New champions from TFT Set 5.5 - Reckoning: Dawn of Heroes have been added and the cheat sheet is up to date! Will you join the forces of darkness, or be a shining beacon of light? 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!
Strikes his target, dealing 260 / 280 / 360% AD physical damage, and heals himself for 200 / 300 / 400.
30 / 100
Basic attacks reduce the target's armor by 50% for 4 seconds.
Launches his grappling hook and swings untargetably toward the farthest enemy, gaining 60 / 70 / 400% bonus attack speed for 4 seconds. He will continue to attack the nearest enemy at double his attack speed while swinging.
60 / 120
Launches 5 / 5 / 10 attacks at his target and the enemies nearest to them, dealing 150 / 200 / 500 (+350 / 375 / 450% AD) physical damage.
0 / 170
Fires an arrow at the farthest enemy, dealing 300 / 450 / 650 magic damage to the first enemy hit and stunning them for 1.5 / 2 / 2.5 seconds. If the arrow travels at least 5 hexes, the stun duration is doubled. Enemies within 1 hex receive 50% of these effects.
50 / 100
Launches a ball of fire at nearest non-seared enemy, searing them for 650 / 950 / 1750 magic damage over 12 seconds, and mana-locking himself for 1.5 seconds. Seared enemies have 40 / 50 / 70% reduced magic resistance.
0 / 20
Calls forth moonlight, drawing in all nearby enemies, dealing 300 / 450 / 3000 magic damage and stunning them for 2 / 2.5 / 4 seconds.
70 / 140
Starts spinning his axe, causing his next basic attack to gain 125 / 200 / 700 (+140 / 150 / 400% AD) bonus on-hit physical damage and ignore 50% of the target's armor. The spinning axe ricochets off the target high up into the air, landing 2 seconds later at Draven's current position. If Draven catches an axe, Spinning Axe is reapplied for no additional cost on his next basic attack. Draven can hold up to two Spinning Axes in his hands at once.
0 / 40
After a brief channel, teleports behind his target and summons a murder of crows for 4 / 5 / 6 seconds, dealing 150 / 200 / 750 magic damage per second to all enemies within. Enemies that die within the flock extend its duration by 1 second and heal him for 25% of his missing health.
60 / 120
Charges the area around him for 2 seconds, taunting all enemies within while reducing incoming damage by 55 / 60 / 95%. Upon releasing the charge, deals 200 / 300 / 1500 magic damage to all enemies within 3 hexes and heals for 50% of the damage blocked.
120 / 180
Calls down a sword that strikes a large area around his target, dealing 25 / 35 / 200% of target's maximum health as magic damage and reducing their magic resistance by 50% for 8 seconds. He also gains a shield equal to 40 / 55 / 200% of his maximum health for 5 seconds.
80 / 160
Drinks from his cask, granting him 35 / 45 / 60% damage reduction for 4 seconds, and causing his next basic attack to deal 175 / 250 / 475 bonus magic damage.
40 / 70
Dashes around her target and performs 3 rapid snips in a cone in front of her, each dealing 125 / 200 / 2222 (+4 / 7 / 50% of target's maximum health) magic damage and stealing 2 / 2 / 11 armor and magic resistance from their target. Every other cast, she will perform double the amount of snips.
0 / 20
Creates an aura around him for 3 seconds. Each enemy within takes 200 / 400 / 600 magic damage, and heals him for 200 / 225 / 250 over the duration.
75 / 125
Empowers his Baby Dragon, causing its next attack to be overcharged, launching three fireballs across the battlefield, dealing 400 / 600 / 3333 magic damage while burning enemies for 6 seconds, dealing 3% of their maximum health true damage each second and applying Grievous Wounds for the duration, reducing healing on them. If Heimerdinger does not have a turret, this spell will create one instead.
0 / 140
Surrounds herself with blades for 4 seconds and reducing incoming damage by 30 / 40 / 50%, increasing by 10% each time she attacks, up to 80%. When the effect ends she strikes her target, dealing 250 / 400 / 650 magic damage.
40 / 80
Summons his Sentinel friend Daisy to fight with him, gifting her 100% of his ability power. Daisy immediately casts Shockwave upon arrival. If Daisy is already summoned, Ivern grants her 100 / 150 / 300 ability power and commands her to cast Shockwave again.
100 / 180
Slams his target for 220 / 240 / 500% AD physical damage and gains 20 / 30 / 100% bonus attack speed, that stacks with each cast, for the rest of combat. Leaps to the nearest enemy if no target is in his attack range.
0 / 20
Hurls a spear towards the farthest enemy, dealing 350 / 600 / 900 (+180 / 200 / 220% AD) physical damage to the first enemy it hits. If this kills the target, the spear continues and will deal any excess damage to the next enemy it hits.
