Origins Champions Cheat Sheet Classes
Cultist
Divine
Dusk
Elderwood
Enlightened
Exile
Fortune
Moonlight
Ninja
Spirit
The Boss
Tormented
Warlord
Adept
Assassin
Brawler
Dazzler
Duelist
Emperor
Hunter
Keeper
Mage
Mystic
Shade
Sharpshooter
Vanguard



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!

TeamFight Tactics Champion Details
Champion Spell Health Armor Magic Res Mana Atk Dmg Atk Spd Atk Range
Aatrox 4G
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.
800
1440
2592
40
40
75 / 150
60
108
194.4
0.65
1
Ahri 4G
Begins channeling energy into her spirit orb. After 1.5 seconds she lobs it toward a random enemy, dealing 500/800/4000 magic damage to all enemies in a large area.
650
1170
2106
20
20
0 / 80
40
72
129.6
0.75
4
Akali 3G
Throws kunai at her target, dealing 150/225/400 magic damage.
650
1170
2106
20
20
0 / 20
55
99
178.2
0.75
1
Annie 2G
Blasts a cone of fire dealing 200/300/450 magic damage to enemies in front of her, then shields herself for 400/600/900 health for 8 seconds.
750
1350
2430
40
40
0 / 65
45
81
145.8
0.6
2
Aphelios 2G
Summons a turret for 6/7/8/11 seconds. An extension of his will, the turret counts as Aphelios himself when it fires and deals damage, and dies when he dies. Turrets can keep attacking while Aphelios is crowd-controlled. Turrets cannot be targeted by enemies. Turrets do not apply spell effects.
500
900
1620
20
20
120 / 180
45
81
145.8
0.7
4
Ashe 4G
For the next 5 seconds, gains 50/75/300% 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.
650
1170
2106
25
20
0 / 30
80
144
259.2
0.75
4
Azir 5G
Calls forth a wall of charging soldiers from behind him, dealing 200/350/2000 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.
950
1710
3078
30
20
50 / 125
70
126
226.8
0.85
4
Cassiopeia 4G
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.
750
1350
2430
30
20
60 / 120
55
99
178.2
0.6
2
Diana 1G
Shields herself against 200/300/450/650 damage over 4 seconds and summons 3/4/6/10 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.
500
900
1620
30
20
0 / 70
50
90
162
0.65
1
Elise 1G
Transforms into a spider, gaining 35/40/45% maximum health and causing her basic attacks to restore 40/80/120 health.
600
1080
1944
30
20
0 / 75
45
81
145.8
0.65
2
Evelynn 3G
Deals 350/500/900 magic damage to up to 3 nearby enemies, then teleports away. The damage is increased to 1050/1500/2700 against targets below 50% health.
600
1080
1944
20
20
0 / 60
70
126
226.8
0.7
1
Ezreal 5G
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.
750
1350
2430
20
20
75 / 150
80
144
259.2
0.9
4
Fiora 1G
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.
600
1080
1944
35
30
0 / 85
45
81
145.8
0.75
1
Garen 1G
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.
600
1080
1944
50
35
0 / 100
50
90
162
0.6
1
Hecarim 2G
Creates an aura around him for 3 seconds. Each enemy within takes 250/400/600 magic damage, and heals him for 250/350/500 over the duration.
750
1350
2430
45
30
0 / 120
55
99
178.2
0.55
1
Irelia 3G
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.
800
1440
2592
40
40
50 / 100
55
99
178.2
0.65
1
Janna 2G
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.
550
990
1782
20
20
30 / 60
40
72
129.6
0.6
4
Jarvan IV 2G
Throws his standard near the farthest enemy then pulls himself toward them with his lance, dealing 175/250/500 magic damage to enemies he passes through, knocking them up and stunning them for 2 seconds.
600
1080
1944
45
30
60 / 120
60
108
194.4
0.6
1
Jax 2G
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.
