Help Support Our Growing Community

MOBAFire is a community that lives to help every LoL player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support MOBAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Mobafire League of Legends Build Guides Mobafire League of Legends Build Guides

Teamfight Tactics Champions Cheatsheet

Use this page as a handy in-game reference for every TFT champion's classes and origins. 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 Cheatsheet Classes
Astro
Battlecast
Celestial
Chrono
Cybernetic
Dark Star
Mech-Pilot
Rebel
Space Pirate
Star Guardian
Blademaster
Blaster
Brawler
Demolitionist
Infiltrator
Mana-Reaver
Mercenary
Mystic
Paragon
Protector
Sniper
Sorcerer
Starship
Vanguard



TeamFight Tactics Champion Details
Champion Spell Health Armor Magic Res Mana Atk Dmg Atk Spd Atk Range
Ahri 2G
Fires an orb in a 4-hex line, dealing 175/250/375 magic damage to all enemies it passes through. The orb then returns to her, dealing 175/250/375 true damage to all enemies it passes through.
600
1080
1944
20
20
0 / 60
45
81
145.8
0.75
3
Annie 2G
Blasts a cone of fire dealing 300/400/600 magic damage to enemies in front of her, then shields herself for 400/500/700 for up to 4 seconds.
750
1350
2430
50
35
70 / 140
40
72
129.6
0.65
2
Ashe 3G
Fires an arrow at the farthest enemy that explodes on the first enemy hit, dealing 200/275/500 magic damage to all nearby enemies and stunning them for 2 seconds.
600
1080
1944
20
20
50 / 100
60
108
194.4
0.8
6
Aurelion Sol 5G
Launches fighters that fly out to random enemies, each dealing 80/150/750 magic damage and draining 10/25/50 mana from enemies. The fighters then return to him. The first cast launches 4 fighters, and subsequent casts launch 2 additional fighters. Fighters randomly target enemies.
1100
1980
3564
55
40
120 / 120
10
18
32.4
0.2
1
Bard 3G
Basic attacks against champions generate an additional 8/20/90 mana. Cannot gain mana in rounds with no enemy champions.

Spawns a meep on his owner's bench which can be sold for 1 XP. Meeps can stack on the same place.
700
1260
2268
30
20
0 / 90
45
81
145.8
0.7
3
Blitzcrank 2G
Pulls the farthest enemy into melee range, dealing 200/350/850 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.
650
1170
2106
45
35
125 / 125
55
99
178.2
0.5
1
Caitlyn 1G
Takes aim at the furthest enemy for 1.1 seconds, firing a deadly bullet towards them that deals 750/1500/2250 magic damage to the first enemy it hits.
500
900
1620
20
20
0 / 125
45
81
145.8
0.75
6
Cassiopeia 3G
Launches poison at the nearest unpoisoned enemy, causing them to take 700/1500/3000 magic damage over 14 seconds, and reducing the effectiveness of shields placed on them by 50%.
750
1350
2430
30
20
0 / 25
40
72
129.6
0.75
2
Darius 2G
Dunks an enemy within a 2-hex range, prioritizing his attack target, dealing 400/550/800 magic damage. If the target is below 50% health, it deals double damage. If this kills the target, he immediately casts again.
750
1350
2430
40
30
0 / 60
60
108
194.4
0.65
1
Ekko 5G
Shatters the timeline, freezing all units in time before attacking each enemy, dealing 100/150/2000 bonus magic damage, applying on-hit effects and slowing their attack speed by 50% for 7 seconds. This ability can target the same enemy 5/7/20 times. Ekko cannot die while he has stopped time.
850
1530
2754
30
20
80 / 150
65
117
210.6
0.9
1
Ezreal 3G
Fires an electromagnetic pulse at a random enemy that explodes on impact in 2-hex radius, dealing 100/150/400 magic damage to all nearby enemies and increases the cost of their next spell cast by 40%.
600
1080
1944
20
20
50 / 80
60
108
194.4
0.75
3
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 to the closest enemy, favoring her attack target, and stuns them for 1.5/1.5/3 seconds.
450
810
1458
30
20
0 / 85
45
81
145.8
1
1
Fizz 4G
Throws a lure that attracts a shark, causing it to emerge after a brief delay. It deals 450/600/5000 magic damage to enemies caught, knocking them back and stunning them for 1.5 seconds.
