New champions from TFT Set 8 - Monsters Attack! 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
Alistar slams the ground underneath his target, dealing 140/210/350 magic damage and knocking them up for 1.5 seconds. He then roars, healing himself and the lowest health ally champion for 20% of his maximum Health.
75 / 175
Annie blasts a cone of fire, dealing 140/210/325 magic damage to enemies in front of her, then creates a 300/350/425 Health shield on herself for 4 seconds.
30 / 90
Place Aphelios on the board to choose his Ability.
Binding Eclipse: Aphelios casts forth a lunar spotlight towards the largest group of units, dealing physical damage and stunning all enemies in the area.
Duskwave: Aphelios unleashes a wave of energy in a cone in his target's direction, dealing magic damage to all units hit and locking on to them. After a delay, Aplhelios fires a volley of attacks at each locked-on target, dealing physical damage.
Onslaught: Aphelion enters an onslaught for 1.75 seconds, automatically performing 6 attacks over the duration at the nearest 2 enemies, dealing physical damage to each enemy.
Binding Eclipse Base Damage : 75 / 75 / 500
Binding Eclipse Stun Duration : 1.25 / 2 / 15
Duskwave Percent of Attack Damage : 275% / 275% / 1500%
Duskwave Magic Damage : 55 / 85 / 2000
Duskwave Num Bullets : 7 / 7 / 15
Onslaught Base Damage : 55 / 85 / 2000
40 / 140
Ashe
1G
Ashe gains Attack Damage for the next 4 seconds.
Percent Of Attack Damage: 40% / 40% / 40%
Damage: 12 / 18 / 25
0 / 50
Aurelion Sol
4G
Aurelion Sol calls down 4/4/6 meteors on random enemies. Meteors deal 145/215/435 magic damage, then 10% Burn and 33% Wound enemies for 10 seconds.
Burn: deals some of the target's maximum Health as true damage.
Wound: reduces healing received.
30 / 90
Bel'Veth
4G
Bel'Veth dashes around her target and unleashes a flurry of attacks, each dealing physical damage.
Each time this is cast, Bel'Veth gains 30% bouns Attack Speed for the rest of combat.
Damage : 20 / 30 / 150
Percent of Attack Damage : 75% / 75% / 200%
0 / 30
Blitzcrank
1G
Blitzcrank creates an empowered field around himself, reducing all damage taken by 55%/60%/65% for 4 seconds.
45 / 90
Camille
2G
Camille sweeps with her leg, dealing physical damage and Disarming enemies hit for a few seconds.
Disarm: target cannot move or attack.
Percent of Attack Damage : 190% / 200% / 215%
Bonus Damage : 60 / 75 / 100
Disarm Duration : 1.5 / 1.6 / 1.75
0 / 70
Cho'Gath
3G
Passive: +75/100/150 Magic Resist
Active: Cho'gath breathes a cosmic beam in a forward arc that deals magic damage and Mana Reaves the target.
Mana Reave: increase maximum Mana util the next cast.
Magic Resist Ratio : 150% / 190% / 240%
Mana Cost Increase : 35% / 35% / 50%
Bonus Damage : 70 / 105 / 165
40 / 120
Draven
2G
Draven hurls 2 massive axes at his target's direction, which reverse on the way back to him. Enemies caught in their path take physical damage, reduced by 25% for each enemy they have already passed through.
Damage : 60 / 95 / 145
0 / 80
Ekko dives in, granting himself a 550/700/3000 shield for 5 seconds and taunts nearby enemies. When the shield breaks, he emits a time field, dealing 100/150/1500 to nearby enemies and slowing their attack speed by 50% for 2 seconds.
70 / 140
Ezreal
2G
Ezreal fires an orb of physical sabotage at his target, 30/40/50% Chilling them for 4 seconds. Then he fires another shot, which deals 230/345/535 magic damage to the target and nearby enemies.
Chill: reduce Attack Speed.
0 / 55
Fiddlesticks
5G
Fiddlesticks teleports into the largest cluster of enemies and fears them for 1/1/5 seconds. For the next 5/5/30 seconds, Fiddlesticks drains the life from nearby enemies dealing 100/150/900 magic damage per second and healing for 20% of the damage dealt.
66 / 66
Fiora
2G
Fiora lunges at her enemy, dealing physical damage to all enemies hit. For the next 8 seconds, she takes 15% less damage and her attacks restore Health.
Percent of Attack Damage : 225% / 225% / 235%
Heal : 30 / 40 / 55
30 / 80
Galio
1G
Galio dashes towards the nearest enemy, dealing 150/225/335 magic damage. He then grants himself and the closest ally a 200/240/280 Health shield for 4 seconds.
