New champions from TFT Set 6 - Gizmos and Gadgets have been added and the cheat sheet is up to date! Which wacky combinations 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!
Dashes in a line towards the most enemies, dealing 275 / 375 / 2000 magic damage as she passes through and marking them for 7 seconds. When a marked target drops below 15 / 20 / 90% health, she dashes through them, executing enemies below that health threshold and dealing 275 / 375 / 2000 magic damage to all other enemies she passes through.
0 / 40
Pulls the farthest enemy into melee range, dealing 150 / 300 / 900 magic damage and stunning them for 2.5 seconds. Additionally his next basic attack knocks up his target for 1 second. Allies within range will prioritize attacking that enemy.
175 / 175
Slams his vault door into the ground, creating a fissure towards his target. Enemies within 2 hexes of him and those struck by the fissure are stunned for 2 / 3 / 6 seconds and take 100 / 200 / 600 magic damage.
100 / 180
Takes aim at the furthest enemy for 1.1 seconds, firing a deadly bullet towards them that deals 800 / 1400 / 2000 magic damage to the first enemy it hits.
0 / 110
Gains a 225 / 300 / 425 shield for 4 seconds, then she sweeps her leg, dealing 150 / 200 / 300 magic damage to enemies in a cone. While the shield is active, her basic attacks heal her for 30 / 50 / 80.
0 / 60
Devours the lowest health enemy within range, dealing 800 / 900 / 1000 magic damage. If this kills the target, he gains a stack of Feast, up to 20 / 40 / 999 stacks. Each stack of Feast permanently grants him 2% bonus health and increased size.
100 / 165
Swings his axe in a circle, dealing 200 / 275 / 350 magic damage and healing himself for 120 / 140 / 160 for each enemy hit.
70 / 120
Injects himself with "medicine", healing 35% of his maximum health and becoming energized for 5 seconds. While energized, he heals 25 / 35 / 100% his maximum health over the duration and deals 80 / 125 / 300 magic damage to a random nearby enemy every second. At the end of the ability, he expels a burst of electricity that deals 15 / 20 / 50% his current health as magic damage to all enemies within 2 hexes.
75 / 155
Invokes an afterimage that bats a device towards the largest group of units. Upon landing, it deals 175 / 225 / 375 magic damage to enemies within and reduces their attack speed by 35 / 35 / 50% for 4 seconds. Allies inside gain 35 / 40 / 50 bonus attack speed for 4 seconds.
80 / 120
Fires a missile at his target, dealing 25 / 50 / 100 (+150% AD) physical damage. If the missile hits, he grants himself 20% bonus attack speed, stacking up to 100% at 5 stacks.
0 / 40
Becomes untargetable as she strikes her target's vitals 4 times. Each strike deals 170% AD physical damage, 50 / 100 / 300 true damage, and heals her for 20% of damage dealt. If the target dies, she will change target to the nearest enemy.
60 / 140
Critical strikes slam the ground, dealing 70 / 100 / 1999 bonus magic damage to enemies around his target. Becomes invulnerable and leaps into the sky before crashing down on the largest group of enemies. Enemies within a large radius take 200 / 300 / 9001 magic damage and are knocked into the sky for 1.5 / 1.75 / 9.5 seconds. The lower the enemy's maximum health is compared to his, the longer they are knocked up. At 3-Star, the ability radius is larger.
200 / 300
Shoots his target, dealing 100 / 135 / 170 (+170% AD) physical damage. If this kills a champion, he plunders 1 gold.
0 / 50
Shrugs off all crowd control effects, empowering his next strike to deal 200% AD (+15% AP of his missing health) bonus physical damage. This ability can be cast while stunned.
50 / 90
Launches a smoke grenade towards his current target. The grenade explodes on impact dealing 150 / 250 / 400 magic damage to nearby enemies and disarms enemies who remain within the smoke cloud for 2 / 2.5 / 3 seconds.
50 / 100
Fires a wave of 5 rockets that converge on his target. Each rocket deals 70 / 95 / 140 magic damage. Every third cast fires 3 waves instead.
0 / 50
Slams her target, linking their souls for 5 seconds and dealing 200 / 325 / 550 magic damage. While linked, she is healed for 25 / 30 / 40% of the damage taken by her target.