700
1260
2268
25
20
50 / 120
60
108
194.4
0.85
1
Gangplank 5G
Calls down a large orbital strike around 3-hexes of his target after a 2 second delay, dealing 450/600/9001 magic damage to all enemies in that area for 2 seconds.

Upgrades:
  • Larger Area: Increases impact area to a 4-hex radius.
  • Faster Impact: Reduces the delay to 0.3 seconds.
  • Two Strikes: Impacts a second time, dealing 50% bonus damage.
1000
1800
3240
30
20
70 / 160
60
108
194.4
1
1
Gnar 4G
Leaps towards his target and transforms into Mega Gnar, throwing nearby enemies, dealing 100/200/800 magic damage and stunning them for 1.5 seconds.

While in Mega Gnar form, Gnar is melee and gains 750/1250/4000 health and 100/175/550 attack damage.
750
1350
2430
45
40
0 / 120
50
90
162
0.8
2
Graves 1G
Launches a smoke grenade toward the highest attack speed enemy, which explodes on impact dealing 150/200/400 magic damage to enemies in the area and causing their attacks to miss for 2/3/5 seconds.
650
1170
2106
40
30
50 / 80
55
99
178.2
0.55
1
Illaoi 1G
Slams a tentacle in a line in front of her, dealing 125/200/325 magic damage and stealing 30/40/60% armor and magic resistance from each target hit for 6 seconds.
700
1260
2268
40
30
40 / 80
45
81
145.8
0.7
1
Irelia 4G
Dashes past her target in a 3-hex range, attacking them for 175/250/500% AD as she passes through. If this kills the target, she casts again immediately at the enemy with the highest mana.
800
1440
2592
35
20
0 / 30
70
126
226.8
0.85
1
Janna 5G
Summons five tornados which fly forward in a large cone. Tornados grant allies they pass through 100/150/500% attack speed for 5 seconds, while knocking up and stunning enemies for 1.5 seconds.
750
1350
2430
25
20
50 / 130
60
108
194.4
0.8
4
Jarvan IV 1G
Calls down his standard to a nearby location, granting nearby allies in a 3-hex radius 65/75/85% increased attack speed for 6 seconds.
650
1170
2106
45
30
50 / 100
55
99
178.2
0.6
1
Jayce 3G
Jumps into the air and slams his hammer, dealing 450/600/1200 magic damage to nearby enemies in a 1-hex radius.
800
1440
2592
40
30
0 / 80
60
108
194.4
0.7
1
Jhin 4G
Converts every 1% bonus attack speed Jhin has into 0.8 bonus attack damage. Additionally, every fourth basic attack deals 244/344/444% AD damage.
600
1080
1944
20
20
0 / 0
80
144
259.2
0.85
6
Jinx 4G
After her first takedown, gains 50/70/100% bonus attack speed. After her second takedown, swaps to her rocket launcher, causing her basic attacks to deal 150/250/1000 bonus magic damage to all enemies adjacent to her target.
600
1080
1944
20
20
0 / 0
70
126
226.8
0.75
3
Karma 3G
At the start of combat, Karma tethers to her closest ally. Shields the tethered ally (or a random one if the tether is dead) for 5 seconds, absorbing the next 250/400/800 damage. While the shield holds, the ally receives 50/75/125% increased attack speed.
600
1080
1944
20
20
75 / 100
50
90
162
0.65
3
Kog'Maw 2G
For 3 seconds, gains infinite attack range, 80% attack speed, and his basic attacks deal 2/4/8% of target's maximum health in bonus magic damage.
550
990
1782
25
20
0 / 30
50
90
162
0.7
3
Leona 1G
Giantizes herself and reduces all damage by 40/80/200 for 4 seconds.
600
1080
1944
45
30
70 / 100
50
90
162
0.55
1
Lucian 2G
Dashes away from the current target and then attacks twice. The first attack is a standard basic attack that deals physical damage, while the second deals 150/200/375 magic damage.
500
900
1620
25
20
0 / 35
50
90
162
0.7
4
Lulu 5G
Polymorphs the 2/4/12 nearest enemies for 3/3/8 seconds, rendering them unable to attack or cast, and causing them to hop around aimlessly. Polymorphed enemies take 5/10/25% increased damage.