70 / 140
Gangplank
1G
Gangplank sheds crowd control effects, then fires a flaming bullet at his target. It deals 210/315/475 magic damage and 33% Wounds the enemy for for 8 seconds.
Wound: reduces healing recived.
0 / 50
Janna sends a twister towards the largest group of enemies. The twister expands when it reaches its destination, knocking all nearby enemies up in the air, Stunning them for 1.25/2/10 seconds, and dealing 50/75/1000 magic damage each second for 3 seconds.
70 / 140
Jax
3G
Passive: Jax leaps to his target and deals bonus magic damage every 3rd attack. The bonus damage increases every third attack up to 7 times.
Base Damage : 110 / 160 / 285
Stacking Damage : 20 / 30 / 50
0 / 100
Jinx
2G
Jinx fires a rocket at her target that explodes on impact, damaging all nearby enemies for
225/335/525 magic damage and Stunning them for 1.5 seconds.
20 / 80
Kai'Sa
3G
Passive: Kai'Sa's attacks apply Plasma. Her next attack against a target with 2 stacks of Plasma deals 150/225/370 magic damage.
Active: Kai'Sa gains 40/45/55% Attack Speed for 10 seconds. This bonus stacks!
0 / 60
Kayle
1G
Kayle's next 3 attacks deal physical damage to her target, and magic damage to enemies within 1 hex of the target.
Attack Damage: 155%
Magic Damage: 25 / 35 / 50
0 / 30
Leblanc fires 5/6/8 sigils at her target, each dealing 85/105/130 magic damage. If the target dies, she completes casting the remaining sigils at the nearest enemy but adds 1 more sigil.
0 / 60
Lee Sin dashes towards a nearby ally, shielding them and himself for 180/220/270 Health for 4 seconds. He then dashes back and deals 275%/275%/280% Attack Damage to his target.
If there are no nearby allies, he gains a 360/440/540 Health shield instead.
0 / 70
Leona locks onto her target and calls down an orbital laser strike. The laser deals 450/675/5000 true damage per second to the target until the target dies, and 80/120/2000 magic damage to nearby enemies.
0 / 75
Lulu
1G
Lulu fires a magic bolt at her target, dealing 260/390/580 magic damage to the first enemy hit and 120/180/270 to other enemies behind.
0 / 50
Lux
1G
Lux sends out a singularity to random enemy. When it detonates, it reduces the target's Attack Damage by 40% for 4 seconds, and deals 200/300/450 to nearby enemies.
0 / 60
Malphite
2G
Malphite slams the ground, dealing 140/210/325 magic damage to nearby enemies and granting himself 100/125/150 Armor for 4 seconds.
40 / 80
Miss Fortune
4G
Miss Fortune fires 8 waves of bullets in her target's direction within channels for 2 seconds. Enemies take 40/60/180 magic damage from the first bullet that hits them, and 20/30/100 magic damage from any other bullets that hit.
0 / 105
Mordekaiser
5G
Mordekaiser transports the arena into his realm for 4/4/6 seconds. He 50/50/70% Shreds ALL enemies, then slams a building onto the arena that deals 420/630/5555 magic damage to enemies hit.
Shred: reduce Magic Resist.
60 / 150
Nasus
1G
Nasus slams his staff on his target dealing physical damage and Chilling them for 3 seconds.
Chill: reduce Attack Speed by 40%
Bonus Damage : 60 / 90 / 135
0 / 60
Nilah
3G
Nilah whirls her whip-blade, dealing 90/135/225 magic damage to nearby enemies while healing herself and allies for 250/300/350 Health over 1 seconds. She finishes with a burst that deals 90/135/225 magic damage.
50 / 125
Nunu
5G
Passive: Nunu and Willump roll a ball around the arena towards the furthest enemy. The ball deals 125/190/2000 magic damage to all enemies it passes through. When they reach their target, they will find a new destination. Nunu and Willump gain 30/30/90 Mana per second.
Active: Nunu and Willump grow the ball, increasing their movement speed, the size of the ball, and the amount of damage by 40%.
0 / 90
Poppy
1G
Poppy throws her buckler at the farthest enemy, dealing 160/240/320% of her Armor as magic damage. The buckler then bounces back, granting Poppy a shield that blocks 300/350/425 damage.
40 / 80
Rammus
3G
Passive: +60/90/150 Armor
Active: Rammus powers himself up and leaps to the largest group of nearby enemies, dealing magic damage, knocking them up for 1.25 seconds, and reducing their Attack Damage by 40% for 4 seconds.