0 / 120
Fires a burst of energy towards a random enemy's location that detonates upon impact, dealing 230 / 300 / 850 magic damage to adjacent enemies, and reducing her maximum mana by 15 / 15 / 40, down to a minimum of 10. After each cast she mana-locks herself for 1.5 seconds. Every third cast launches three bursts of energy toward different targets instead of one.
0 / 50
Ascends every 5 / 5 / 1 seconds. Each bonus stacks with the one before, until she is fully ascended. 1ST: Basic attacks deal 50 / 60 / 1000% AD bonus true damage. 2ND: Basic attacks explode around the target dealing her AD and bonus true damage to nearby enemies. 3RD: Every 15th basic attack grants her damage immunity for 1 second. 4TH: Hits cause swords to rain down, dealing 80 / 125 / 4000 magic damage.
0 / 5
Engulfs himself in flame, dashing behind his target, then to the farthest enemy. Enemies he passes through are zapped dealing 150 / 225 / 350 magic damage and stunning them for 1.5 / 2 / 2.5 seconds.
60 / 125
Slashes the nearest enemy in 3-hex range, prioritizing his attack target, dealing 250 / 350 / 450 magic damage to the target enemy. If the enemy has no adjacent teammates, instead deals 750 / 1050 / 1350 magic damage.
0 / 60
Every 4th basic attack deals 150% AD physical damage. Additionally, Kled enters combat on Skaarl, granting him a shield for 80% of his maximum health. When the shield is broken he dismounts, briefly becoming untargetable and granting him 70 / 80 / 110% bonus attack speed.
0 / 0
Slams the ground, dealing 200 / 350 / 600 magic damage to nearby enemies and slowing their attack speed by 50% for 4 seconds.
30 / 80
Raises her shield and reduces all incoming damage by 30 / 40 / 120 for 4 seconds.
40 / 80
Faces the farthest enemy and fires 16 shots in that direction for 4 seconds, dashing on occasion to keep hitting enemies. Each shot deals 50% AD physical damage and 40 / 70 / 400 magic damage. He also fires extra shots based on his attack speed.
0 / 50
Enchants the 3 / 4 / 5 units nearest to her. If this enchants an ally, they gain 70 / 80 / 120% bonus attack speed for 5 seconds. If this enchants an enemy, they are stunned and transformed into a docile feline for 1.5 seconds, causing them to take 20% increased damage. If there are less than 3 / 4 / 5 units nearby, she will enchant herself.
60 / 120
Launches her wand toward her farthest ally, which returns to her shortly after reaching them. Lux and each ally touched by the wand are shielded by 120 / 180 / 360 for 3 seconds. Additionally, Lux empowers her next basic attack to deal 400 / 600 / 1000 bonus magic damage.
40 / 80
Rains 4 waves of bullets down around her target, dealing a total of 250 / 375 / 600 magic damage over the duration to enemies in the area and applying Grievous Wounds for 6 seconds, reducing healing on them.
20 / 70
Erupts the ground beneath his target, knocking them up and stunning them for 3 / 4 / 6 seconds, and dealing 200 / 30 / 750 magic damage. Enemies adjacent to the target receive half of this effect.
50 / 120
Transforms into a cougar, leaping to the target with the lowest health. While in cougar form, her attack range is reduced to 1 hex, gains 30 / 50 / 75% bonus attack speed, 40% dodge chance, and every 4th basic attack deals 200 / 300 / 600 bonus magic damage.
0 / 75
Every third basic attack damages all adjacent enemies dealing 100 (+0.7 attack damage) physical damage and heals for 100% of the damage dealt. If only one target is hit, gains 35% bonus attack speed for 3 seconds.
0 / 0
Willump bites his target, dealing 450 / 700 / 1600 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.
30 / 90
Gains 2 / 3 / 4% bonus attack speed for each 1% of missing health, and his basic attacks heal him for 20 / 30 / 70.
0 / 0
Throws her buckler at the furthest enemy, dealing 150 / 250 / 400 magic damage and applying on-hit effects. The buckler bounces back to her, granting her a shield for 250 / 375 / 525 health.
50 / 70
Leaves a phantom at his location, then dashes behind the farthest enemy. After 1 second, his phantom returns to him, dealing 150 / 225 / 325 magic damage to all enemies it passes through and stunning them for 1.5 / 2 / 3 seconds.
60 / 120
Launches a feather toward his target, dealing 350 / 500 / 800 magic damage to the first enemy hit. He then heals all nearby allies for 35 / 50 / 70% of their missing health, with an increased radius if the feather killed an enemy.
40 / 80
Leaps into the air, creating a tether between herself and her farthest ally. When she lands the tether breaks, stunning all enemies in its path for 1.5 / 2 / 8 seconds. This effect also grants a 300 / 450 / 3000 shield for 4 seconds to nearby allies in the same area.