40 / 80
Summons a Monsoon, healing all allies by 275 / 350 / 1000 over 3 seconds. When the spell is cast, nearby enemies are knocked back and stunned for 0.5 / 0.5 / 4 seconds.
80 / 180
Melee form: Jayce becomes unstoppable and gains a shield, then swipes his hammer twice before slamming down on his target, dealing damage and shredding their resistances.
Ranged form: Jayce deploys an acceleration gate, granting allies in the same row bonus Attack Speed and empowering his next three attacks with electricity.
0 / 60
Has a fixed attack speed of 0.9 / 0.9 / 1.4 and converts every 1% of bonus attack speed into 0.8 bonus attack damage. Transforms his weapon into a powerful sniper rifle for his next four shots. Each shot deals 150 / 200 / 344% AD physical damage, reduced by 50% for each target they pierce through. The fourth shot is guaranteed to critically strike and deals 0−100% more damage (depending on target's missing health).
0 / 70
Rides her rocket into the sky, then comes crashing down near the center-most enemy, dealing 425 / 650 / 8888 magic damage to enemies around the epicenter, and 50% to all other enemies in in a large area. The epicenter burns every unit except her for 5 seconds, dealing 2 / 3 / 4% of the target's maximum health each second as true damage, and applying Grievous Wounds for the duration. She then swaps to her rocket launcher for the rest of combat, causing her basic attacks to explode for 190 / 200 / 888% AD physical damage in a small area around her target.
0 / 99
Dashes to the hex furthest from all enemies and then fires a volley of 12 / 18 / 100 missiles spread evenly among all enemies that each deal 70 / 90 / 180 magic damage. She fires an additional missile for each time she has basic attacked in combat.
75 / 150
Fires an orb of void energy at his target, dealing 250 / 325 / 400 magic damage, increases the mana cost of their next spell cast by 50%, and grants himself 25% damage reduction for 5 seconds.
60 / 100
Blinks behind the enemy with the lowest health within 3 hexes and slashes all adjacent enemies, dealing 160 / 200 / 250 magic damage. For each enemy killed with this ability, she gains 20 mana.
0 / 40
For 3 seconds, gains infinite attack range, 75% bonus attack speed, and his basic attacks deal 8% of target's maximum health bonus magic damage.
0 / 30
Calls down a beacon of light upon herself, granting herself a 400 / 650 / 1000 shield for 5 / 5 / 8 seconds. All allies within 2 hexes gain 30 / 50 / 80 bonus armor and bonus magic resistance for the same duration.
75 / 120
Encases her target in an iron maiden, dealing 250 / 325 / 550 magic damage to enemies within 2 hexes and stunning them for 1.5 seconds. If she is below 50% health, she encases herself instead, dealing damage to surrounding enemies and becoming untargetable and invulnerable for 2 seconds. Damage from this ability reduces attack damage by 30% for 4 seconds.
70 / 120
Enlarges 1 / 2 / 3 low health allies, granting them 325 / 350 / 375 bonus health and knocking up enemies near them. If the ally is already enlarged, they are healed instead.
60 / 125
After gathering energy, fires a beam towards the farthest enemy target, dealing 225 / 375 / 900 magic damage. If she kills a unit with her beam, she gains 20 mana.
0 / 60
Infects the mind of the closest unafflicted target, dealing 650 / 850 / 1100 magic damage over 8 seconds and reduces their magic resistance by 40% for the duration. If an afflicted target dies, this ability spreads to the nearest 1 / 1 / 2 unafflicted targets with the remaining duration.
30 / 60
Surges with power, gaining 100% bonus attack damage and granting 20% bonus attack damage and ability power to your team for 4 seconds.
0 / 100
Lands and let out a bellowing roar, causing all enemies within 5 hexes to flee for 3 seconds. Your team is energized, gaining increased size, 40% critical strike chance and 50% bonus critical strike damage for 8 seconds. Every 3rd attack is charged with lightning, dealing 500 bonus magic damage to 3 enemies. The Mechanical Dragon is immune to crowd control.
200 / 350
Creates a barrier on itself and the ally targeted by the most enemies, then taunts all enemies who have the Scarab within their attack range. The barrier lasts for 4 seconds, reduces incoming damage by 25% and enemies attacking the barrier take 50 magic damage. Enemies may only take damage from a barrier once per second.