Armor Ratio : 150% / 175% / 205%
Bonus Damage : 30 / 50 / 80
60 / 120
Rell
2G
Rell forms a tether between herself and her lowest percent Health ally, dealing 140/210/325 magic damage to all enemies between herself and her bound ally. She also grants herself and her bound ally 50/60/70% of Rell's current Armor and Magic Resist for 4 seconds.
80 / 150
Renekton
1G
Renekton empowers himself for 8 seconds, gaining 200/250/300 maximum Health, and causing his attacks to deal 6% of his maximum Health as bonus magic damage.
0 / 50
Riven gains a 325/400/500 Health shield for 4 seconds and empowers her next 3 attacks with 90/135/225
bonus magic damage. If Riven has more Health than her target, she deals 100% more bonus magic damage.
30 / 90
Samira rapidly firing bullets that deal physical damage for 1.5 seconds. Bullets ricochet to nearby enemies, for 20% less damage.
Percent of Attack Damage : 480% / 490% / 1250%
Damage : 80 / 100 / 666
0 / 75
Sejuani
4G
Sejuani throws a cryo grenade at the closest enemy that explodes after a 2-second delay. Enemies within a 3 hexes are Stunned for 1.5/2/8 seconds, and take 125/200/1200 magic damage.
80 / 180
Senna
3G
Senna fires a laser beam in the direction of a nearby enemy. dealing physical damage to all enemies in a line.
Percent of Attack Damage : 175% / 185% / 190%
Bonus Damage : 45 / 65 / 125
0 / 70
Sett
4G
Sett gains a Health shield and becomes immune to crowd control for 2 seconds. He charges up while the shield is active; when the shield breaks or expires, he deals physical in a cone to all enemies caught within the blast. The blast damage increases depending on how long Sett was charged up.
Shield Health : 325 / 425 / 1500
Min Attack Damage : 140% / 150% / 300%
Max Attack Damage : 280% / 300% / 600%
80 / 180
Sivir
2G
Sivir throws her pizza at her target, dealing physical damage. It then splits into slices and gets delivered to the nearest allies, healing them.
Allies Healed : 3 / 3 / 3
Healing : 80 / 100 / 125
Percent Of Attack Damage : 400% / 400% / 410%
0 / 70
Sona fires 2 beams that cycle between 3 phases:
- 1: Deal 150/225/430 magic damage to the nearest enemies.
- 2: Heal the lowest Health allies for 180/220/300 Health.
- 3: Deal 100/150/300 magic damage to the nearest enemies and Stun them for 1.5 seconds.
0 / 40
Soraka
4G
Soraka launches a star at her target, which deals 225/340/750 magic damage and heals Soraka for 8% of her maximum Health. Every 3 casts, she launches 3/3/4 stars at each of the nearest enemies.
0 / 40
Sylas
1G
Sylas whirls his chains around him, dealing 10/12/18% of his maximum Health as magic damage to nearby enemies and healing himself for 150/170/190 Health.
30 / 80
Syndra
5G
Syndra grants a 200/600/4000 Health shield to a random champion on your bench, then flings them into the arena inside an orb at her closest enemy. The orb deals 100/300/2000 magic damage to enemies hit.
Traits of champions flung onto the board do not become active, except for Corrupted.
70 / 125
Taliyah
4G
Taliyah summons a torrent of spiraling rocks in a line of enemy units, dealing 70/100/250 magic damage to all enemies it hits. After a brief delay, the wall explodes, dealing 210/315/945 additional magic damage to nearby enemies.
0 / 90
Talon
1G
Talon jumps to the furthest unit from the center of the board and stabs them for 170/250/370 magic damage. If this kills them, Talon heals for 150/200/250 Health.
0 / 70
Urgot
5G
Passive: Urgot's claw fires 5 attacks per second, each dealing physical damage.
Active: Urgot summons a gigantic wave behind his enemies that deals % of their maximum Health as magic damage. The wave knocks enemies forward 1 hex, Stuns them, and has a chance to dredge up treasure (gold and loot).
Max Health : 10% / 15% / 99%
Stun Duration : 1 / 1.5 / 5
Treasure Chance : 15% / 25% / 100%
100 / 175
Vayne fires a heavy bolt at her target, dealing true damage.
Percent of Attack Damage : 130% / 130% / 140%
Bonus Physical Damage : 18 / 25 / 45
0 / 40
Vel'Koz
3G
Vel'koz Stuns the enemy champion that has dealt the most damage this round for 2/2.25/2.5 seconds and deals 275/415/680 magic damage to them.