800
1440
2592
25
20
75 / 150
45
81
145.8
0.8
3
Malphite 1G
Starts combat with a shield equal to 40/45/60% of his maximum health.
700
1260
2268
35
30
0 / 0
70
126
226.8
0.5
1
Master Yi 3G
For 5 seconds, Master Yi gains massively increased movement speed, heals for 12% of maximum health each second, and deals 75/100/175 bonus true damage with his basic attacks.
750
1350
2430
30
20
0 / 55
55
99
178.2
0.85
1
Mordekaiser 2G
Gains a shield that absorbs 350/500/800 damage. While the shield persists, deals 50/75/125 magic damage per second to all nearby enemies for 8 seconds.
650
1170
2106
50
35
0 / 90
55
99
178.2
0.6
1
Nautilus 2G
Erupts the ground beneath his target, knocking them up and stunning them for 3/3/5 seconds, and dealing 100/200/400 magic damage. Enemies adjacent to the target receive half of this effect.
750
1350
2430
50
35
50 / 120
60
108
194.4
0.65
1
Neeko 3G
Leaps into the air and slams into the ground, dealing 150/250/500 magic damage and stunning all nearby enemies in 2-hex radius for 1.5/2/2.5 seconds.
800
1440
2592
45
40
75 / 150
50
90
162
0.65
2
Nocturne 1G
Terrifies his target, stunning them with fear for 2/2.5/4 seconds and dealing 200/250/400 magic damage over the duration.
500
900
1620
20
20
40 / 80
50
90
162
0.75
1
Poppy 1G
Throws her buckler at the furthest enemy dealing 100/150/200 damage. The buckler bounces back to her, granting her a shield for 200/300/400 health.
650
1170
2106
45
30
60 / 100
50
90
162
0.55
1
Rakan 2G
Dashes next to the furthest enemy within (attack range + 1) hexes then leaps into the air, knocking them up for 1 second and dealing 175/275/400 magic damage to all adjacent enemies in 1-hex radius and stunning them for 1.5 seconds.
600
1080
1944
45
35
50 / 80
45
81
145.8
0.7
2
Riven 4G
Dashes and shields herself for 225/375/1000 health, then slashes forward dealing 100/150/450 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
20
0 / 25
70
126
226.8
0.85
1
Rumble 3G
Torches his enemies, dealing 500/750/1500 magic damage in a 2-hex cone over 3 seconds with each tick of damage occurring every 0.25 seconds, and applying Grievous Wounds on them for 5 seconds.
900
1620
2916
45
40
0 / 50
50
90
162
0.7
1
Shaco 3G
Teleports and backstabs his target, dealing 250/275/300% attack damage in physical damage, while also critically striking.
650
1170
2106
25
20
0 / 60
75
135
243
0.8
1
Shen 2G
Creates a zone around himself that follows him for 2.5/3/5 seconds, allowing adjacent allies to dodge all incoming basic attacks. While active, gains 15/30/45 magic resistance.
800
1440
2592
45
35
100 / 150
60
108
194.4
0.7
1
Soraka 4G
Heals all allies for 375/550/20000 health.
700
1260
2268
30
20
50 / 125
45
81
145.8
0.75
3
Syndra 3G
After 0.75 seconds, pulls in all orbs on the battlefield and creates 3 new ones, then fires them all at the enemy with the most current health, dealing 100/125/200 magic damage per orb. If the ability kills her target, extra orbs move on to the next target.
600
1080
1944
20
20
0 / 60
45
81
145.8
0.7
4
Teemo 4G
Scatters 3 traps around the nearest enemy. When an enemy nears a trap, or after 3 seconds, it explodes on nearby enemies dealing 125/175/550 magic damage, knocking them down, and slowing them for 3 seconds.
600
1080
1944
20
20
0 / 70
45
81
145.8
1
6
Thresh 5G
Tosses his lantern towards 1/1/9 random units on your bench, pulling them into the current combat and granting them and himself 25/50/200 bonus mana. Traits are unaffected.
950
1710
3078
55
40
50 / 90
50
90
162
0.95
2
Twisted Fate 1G
Throws three cards in a cone that deal 200/300/450 magic damage to each enemy they pass through.