80 / 150
Empowers her blade after a 0.3-second delay, stunning nearby enemies for 1.5 seconds while dealing 100 / 200 / 300 magic damage. For the next 8 seconds, she gains 90 / 100 / 115% bonus attack damage.
0 / 40
Signals Bristle to charge, dealing 300 / 450 / 750 magic damage and stunning the target for 2 / 3 / 4 seconds. She then gains Frost Armor, granting her 60 / 100 / 200 bonus armor and bonus magic resistance for 4 seconds.
20 / 80
Launches black mist toward the farthest enemy. The first enemy hit along the path is stunned for 1.5 seconds, and all nearby enemies are dealt 200 / 300 / 450 magic damage.
40 / 80
Pulls back for a punch, shredding 20 / 25 / 40 armor for 10 seconds (stacks) and dealing 170 / 185 / 200% AD physical damage to all enemies in the area.
0 / 50
Calms the 1-hex raidus area around the enemy with the highest current mana dealing 200 / 275 / 400 magic damage to all enemies standing in it and increases the mana cost of her target's next ability 35%.
30 / 70
Grabs the nearest enemy, rendering them untargetable, and flings them towards the farthest enemy, dealing 250 / 350 / 600 magic damage to all nearby enemies upon impact and stunning the thrown target for 2 / 2.5 / 4 seconds.
50 / 90
Scatters 5 / 6 / 42 Infernal Souls around a random enemy. When an enemy nears an Infernal Soul (or after 3 seconds), it explodes dealing 120 / 160 / 666 magic damage to nearby enemies and reducing their attack speed by 50%.
30 / 60
Throws his scythe, chaining to the farthest enemy dealing 175 / 350 / 800 magic damage and pulling them toward himself for 2 / 3 / 4 seconds.
40 / 80
Leaps away from enemies and gains 120 / 130 / 140% bonus attack speed for 4 seconds.
65 / 125
Swaps between Turtle and Tiger stance with each cast, gaining the following benefits:
TURTLE: Gains a 250 / 350 / 600 shield for 4 seconds.
TIGER: Strikes 3 times quickly with his next basic attack dealing 120 / 130 / 180% AD physical damage.
30 / 40
Fires a hail of arrows around his target, dealing 150 / 155 / 165% AD physical damage. Varus and allies within the area are blessed for 6 seconds, causing them to deal 40 / 60 / 90 bonus magic damage with their basic attacks for the duration.
0 / 60
Basic attacks apply a Silver Bolts stack. The third stack consumes all stacks on the target to deal 70 / 85 / 100 bonus true damage.
0 / 0
Channels a ray of energy toward the enemy nearest to the center of the battlefield over 3 seconds, dealing total 900 / 1150 / 4000 magic damage over the duration. The beam widens as Vel'Koz channels, and he will turn if there are no enemies in the area.
0 / 90
Corrupts 1 / 1 / 8 targets' soul within 3 hexes for 5 seconds, stunning them and dealing 150 / 400 / 2000 magic damage each second, increased by 50% each second. Viego will be interrupted if he is stunned. If his victim dies they are resurrected at full health to fight for him, but lose 10 / 5 / 0% of their maximum health per second. Viego's allies prefer to not target Viego's victim while they're being corrupted, and corrupted enemies benefit from your team's Traits rather than their original owner's traits.
0 / 40
Deals 300 / 420 / 540 magic damage to his target and heals for 200 / 280 / 360.
0 / 80
Leaps toward his target then slams the ground in a large area around him, dealing 125 / 250 / 5000 magic damage and knocking up and stunning enemies for 2 / 3.5 / 10 seconds. This deals double damage against shields.
110 / 200
Strikes his target, dealing 250 / 350 / 550 magic damage. He then empowers his blade, gaining stacking 20 / 25 / 40 bonus true damage on-hit for the rest of combat.
0 / 40
Throws a bomb at an enemy, dealing 250 / 375 / 550 magic damage.
0 / 40
Sends a surge of vines toward the farthest enemy. Enemies hit by the vines are dealt 200 / 300 / 575 magic damage and are stunned for 1.5 / 2 / 2.5 seconds.
40 / 100
When 2 allied champions have died, the Monstrosity will awaken from its grave. The Monstrosity gets bonus health and attack damage based on allied Abomination units' Star Levels.
The Monstrosity will also receive a random copy of an item from each of the three Abomination Champions nearest the grave when combat starts.
- 3: 900 health and 70 attack damage
- 4: 1500 health and 90 attack damage
- 5: 2000 health and 110 attack damage
Dawnbringers rapidly heal the first time they drop below 50% maximum health. When this heal occurs, all allied Dawnbringers gain 12% bonus damage.
- 2: 30% of Maximum Health
- 4: 60% of Maximum Health
- 6: 90% of Maximum Health
- 8: 130% of Maximum Health
At the end of each player combat round, gain a dragon egg on your bench. The bigger the egg, the longer it takes to hatch, and the rarer the reward.