0 / 70
Vi grants herself a 275/350/450 Health shield for 4 seconds and 50%/50%/50% Sunders nearby enemies for 4 seconds. Then she deals 250% Attack Damage to nearby enemies.
Sunder: reduce Armor.
0 / 80
Viego
4G
Viego becomes unstoppable, leaping to the largest cluster of nearby enemies and slamming his sword down on the enemy with the lowest Health, dealing 260/390/850 magic damage to the primary target and 125/185/400 magic damage to enemies nearby. If Viego kills an enemy, he casts again but deals 20%/20%/10% less damage.
0 / 50
Wukong
1G
Wukong spins his staff around him, dealing 140/210/315 magic damage to nearby enemies. He gains 60/70/80 Armor and Magic Resist for each enemy hit for 3 seconds.
50 / 100
Yasuo
2G
Yasuo fires a whirlwind at his target dealing 210/315/485 magic damage and knocking up units hit for 1.5 seconds. If the current position isn't ideal, he will dash up to 1 hex in order to find more units in a line.
0 / 90
Yuumi fires a curved missile at the furthest target in her attack range, dealing 230/345/535 magic damage to the first unit hit.
0 / 50
Zac
4G
Passive: Upon dying, split into 2/2/4 smaller Zac Blobs with 40/40/50% of Zac's maximum Health that taunt nearby enemies.
Active: Zac bounces into the air and slams down, dealing 100/150/1500 + 25% of his current Health as magic damage to nearby enemies. Then he heals 30% of his missing Health.
0 / 100
Zed teleports behind his target and Sunders Armor for a few seconds and enters KILL Mode for a few seconds: Attacks deal bonus physical damage and every 3rd attack deals physical damage to all adjacent enemies.
Sunder: reduce Armor.
Armor Shred : 20 / 30 / 100
Bonus Damage : 40 / 60 / 300
Duration : 7 / 7 / 7
0 / 40
Zoe launches a bubble at the nearest non-infected enemy, infecting them with a virus that deals 390/585/975 magic damage over 10 seconds. Infected enemies take 10/10/20% more damage.
0 / 30
Star Guardian
Gain more Mana from all sources.
- 3: 40% additional mana
- 5: 70% additional mana
- 7: 1200% additional mana
- 9: 2000% additional mana
Threat
1: Threats do not have a Trait bonus, but instead have powerful Abilities and increased base stats.
LaserCorps
When a LaserCorp agent attacks or is hit by an attack, their combat drone has a 50% chance to deal magic damage to the agent's target (0.4 second cooldown). When a LaserCorps agent dies, their drone is reassigned to the nearest living agent.
- 3: Drones lasers deal 25 magic damage
- 5: Drones lasers deal 45 magic damage
- 7: Drones lasers deal 80 magic damage
- 9: Drones lasers deal 99 magic damage. Each LaserCorps agent gets another drone.
Ox Force
Ox Force units gain a range of Attack Speed that ramps as they lose Health. Once per combat, they become invulnerable for 1 seconds as they defend the city with their last breath.
- 2: 15% - 30% Attack Speed.
- 4: 35% - 80% Attack Speed.
- 6: 70% - 150% Attack Speed.
- 8: 125% - 300% Attack Speed.
Anima Squad
Anima Squad members build fame for scoring champion kills. When they pause to celebrate a kill, they permanently gain 6 maximum Health per point of fame. Fame immediately benefits the whole Anima Squad.
- 3: 10 Ability Power, 10% Attack Damage
- 5: 35 Ability Power, 35% Attack Damage
- 7: 60 Ability Power, 60% Attack Damage
Underground
The Underground must sneak through the sewers and crack 10 locks to open a vault. When the vault opens, you may choose to take the loot now, or attempt another heist for even better rewards.
- 3: Crack 2 vault lock after a player combat win, and 3 after a player combat loss
- 4: Crack 2 vault locks after a player combat win, and 4 after a player combat loss
- 5: Crack 3 vault lock after a player combat win, and 5 after a player combat loss
- 6: Crack 4 vault locks after a player combat win, and 7 after a player combat loss
Mecha: PRIME
Use the Mecha selector item to choose a PRIME.
Combat start: the PRIME combines with the 2 nearest Mecha, absorbing 100% of their Health.
- 3: The PRIME gains 60 Ability Power and 60% Attack Damage
- 6: All Mechas gain 45 Ability Power and 45% Attack Damage; The PRIME gains double this amount.
Gadgeteen
Gadgeteens gain bonus damage and damage reduction for each item equipped to them.
- 3: Gadgeteens gain 3% bonus damage and damage reduction per item
- 5: Gadgeteens gain 12% bonus damage and damage reduction per item
A.D.M.I.N.