30 / 60
Rains 4 waves of bullets down around a random enemy, dealing 275 / 375 / 550 magic damage to enemies in the area and applying Grievous Wounds for 6 seconds.
40 / 80
Sends out her ball towards the largest group of champions, then commands it to release a shockwave. Allies within 2 hexes gain a 100 / 160 / 400 shield for 4 seconds, while enemies within the area are briefly knocked up and dealt 350 / 550 / 1200 magic damage. Enemies adjacent to the ball are drawn in and stunned for 1 / 1 / 4 seconds.
50 / 130
Throws her buckler at the farthest enemy, dealing 180 / 210 / 240% maximum armor magic damage. The buckler then bounces back, granting her a 225 / 275 / 325 shield.
50 / 100
Sends Valor out at the target with the highest attack speed, dealing 200 / 300 / 700 magic damage to the target and nearby enemies. The main target is disarmed for 2 / 2.5 / 3 seconds.
70 / 140
If a target is adjacent to her, she slashes with her blade in a cone towards them dealing 175 / 180 / 190% AD physical damage to all enemies within and reducing their armor by 10 / 15 / 20. This armor reduction can stack. If no targets are adjacent, she fires an empowered shot at her target with the same effects and refunds 20 mana.
0 / 35
Projects her song towards the largest group of units. The song deals 275 / 450 / 1200 magic damage to enemies. Allies it passes through are healed 275 / 450 / 1200 and gain 30 / 50 / 100% bonus attack speed for 4 seconds.
80 / 150
Dips into the shadows, briefly becoming untargetable. His next attack is empowered to deal 90 / 110 / 130 (+185% AD) physical damage, and is guaranteed to critically strike against targets below 50% health.
40 / 80
Flings a nearby enemy towards the largest cluster of enemies, stunning his target for 1.5 / 2 / 3 seconds when they land. All adjacent enemies take 125 / 175 / 250 magic damage and are briefly stunned.
100 / 150
Winds up for a moment, then smashes his axe down. All enemies within a large area are knocked up, stunned for 2.5 / 3 / 6 seconds, and dealt 125 / 200 / 500 magic damage.
100 / 175
Unleashes piercing bolts of eldritch power in a cone towards his target, dealing 250 / 375 / 525 magic damage to enemies within and healing 225 / 250 / 350 for each enemy hit.
40 / 75
Devours his target, storing them in his belly and dealing 900 / 1450 / 30000 magic damage over 3 seconds. During this time, the target is invulnerable to other sources of damage and he gains 30% damage reduction. If they die while inside, he either spits out a random item component they were holding, or the cost of the unit in gold. Otherwise, he spits them towards the farthest enemy, briefly stunning targets they impact. If the target is immune to crowd control, they take 35% damage instead.
30 / 60
His first basic attack against an enemy causes them to bleed 450 / 625 / 950 magic damage over 7 seconds. Every 3rd basic attack on a target applies an additional bleed.
0 / 0
Heals himself and the lowest health ally for 325 / 425 / 600. Any overhealing is converted to a shield that lasts 4 seconds.
50 / 100
Fires a massive cannonball towards her target, dealing 125 / 150 / 175 (+200 / 210 / 225% AD) physical damage to the first enemy it hits. If the target is within 2 hexes of her, they're knocked back 1 / 2 / 3 hexes and briefly stunned.
0 / 60
Bites his target dealing 140% AD physical damage, reduces the attack speed of the target by 25% for 3 seconds, and steals 20 / 25 / 40 attack damage for the rest of combat.
40 / 70
Throws three cards in a cone that deal 155 / 205 / 275 magic damage to each enemy they pass through.
0 / 40
Fires a powerful bolt towards his target that pierces through enemies hit, dealing 25 / 50 / 75 (+175 / 185 / 200% AD) physical damage and applying Grievous Wounds for 5 seconds.
0 / 35
For the next 5 seconds, he attacks the closest enemy at a fixed rate of 5 / 7 / 12 attacks per second. Each attack deals 25% AD × 30% attack speed physical damage. Ever 3rd attack from this ability counts as a basic attack.
0 / 50
Calls down 20 / 30 / 99 Furyhorns over a few seconds near random enemies, each dealing 250 / 300 / 777 magic damage.