550
990
1782
20
20
0 / 75
45
81
145.8
0.7
3
Urgot 5G
Fires a drill at the farthest enemy in his attack range, reeling them in. Once they reach him, he repeatedly deals 2000 true damage very quickly until they die. The damage is not preventable and the target cannot be revived. After each successful cast, the mana cost of this ability is reduced by 10/20/100.
950
1710
3078
30
20
40 / 90
80
144
259.2
0.7
3
Vayne 3G
Focuses for 10 seconds, tumbling away from her target immediately and every third attack thereafter. When she tumbles, she becomes invisible and her next basic attack deals 175/200/225% attack damage in physical damage.
550
990
1782
20
20
0 / 50
60
108
194.4
0.85
6
Vi 3G
Charges in 1000 speed at the farthest enemy, dealing 150/200/500 magic damage and knocking aside all enemies for 0.25 seconds along the way. Upon reaching her target, deals 450/650/1300 magic damage and knocks them up for 2/2.5/3 seconds.
750
1350
2430
45
40
70 / 140
60
108
194.4
0.65
1
Viktor 4G
Burns a path between the two enemies most distant from one another, initially dealing 15/20/80% of target's maximum health in magic damage, then 1 second later dealing 250/400/1500 magic damage in an explosion along the same path.
650
1170
2106
20
20
0 / 70
45
81
145.8
0.75
3
Wukong 4G
Spins rapidly around in 1-hex radius, dealing 300/500/4000 magic damage to nearby units over 3 seconds, prioritizing hitting the nearest enemy not yet hit. The first time he hits each enemy, he knocks them into the air and stuns them for 2/2/5 seconds. Knocking is not stacking.
950
1710
3078
55
40
50 / 150
50
90
162
0.75
1
Xayah 1G
Creates a storm of blades, gaining 100/125/150% increased attack speed for 8 seconds.
500
900
1620
20
20
0 / 60
50
90
162
0.8
3
Xerath 5G
Transforms, summoning meteors to strike random foes in place of his normal attacks for 6/8/45 seconds. Meteors deal 300/400/2500 magic damage upon impact and if they kill their target, all adjacent enemies take 75/100/625 magic damage and are stunned for 1.5 seconds.
750
1350
2430
20
20
30 / 80
60
108
194.4
0.9
5
Xin Zhao 2G
Quickly strikes his target three times, dealing basic attack damage and applying on-hit effects. The third strike deals 200/275/375 bonus magic damage and knocks his target up for 1.5 seconds.
650
1170
2106
45
35
0 / 60
50
90
162
0.7
1
Yasuo 2G
Blinks to the furthest enemy within (attack range + 2) hexes and knocks them up, holding them airborne for 1 second and hitting them 4/5/6 times, dealing basic attack damage and applying on-hit effects with each hit.
700
1260
2268
30
20
0 / 90
50
90
162
0.75
1
Zed 2G
Every third basic attack deals 50/90/150 bonus magic damage and steals 20/25/40% of the target's attack damage.
650
1170
2106
25
20
0 / 0
55
99
178.2
0.75
1
Ziggs 1G
Throws a bomb at an enemy, dealing 300/400/700 magic damage.
500
900
1620
20
20
0 / 40
40
72
129.6
0.7
3
Zoe 1G
Kicks a bubble at the enemy with the highest health, dealing 200/275/400 magic damage and stunning them for 2/2.5/4 seconds.
500
900
1620
20
20
70 / 100
40
72
129.6
0.7
3
TFT Origins
Astro
While at least 3 Astros are in play, reduces Astro units' mana costs by 30.
Battlecast
Upon dealing or taking 10 instances of damage, Battlecast units heal if below 50% health, or deal magic damage to the nearest enemy if above 50% health.
  • 2 Battlecasts: 80 damage and heal
  • 4 Battlecasts: 180 damage and heal
  • 6 Battlecasts: 480 damage and heal
  • 8 Battlecasts: 880 damage and heal
Celestial
All allies heal based on damage dealt with spells and attacks.
  • 2 Celestials: 15%
  • 4 Celestials: 40%
  • 6 Celestials: 99%
Chrono
All allies gain 15% bonus attack speed at the start of combat and then every few seconds.
  • 2 Chrono units: 8 seconds
  • 4 Chrono units: 3.5 seconds
  • 6 Chrono units: 1.5 seconds
  • 8 Chrono units: 0.75 seconds
Cybernetic
Cybernetics with at least one item gain bonus health and attack damage.