A.D.M.I.N. programs a custom configuration per player each game.
- 2: Initialize ADMIN cause and effect
- 4: Add another effect to the program
- 6: Outputs of the above tiers are increased by 200%
Supers
3: Combat start: strike a pose that grants your team 18% bonus damage, which increases by 3% for every 3-star champion on your team.
Civilian
If there is a Civilian alive, your team is inspired to protect them by gaining Mana every 2 seconds.
- 1: +2 Mana
- 2: +4 Mana
- 3: +10 Mana
Arsenal
1:When deploying the Arsenal champion, players may choose which weapon he will equip.
Brawler
Brawlers gain additional maximum Health.
- 2: +20% maximum Health
- 4: +45% maximum Health
- 6: +70% maximum Health
- 6: +99% maximum Health
Duelist
Innate: increased movement speed.
Duelists' basic attacks grant bonus Attack Speed, up to 12 stacks.
- 2: +5% Attack Speed per stack
- 4: +9% Attack Speed per stack
- 6: +15% Attack Speed per stack
- 8: +24% Attack Speed per stack
Spellslinger
Every 5 seconds, the next attack instead fires a magic orb at a random target, which explodes for 50% Ability Power as magic damage.
Spellslingers gain:
- 2: +25 Ability Power
- 4: +60 Ability Power
- 6: +95 Ability Power
- 8: +140 Ability Power, and orbs deal 200% Ability Power
Mascot
Your team heals a percentage of their maximum Health every 2 seconds, and Mascots heal double the amount.
When Mascots die, they retreat to the sidelines to cheer on your team. Your team's healing increased by 1% for each cheering Mascot.
- 2: 1.50% healing
- 4: 3% healing
- 6: 6% healing
- 8: 10% healing
Heart
When Heart units cast their Ability, your team gains stacking Ability Power for the rest of combat.
- 2: +4 Ability Power
- 4: +7 Ability Power
- 6: +10 Ability Power
Renegade
Renegade units deal bonus damage, and the last one standing deals more.
- 3: 35% bonus damage, 20% for last alive
- 6: 60% bonus damage, 40% for last alive
Defender
Innate: Taunt nearby enemies after the start of combat.
Your team gains bonus Armor, and Defenders gain more.
Taunt: enemies that are able and in range must attack the taunter.
- 2: +30 Armor, +60 for Defenders
- 4: +80 Armor, +150 for Defenders
- 6: +200 Armor, +250 for Defenders
Sureshot
Combat start: gain bonus Attack Damage now, and every 4 seconds.
- 2: +8% Attack Damage
- 4: +20% Attack Damage
Recon
Innate: Gain 2 hex Attack Range.
If there is an enemy nearby, Recon units will dash to safety before casting their Ability.
- 2: +20% Crit Chance
- 3: +75% Crit Chance
- 4: +100% Crit Chance and Recon Abilities can critically strike
Aegis
Your team gains bonus Magic Resist, and Aegis units gain more.
- 2: +20 Magic Resist, +40 for Aegis
- 3: +40 Magic Resist, +70 for Aegis
- 4: +60 Magic Resist, +100 for Aegis
- 5: +90 Magic Resist, +150 for Aegis
Ace
This trait is active only when you have exactly 1 or 4 unique Aces.
- 1: Execute enemies under 15% Health
- 4: Execute enemies under 30% Health
Prankster
- 2: Once per combat at 50% Health, spawn a target dummy, move to a safe location, and restore 350 Health.
- 3: And, Prankster dummies stun the enemy that killed them for 1.50 seconds.
Hacker
Hackers gain Omnivamp and summon a H4ckerr!m. Any unit placed in the rider hex will be sent to the enemy backline and is untargetable for the first 2 seconds of combat.
- 2: 15% Omnivamp
- 3: 40% Omnivamp
- 4: 70% Omnivamp
Forecaster
At the start of combat, Forecaster champions grant adjacent allies different buffs depending on the current weather, which changes every game. ( Randomly selected per game)
- Sunny Weather: Combat start: Grant a 400/600/2000 Health shield to adjacent allies for 10/10/45 seconds.
- Windy Weather: Combat start: grant bonus Attack Damage and Ability Power to adjacent allies, increasing by 10/20/99% every 5 seconds.
- Rainy Weather: At the start of combat, Forecaster champions grant adjacent allies 20 / 40 / 100 mana until they have cast 1/1/100 spells.
Corrupted
1: Combat starts: Lie dormant while absorbing the souls of allies that die. Gain 40 Ability Power for each soul.
Once per combat at 70% Health (or when your team has died), come alive and fight.