0 / 60
Shields herself for 550 / 675 / 850 over 4 seconds. When the shield expires, it deals 100 / 135 / 175 magic damage to all enemies within 2 hexes and 100 / 135 / 175 bonus damage if it wasn't destroyed. If it was destroyed, the ability becomes 15% stronger this combat. This effect can stack.
50 / 100
Empowers her next basic attack to blast through her target, dealing 250 / 375 / 600 magic damage to all enemies in a cone and reducing their armor by 40 / 50 / 70% for 8 seconds.
0 / 50
Basic attacks reduces the target's armor by 70% for 6 seconds. Summons 3 / 4 / 12 singularities to fire death rays that cut across the battlefield in a line and melt enemy defenses. To enemies caught in its path, death rays deal 325 / 425 / 1500 magic damage and destroys 25 / 35 / 100% of any remaining shields.
0 / 140
Basic attacks deal 7 / 9 / 12% of the target's current health bonus magic damage, and heal him for 35 / 50 / 75.
0 / 0
Summons his spirit to attack an enemy up to 3 hexes away for a 4 / 5 / 20 seconds. The spirit is an untargetable, invulnerable copy of him and heals him for 40 / 50 / 100% of the damage it deals. If he dies, his spirit dies with him.
50 / 100
Detaches from an ally and then launch 3 / 5 / 33 waves toward the farthest enemy, each dealing 45 / 80 / 247 magic damage per wave and stuns enemies for 1 second. She then attaches to the nearest ally.
80 / 200
Stretches his arms up to 3 hexes to pull the 2 most distant enemies towards him, dealing 400 / 525 / 999 magic damage.
60 / 100
Hurls a bomb at his target. After a moderate delay, the bomb lands dealing 325 / 425 / 525 magic damage to the enemy in the epicenter, and half to adjacent enemies.
0 / 60
Places a bomb on the closest enemy, stunning them for 1.5 / 2 / 2.5 seconds. When the stun ends, or the target dies, the bomb explodes dealing 250 / 350 / 700 magic damage to adjacent enemies and reducing their attack speed by 25 / 35 / 50% for 4 seconds.
40 / 80
Summons vines in the row with the most enemies, dealing 350 / 450 / 650 magic damage and stunning them for 1.5 / 2 / 2.5 seconds.
60 / 120
Academics have bonus attack damage and ability power, and can learn from their allies, increasing this bonus whenever an ally casts an ability.
- 2: 18 AD & AP; 3 bonus AD & AP
- 4: 40 AD & AP; 5 bonus AD & AP
- 6: 50 AD & AP; 10 bonus AD & AP
- 8: 70 AD & AP; 15 bonus AD & AP
After dropping below 75% health, Chemtech champions gain 20% damage reduction, bonus attack speed, and regenerate health each second for 8 seconds.
- 3: 15% AS and 3% max health regen
- 5: 50% AS and 5% max health regen
- 7: 90% AS and 8% max health regen
- 9: 135% AS and 15% max health regen
All allies gain bonus attack speed, and additional attack speed for each Hextech Augment you own.
- 2: 10% Attack speed & 5% per Augment
- 4: 35% Attack Speed & 10% per Augment
- 6: 70% Attack Speed & 15% per Augment
Cuddly champions attaches themselves to the nearest ally at start of combat, or to the lowest health ally after being unattached for 2 seconds. Attaching grants the ally a shield equal to 60% of the Cuddly champion's maximum health and they detach if the shield is broken. While attached Cuddly champions are untargetable and can't attack, but gain 5 mana per second and 10 mana whenever the ally basic attacks.
Enforcers stun an enemy at the start of combat. The target breaks free after 5 seconds or after losing 40% of their maximum health.
- 2: Enemy with the most health
- 4: Enemy who dealt the most damage last combat
Once per planning phase, you can feed a unit to a Glutton champion. This unit is consumed, granting them permanent bonus stats. The more valuable the unit, the bigger the bonus. To feed the Glutton, hover a unit over them until their mouth opens, then release. At 3-Star, a Glutton gains 20 times the stats from eating.
At the start of combat, the Imperial who dealt the most damage last combat becomes the Tyrant. The Tyrant deals bonus damage. When the Tyrant dies, the Imperial who has dealt the most damage this combat becomes the new Tyrant.