- 3: Regular eggs
- 5: Golden eggs with rarer loot
Forgotten champions have bonus attack damage and ability power. Each victorious combat they participate increases these bonuses by 10%, stacking up to 5 times.
- 2: 20 AD and AP
- 4: 40 AD and AP
- 6: 60 AD and AP
- 8: 150 AD and AP
Hellions gain bonus attack speed. Whenever a Hellion dies, a Doppelhellion of the same type (with one less star and no items) will leap from the Hellion portal and join the fight.
- 2: 10% attack speed
- 4: 30% Attack Speed
- 6: 70% Attack Speed
- 8: 125% Attack Speed
At the start of combat, Inanimate champions summon Harrowing Mist in all adjacent hexes surrounding them for 8 seconds, granting all allies within 33% damage reduction while they remain within the mist.
All allies gain bonus armor.
- 2: 35 armor
- 3: 85 armor
- 4: 170 armor
Nightbringers gain a shield for 8 seconds the first time they drop below 50% maximum health. When this occurs, that Nightbringer gains bonus damage.
- 2: 30% max health shield and 20% bonus damage
- 4: 60% max health shield and 30% bonus damage
- 6: 90% max health shield and 40% bonus damage
- 8: 200% max health shield and 70% bonus damage
Redeemed have bonus armor, magic resistance, and ability power. When they die, this bonus splits among remaining Redeemed allies.
- 3: 20 resistances, 20% ability power
- 6: 35 resistances, 35% ability power
- 9: 70 resistances, 70% ability power
Revenants revive after their first death each combat. Once revived, they take and deal 30% increased damage.
- 2: Revive with 10% max health
- 3: Revive with 40% max health
- 4: Revive with 75% max health
At start of combat, the Sentinel with the most items (if tied, the most attack speed, if tied, random) gains a shield that grants bonus attack speed each time it is applied. When the shield is destroyed or expires it will pass to the ally with the lowest percent health.
- 3: 175 shield, 20% AS, 4 second duration
- 6: 800 shield, 80% AS, 2 second duration
- 9: 2000 shield, 500% AS, 1 second duration
When Victorious champions score a kill, their next basic attack is empowered to deal 60% of target's missing health bonus magic damage.
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: 20% crit chance and 30% crit damage
- 4: 40% crit chance and 40% crit damage
- 6: 75% crit chance and 50% crit damage
Brawlers gain additional maximum health.
- 2: 400 health
- 4: 1000 health
Every 5th Cannoneer basic attack is replaced with a cannon shot that deals physical damage in an explosion around the target.
- 2: 225% AD
- 4: 475% AD
- 6: 1200% AD
Caretakers deploy with a Baby Dragon that can be placed anywhere on the battlefield. Baby Dragons gain 100% of their handler's attack speed and restore 80 mana to their Caretaker upon death.
Cavaliers charge quickly towards their target whenever they move. Cavaliers take reduced damage. At the start of combat and after each charge, this effect is doubled for 4 seconds.
- 2: 20% damage reduction
- 3: 25% damage reduction
- 4: 30% damage reduction
A Cruel champion hungers to be alone against exactly 1 enemy left standing. Cruel champions are purchased with 6 Little Legend health instead of gold. They can be sold for gold but not health.
All allies gain bonus mana from their basic attacks.
All allies block a flat amount of damage from all sources.
- 2: 20 damage reduced
- 4: 40 damage reduced
- 6: 70 damage reduced
Legionnaires gain bonus attack speed and heal for a portion of the damage dealt by basic attacks and abilities.
- 2: 25% AS and 15% heal
- 4: 75% AS and 20% heal
- 6: 135% AS and 25% heal
- 8: 250% AS and 30% heal
All allies gain bonus magic resistance.
- 2: 40 magic resist
- 3: 100 magic resist
- 4: 200 magic resist
Every 4 seconds, Rangers gain bonus attack speed for 4 seconds. They regain this bonus every 4 seconds thereafter.
- 2: 80% attack speed
- 4: 200% attack speed
- 6: 500% attack speed
Renewers heal for a percent of their maximum health each second. If they're full health, they restore mana instead.
- 2: 3% health or 3% mana
- 4: 6% health or 6% mana
- 6: 9% health or 9% mana
Skirmishers gain a shield at the start of combat, and bonus attack damage each second.
- 3: 20% max health shield and 4 AD per second
- 6: 50% max health shield and 10 AD per second
- 9: 100% max health shield and 20 AD per second
Spellweavers have increased ability power and get bonus ability power any time a champion uses an ability.
- 2: 15% ability power and 2% bonus ability power
- 4: 35% ability power and 4% bonus ability power
- 6: 70% ability power and 8% bonus ability power