750
1350
2430
40
30
50 / 125
60
108
194.4
0.65
1
Jhin 4G
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 444/500/4444% physical damage.
600
1080
1944
20
20
0 / 4
85
153
275.4
0.85
4
Jinx 3G
Fires a rocket, stunning her target for 1.5 seconds and dealing 200/325/550 magic damage to her target and all adjacent enemies.
650
1170
2106
20
20
0 / 50
75
135
243
0.75
4
Kalista 3G
Spears remain in her target, each one capable of dealing 4/6/8% of target's maximum health in magic damage when removed. She removes the spears when doing so would kill the target.
550
990
1782
20
20
0 / 0
65
117
210.6
1
3
Katarina 3G
Channels for 2.5 seconds, throwing knives at 4/6/8 nearby enemies, dealing 600/900/1600 magic damage over the duration and applying Grievous Wounds on them for 5 seconds.
500
900
1620
20
20
0 / 90
65
117
210.6
0.65
1
Kayn 5G
Dashes towards his target then slashes all adjacent enemies, dealing 450/600/6666 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 75% damage for the first 10 seconds of combat.
900
1620
2916
40
40
0 / 50
80
144
259.2
1
1
Kennen 3G
Summons a storm around him for 3 seconds, calling down lightning bolts on all enemies in the area every 0.5 seconds and dealing 300/450/900 magic damage over the duration. Each enemy struck by 3 lightning bolts is stunned for 1.5 seconds.
650
1170
2106
20
20
65 / 125
60
108
194.4
0.65
2
Kindred 3G
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.
650
1170
2106
20
20
0 / 35
70
126
226.8
0.8
3
Lee Sin 5G
Punches his target, dealing 250/450/1000 magic damage, knocking them back to the edge of the battlefield, and stunning them for 3/4/10 seconds. Any enemies the target collides with during the knockback are also dealt half the damage and stunned for 1.5/1.5/10 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.
1000
1800
3240
50
50
0 / 50
60
108
194.4
0.85
1
Lillia 5G
Casts a magical lullaby, causing 2/3/10 waking enemies with the highest current health to fall asleep for 3.5 seconds. Enemies will awaken if they take 500/750/1000 damage while sleeping, dealing 500/750/5000 bonus magic damage to them.
950
1710
3078
50
80
75 / 125
40
72
129.6
0.75
2
Lissandra 1G
Hurls a dagger towards her target, dealing 300/400/600/900 magic damage to the first target it hits. After hitting its initial target or at its final destination, the dagger explodes dealing 150/200/300/450 magic damage to nearby targets.
550
990
1782
20
20
0 / 50
40
72
129.6
0.6
3
Lulu 2G
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.
500
900
1620
20
20
60 / 120
50
90
162
0.6
3
Lux 3G
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.
600
1080
1944
20
20
40 / 100
40
72
129.6
0.7
4
Maokai 1G
Smashes the ground sending forward a shockwave, dealing 225/350/550 magic damage and slowing their attack speed by 50% for 3 seconds.
700
1260
2268
35
20
0 / 75
55
99
178.2
0.5
1
Morgana 4G
Hallows the ground beneath her target, dealing 250/400/2000 magic damage to enemies within over 5 seconds and reducing enemies' magic resistance by 40% while they remain inside. Also heals for 20/25/30% the damage dealt.
750
1350
2430
30
60
60 / 120
50
90
162
0.7
3
Nami 1G
Traps the closest enemy in a bubble, dealing 225/325/450 magic damage and stunning them for 2/2.5/3 seconds.
550
990
1782
20
20
40 / 80
40
72
129.6
0.65
3
Nidalee 1G
Throws her javelin at the farthest enemy, dealing 225/350/600 magic damage. This damage is increased by 10% for each per hex traveled.
550
990
1782
30
20
0 / 80
45
81
145.8
0.7
4
Nunu & Willump 3G
Willump bites his target, dealing 450/650/1300 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.