- 3: 80% bonus damage
- 5: 150% bonus damage, other Imperials deal 80% bonus damage
Gain a treasure chest that opens when you win combat against a player. At the start of each planning phase, roll the dice to add more loot to the chest. The longer you've gone without opening the chest, the luckier the dice.
- 3: Roll 2 dices.
- 5: The dices are even luckier
- 7: Upon winning, roll a 3rd dice that grants bonus loot
Mutants gain unique bonuses. These are different each game.
At the start of combat, a number of incomplete components on Scrap champions turn into full items for the rest of combat. Additionally your team also gains a shield for each item component equipped in your army, including those that are part of a full item.
- 2: 1 component, 20 shield
- 4: 3 components, 35 shield
- 6: All components, 60 shield
While at least 2 Sisters are in play, they're empowered by trying to one-up each other. Vi's ability range increases by 2 hexes. Jinx gains 40% bonus attack speed for 3 seconds on takedowns.
Socialites reveal a spotlight on the battlefield. The unit standing in the spotlight at the start of combat gains unique bonuses.
- 1: Gain 20% bonus damage
- 2: Additionally regenerate 3 mana per second
- 3: Additionally gain +30% omnivamp
Chosen allies are cloaked in shadows, gaining 20% omnivamp, 60 bonus armor, and 60 bonus magic resistance.
- 3: The Syndicate champion with the lowest current health
- 5: All Syndicate champions
- 7: All allies and bonuses are increased by 33%
After combat with a player, a random free Yordle appears on your bench.
- 3: Active
- 6: Yordle mana costs are reduced by 25%
Benefits from the Yordle trait.
Veigar is summoned from a Yordle Portal each round when every Yordle on your board is 3-star.
Allies gain increased ability power.
- 2: 20% AP for allies
- 4: 20% AP for allies, 60% AP for Arcanists
- 6: 50% AP for allies, 100% AP for Arcanists
- 8: 145% AP for allies
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: 10% crit chance & 20% crit damage
- 4: 30% Crit Chance & 40% Crit Damage
- 6: 50% Crit Chance & 60% Crit Damage
Bodyguards gain bonus armor. Shortly after combat begins, Bodyguards taunt adjacent enemies, gaining a shield.
- 2: 100 armor and 100 shield
- 4: 200 armor and 300 shield
- 6: 350 armor and 600 shield
- 8: 500 armor and 1000 shield
All allies gain bonus health. Bruisers gain double this bonus.
- 2: 125 health
- 4: 225 health
- 6: 400 health
- 8: 700 health
Challengers gain bonus attack speed. Upon landing a takedown on their target, Challengers will dash to a new target, doubling this bonus for 2.5 seconds.
- 2: 30% Attack Speed
- 4: 55% Attack Speed
- 6: 80% Attack Speed
- 8: 130% Attack Speed
Colossi are bigger, more powerful and take up 2 slots in your army.
- 1: Colossi are immune to Crowd Control effects.
- 2: Colossi take 25% reduced damage.
Enchanters' healing and shielding are stronger, and all allies gain bonus magic resistance.
- 2: 25% Healing & Shielding; 20 Magic Resistance
- 3: 40% Healing & Shielding; 35 Magic Resistance
- 4: 60% Healing & Shielding; 50 Magic Resistance
- 5: 100% Healing & Shielding; 75 Magic Resistance
Innovators build a mechanical companion to join their battle. Mechanical companions gain 25% bonus health and attack damage per Star level of Innovators.
- 3: Mechanical Scarab
- 5: Mechanical Bear
- 7: Mechanical Dragon
Protectors gain a shield based on their health for 4 seconds whenever they cast a spell. The shield doesn't stack.
- 2: 20% Maximum Health Shield
- 3: 35% Maximum Health Shield
- 4: 45% Maximum Health Shield
- 5: 60% Maximum Health Shield
All allies restore mana every 2 seconds.
- 2: 5 Mana
- 4: 10 Mana
- 6: 20 Mana
Snipers increase their attack range by 1 hex. Snipers deal increased damage for each hex of distance between themselves and their target.
Transformers have 2 forms that they can swap between during planning phase, depending on whether they are placed in the front 2 rows or the back 2 rows.
Twinshots gain bonus attack damage and have a chance to attack twice.
- 2: 5 AD, 40% chance
- 4: 40 AD, 70% chance
- 6: 80 AD, 100% chance