  • 3 Cybernetics: +350 health and 40 AD
  • 6 Cybernetics: +600 health and 75 AD
Dark Star
When an ally unit dies, all Dark Star units gain bonus attack damage and spell power.
  • 2 Dark Stars: +8 AD and spell power
  • 4 Dark Stars: +18 AD and spell power
  • 6 Dark Stars: +28 AD and spell power
  • 8 Dark Stars: +38 AD and spell power
Mech-Pilot
While at least 3 Mech-Pilots are in play, at the start of combat, three random Mech-Pilots are merged into a Super-Mech until it dies. The Super-Mech has 200 mana, 70 armor and magic resistance and the combined health, attack damage, and Traits of its Pilots, as well as 3 random items from among them. When the Super-Mech dies the Pilots are ejected with 35% health and they continue to fight.
Rebel
At the start of combat, Rebels gain a shield and bonus damage for each adjacent Rebel. The shield lasts for 8 seconds. The shield does not scale with spell power.
  • 3 Rebels: +150 shield and 10% damage
  • 6 Rebels: +210 shield and 12% damage
  • 9 Rebels: +330 shield and 15% damage
Space Pirate
Space Pirates have a chance to drop extra loot upon landing a killing blow.
  • 2 Space Pirates: 50% chance to drop 1 gold
  • 4 Space Pirates: 50% chance to drop 1 gold and 25% chance to drop an item component.
Star Guardian
Whenever a Star Guardian casts a spell, an amount of mana is evenly distributed among all other Star Guardians.
  • 3 Star Guardians: +25 mana
  • 6 Star Guardians: +40 mana
  • 9 Star Guardians: +55 mana
TFT Classes
Blademaster
Blademasters' basic attack have a chance to trigger 2 additional attacks against their target. These additional attacks deal damage like basic attacks, trigger on-hit and on-attack.
  • 3 Blademasters: 30%
  • 6 Blademasters: 65%
  • 9 Blademasters: 100%
Blaster
Every fourth attacks from Blaster fire additional shots at random enemies. These shots deal damage like basic attacks, apply on-hit effects and can critically strike.
  • 2 Blasters: 3 additional attacks
  • 4 Blasters: 6 additional attacks
Brawler
Brawlers gain additional maximum health.
  • 2 Brawlers: +350
  • 4 Brawlers: +600
Demolitionist
While at least 2 Demolitionist units are in play, all Demolitionist's spells stun for 1.5 seconds, once per spell cast.
Infiltrator
At the start of combat, Infiltrators jump to the back of enemy backline.
Infiltrators gain bonus attack speed for 6 seconds at the start of combat, refreshed on takedown.
  • 2 Infiltrators: 40%
  • 4 Infiltrators: 80%
  • 6 Infiltrators: 120%
Mana-Reaver
While at least 2 Mana-Reaver are in play, Mana-Reaver's attacks increase the cost of their target's next spell cast by 40%
Mercenary
While a Mercenary is in play or on the Bench, players will have the opportunity to access the Spell Upgrades pool of their Mercenary, each upgrades only appears once purchased. Each Mercenary type can be upgraded up to 3 times. Selling a Mercenary does not revert the Spell Upgrades later.
Mystic
All allies gain bonus magic resistance.
  • 2 Mystics: +50
  • 4 Mystics: +120
Paragon
One allied Star Guardian's basic attacks are converted to true damage while all other allies' basic attacks are converted to magic damage.
Protector
Protectors gain a shield based on their health for 4 seconds whenever they cast a spell. The shield doesn't stack.
  • 2 Protectors: 30%
  • 4 Protectors: 40%
  • 6 Protectors: 55%
Sniper
Snipers deal increased damage for each hex of distance between themselves and their target.
  • 2 Snipers: 10%
  • 4 Snipers: 18%
Sorcerer
All allies gain spell power.
  • 2 Sorcerers: +20
  • 4 Sorcerers: +45
  • 6 Sorcerers: +75
Starship
Starships gain 40 mana per second, continuously maneuver around the board, and are immune to movement impairing effects, but can't basic attack.
Vanguard
Vanguards gain bonus armor.
  • 2 Vanguards: +125
  • 4 Vanguards: +300
  • 6 Vanguards: +1000