750
1350
2430
50
30
0 / 85
65
117
210.6
0.55
1
Pyke 2G
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.
700
1260
2268
50
30
75 / 125
50
90
162
0.6
1
Riven 4G
Dashes and shields herself for 200/350/1200 health, then slashes forward dealing 100/150/600 magic damage to nearby enemies. Every third cast, leaps into the air and launches a wave of energy that deals 300/500/1500 magic damage.
800
1440
2592
35
30
0 / 20
70
126
226.8
0.75
1
Sejuani 4G
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.
850
1530
2754
60
40
50 / 130
45
81
145.8
0.55
1
Sett 5G
Grabs his target and slams them forward, dealing 35/45/400% 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.
1100
1980
3564
60
30
50 / 125
60
108
194.4
0.75
1
Shen 4G
Dashes past his target, shielding himself for 500/800/4000 damage and taunting all adjacent enemies for 4 seconds.
950
1710
3078
50
40
60 / 120
60
108
194.4
0.65
1
Sylas 2G
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%.
700
1260
2268
40
80
30 / 60
70
126
226.8
0.6
1
Tahm Kench 1G
Takes 15/25/75 reduced post-mitigation damage from all sources.
700
1260
2268
40
30
0 / 0
85
153
275.4
0.5
1
Talon 4G
Stabs his target, striking them for 125/250/600 (+200/225/300% 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.
750
1350
2430
30
20
0 / 50
90
162
291.6
0.8
1
Teemo 2G
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 200/300/600 magic damage over 2.5/3/4.5 seconds and are blinded for the duration.
500
900
1620
20
20
0 / 60
55
99
178.2
0.7
3
Thresh 2G
Throws his lantern to the lowest-health ally, shielding them and nearby allies for 250/450/750 damage for 4 seconds.
700
1260
2268
80
20
50 / 100
60
108
194.4
0.55
2
Twisted Fate 1G
Throws three cards in a cone that deal 250/350/475 magic damage to each enemy they pass through.
550
990
1782
20
20
0 / 70
45
81
145.8
0.65
3
Vayne 1G
Basic attacks apply a Silver Bolts stack. The third stack consumes all stacks on the target to deal 40/75/125 bonus true damage.
500
900
1620
20
20
0 / 0
40
72
129.6
0.8
4
Veigar 3G
Blasts the enemy with the lowest health, dealing 500/650/1150 magic damage. If this kills the target, he permanently gains 1/2/5 spell power.
600
1080
1944
20
20
0 / 45
40
72
129.6
0.6
3
Vi 2G
Blasts through her target, dealing 250/400/600 magic damage to all enemies in a cone and reducing their armor by 50/75/100% for 6 seconds.
700
1260
2268
40
30
0 / 60
65
117
210.6
0.6
1
Warwick 4G
Gains 175/200/500% 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 1.5/1.5/3 seconds.
950
1710
3078
40
40
0 / 70
70
126
226.8
0.9
1
Wukong 1G
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.
650
1170
2106
40
30
0 / 50
55
99
178.2
0.65
1
Xin Zhao 3G
Sweeps around him, dealing 200/250/350% physical damage and Challenging enemies hit for 6 seconds. While an enemy is Challenged, his basic attacks against them deals 200% increased damage, and takes 85% reduced damage from all other sources.
700
1260
2268
45
30
0 / 50
65
117
210.6
0.8
1
Yasuo 1G
Strikes forward two hexes, basic attacking for 160/190/225% physical damage and applying on-hit effects. This does not apply spell effects.
550
990
1782
30
20
0 / 45
50
90
162
0.7
1
Yone 5G
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).
950
1710
3078
40
40
0 / 100
80
144
259.2
0.95
1
Yuumi 3G
Dashes to the lowest-health ally, healing them for 30/45/60% of their missing health and granting them 30/40/50% bonus attack speed for 5 seconds. She then repeats this on the farthest ally.
600
1080
1944
20
20
0 / 40
40
72
129.6
0.6
3
Zed 2G
Every third attack deals 25/50/75 bonus magic damage and steals 20/30/40% of the target's attack damage.
650
1170
2106
20
20
0 / 0
55
99
178.2
0.8
1
Zilean 5G
Places a protective Time Rune on the 2/2/10 allies with the lowest health. When they would die, they instead resurrect after 3.5/3/1 seconds, returning to combat with 350/700/3000 health and shedding all negative effects. After resurrecting, they gain 50% bonus attack speed for the rest of combat.
750
1350
2430
20
20
100 / 150
45
81
145.8
0.75
3
TFT Origins
Cultist
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
Divine
Upon attacking six times or dropping below 50% health, Divine units ascend, taking 25% reduced damage (post-mitigation) and dealing bonus true damage (pre-mitigation) for the rest of combat.
  • 2 Divines: 20% bonus true damage
  • 4 Divines: 40% bonus true damage
  • 6 Divines: 65% bonus true damage
  • 8 Divines: 100% bonus true damage
Dusk
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: 50% for all allies and an additional 75% for Dusk units
Elderwood
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
Enlightened units generate more mana.
  • 2 Enlighteneds: 40% additional mana
  • 4 Enlighteneds: 70% additional mana
  • 6 Enlighteneds: 100% additional mana
Exile
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
Fortune
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
Moonlight
While at least 3 Moonlight units are in play, at the start of combat, the lowest star-level Moonlight unit stars up until combat ends, prioritizing the unit with the most items. This can increase a champion's Star-level to 4-Stars.
Ninja
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 120 attack damage and 120 spell power
Spirit
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: 90% of mana cost
The Boss
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.
Tormented
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.
Warlord
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
TFT Classes
Adept
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 seconds
  • 3 Adepts: 3 seconds
  • 4 Adepts: 5 seconds
Assassin
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
Brawler
Brawlers gain additional maximum health.
  • 2 Brawlers: +400
  • 4 Brawlers: +800
  • 6 Brawlers: +1200
  • 8 Brawlers: +1800
Dazzler
Dazzler's spells reduce the attack damage of enemies hit by 50% for a few seconds.
  • 2 Dazzlers: 5 seconds
  • 4 Dazzlers: 15 seconds
Duelist
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
Emperor
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.
Hunter
Every few seconds, all Hunters will basic attack the lowest health enemy (infinite range), dealing 175% increased damage.
  • 2 Hunters: 3.5 seconds
  • 3 Hunters: 3 seconds
  • 4 Hunters: 2.5 seconds
  • 5 Hunters: 2 seconds
Keeper
At the start of combat, Keepers grant themselves and all nearby allies a shield for 8 seconds. This shield is 50% stronger on Keepers.
  • 2 Keepers: +175 shield
  • 4 Keepers: +250 shield
  • 6 Keepers: +325 shield
Mage
Mages cast their spells twice but have modified spell power.
  • 3 Mages: 70% of spell power
  • 6 Mages: 110% of spell power
  • 9 Mages: 180% of spell power
Mystic
All allies gain bonus magic resistance.
  • 2 Mystics: +35
  • 4 Mystics: +95
  • 6 Mystics: +175
Shade
When combat starts, Shades teleport to the enemy backline. Every third attack Shades dip into the shadows, stealthing and causing their next basic attack to deal bonus magic damage.
  • 2 Shades: 100 damage
  • 3 Shades: 325 damage
  • 4 Shades: 650 damage
Sharpshooter
Sharpshooters basic attacks and spells ricochet to nearby enemies dealing reduced damage (infinite range).
  • 2 Sharpshooters: 1 ricochet with 65% reduced damage
  • 4 Sharpshooters: 2 ricochets with 50% reduced damage
  • 6 Sharpshooters: 3 ricochets with 35% reduced damage
Vanguard
Vanguards gain bonus armor.
  • 2 Vanguards: +100
  • 4 Vanguards: +250
  • 6 Vanguards: +500
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