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!
Pulls 2/2/5 of the farthest enemies toward himself, then slams the ground in front of himself, dealing 400/600/2000 magic damage to all enemies hit.
75 / 150
Throws kunai at her target, dealing 200/275/450 magic damage and preventing her from generating mana for 1.25 seconds.
0 / 20
Blasts a cone of fire dealing 250/350/450 magic damage to enemies in front of her, then shields herself for 500/700/900 health for 8 seconds.
0 / 65
Breathes lightning in a line towards the farthest enemy dealing 325/500/1400 magic damage and overcharging all enemies hit for 10 seconds. If an enemy is already overcharged, consumes the effect and deals 50% bonus damage.
0 / 80
Calls forth a wall of charging soliders from behind him, dealing 200/350/8888 magic damage and slowing all enemies hit for 3 seconds. Enemies close to him are knocked back, while enemies further away are knocked up for 1.5 seconds.
75 / 150
After a brief delay, causes the ground under the enemy with the highest current health to erupt in flames, dealing 200/300/500 magic damage to enemies within. If an enemy is caught within the epicenter, they are stunned for 1.5/2/3 seconds.
0 / 60
Puts up his shield at the farthest enemy for 4 seconds, absorbing and stopping all incoming missiles and reducing his damage taken from that direction by 75/80/90%.
30 / 60
Erupts a large area, dealing 200/400/1500 magic damage and knocking up all enemies for 2/2.5/8 seconds. FABLED BONUS: Additionally knocks up all enemies on the board.
100 / 180
Dunks an enemy dealing 550/850/1400 magic damage. While dunking, he is unstoppable. If this kills the target, he immediately casts again dealing 25% reduced damage.
0 / 50
Shields herself against 200/300/450 damage over 4 seconds and summons 4/5/6 orbs to orbit around her. These orbs explode for 80/85/90 magic damage when they contact an enemy, refreshing her shield when the final one explodes.
0 / 70
Transforms into a spider, gaining 25/30/45% maximum health and causing her basic attacks to restore 40/80/160 health and inject her target with venom, increasing the cost of their next spell by 35/35/50%.
0 / 75
Enters a defensive stance for 1.5 seconds, becoming immune to damage and enemy spell effects. Upon exiting the stance, deals 250/400/600 magic damage up to 3-hex range, stop at the first enemy hit, favoring her attack target, and stuns them for 2/2.5/4 seconds.
0 / 95
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.
0 / 100
Launches a storm of blades in front of her, dealing 200/300/550 magic damage and disarming all enemies hit for 2.5/3/4 seconds.
50 / 100
Shields the 2/3/4 lowest-health allies for 250/275/350 for 4 seconds. Shielded allies gain 20/30/60 bonus attack damage for the duration.
40 / 70
Throws his standard near the farthest enemy then pulls himself toward them with his lance, dealing 175/250/750 magic damage to enemies he passes through, knocking them up and stunning them for 1 second.
50 / 100
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.
60 / 110
Spears remain in her target, each one capable of dealing 4/6/9% of target's maximum health magic damage when removed. She removes the spears when doing so would kill the target.
0 / 0
Channels for 2.5 seconds, throwing knives at 4/5/6 nearby enemies, dealing 600/900/1500 magic damage over the duration and applying Grievous Wounds on them for 5 seconds.
0 / 90
Ascends until the end of combat, causing her basic attacks to launch waves that deal 100/150/400 bonus magic damage to enemies.
0 / 60
Summons a storm around him for 3 seconds, calling down lightning bolts on all enemies in the area every 0.5 seconds and dealing 350/550/1200 magic damage over the duration. Each enemy struck by 3 lightning bolts is stunned for 1.5 seconds.
50 / 125
Wolf mauls their target, dealing 400/600/1000 magic damage and applying Grievous Wounds to their target for 5 seconds, while Lamb leaps away from their target.
0 / 35
Punches his target, dealing 200/375/1000 magic damage, knocking them back to the edge of the battlefield, and stunning them for 2/3/10 seconds. Any enemies the target collides with during the knockback are also dealt half the damage and stunned for 1/2/10 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. At 3-Star, his punch hits in an area around the primary target and knocks out any enemies directly hit regardless of their board position.
0 / 40
Makes a low health ally giant, granting them 400/600/950 bonus health for the rest of combat and knocking up enemies near them for 1 second. Casting the spell multiple times on the same target heals them by the same amount instead.
75 / 140
Smashes the ground sending forward a shockwave, dealing 225/350/550 magic damage and slowing their attack speed by 50% for 3 seconds.
0 / 75
Hallows the ground beneath a random enemy, dealing 250/400/1600 magic damage to enemies within over 5 seconds and reducing enemies' attack damage by 40/40/80% while they remain inside.
60 / 120
Withers the enemy with the highest percent health, dealing 350/550/850 magic damage over 5 seconds, and slowing their attack speed and movement speed by 50% for the duration.
0 / 80
Erupts the ground beneath his target, knocking them up and stunning them for 3/4/5 seconds, and dealing 300/450/1000 magic damage. FABLED BONUS: Reduces incoming damage by 50% for 5 seconds.
75 / 150
Throws a seed at a random target that explodes for 200/300/400 magic damage three times. Each explosion affects a larger area than the last. FABLED BONUS: The third explosion is empowered to deal 300/450/600 magic damage instead.
0 / 70
Throws her javelin at the farthest enemy, dealing 100/150/250 magic damage. This damage is increased by 80% per hex traveled.
0 / 60
Nunu & Willump
Willump bites his target, dealing 450/700/1500 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.
0 / 85
Gains 150/175/350% bonus attack speed, crowd control immunity, and his attacks cleave in a cone in front of him for 50/50/50% AD physical damage for the rest of combat.
0 / 70
Summons an elemental from behind the farthest enemy to travel towards him, slowing the attack speed of enemies hit by 50% for 3 seconds and dealing 150/250/750 magic damage. If the elemental runs into Ornn, he headbutts it, redirecting it towards another distant enemy, stunning them for 1.5/2/15 seconds and dealing 150/250/750 magic damage.
80 / 160
Leaves a phantom at his location, then dashes behind the farthest enemy. After 1 second, his phantom returns to him, dealing 100/175/275 magic damage to all enemies it passes through and stunning them for 2/2.5/4 seconds.
60 / 120
Dashes to the furthest enemy within attack range, disarming all units he passes through for 2.5/3/4 seconds and taunting his target. He then shields himself by 300/550/950 for 4 seconds.
60 / 120
Dashes and becomes unstoppable, unleashing 3/3/10 shots per second at 3/3/9 enemies within 2.5 hexes for 2 seconds, each shot deals 15/25/40 (+30/40/60% AD) physical damage. For the duration, also gains 100% dodge chance.
0 / 4
Throws a giant firecracker at the enemy she is currently attacking, that explodes after a 2-second delay. Enemies within the detonation radius receive 100/200/800 magic damage and are stunned for 2/2.5/8 seconds.
80 / 160
Grabs his target and slams them forward, dealing 40/60/400% 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.
100 / 175
Dashes past his target, shielding himself for 500/800/4000 damage and taunting all adjacent enemies for 4/4/8 seconds.
50 / 100
Dashes up to 2 hexes away from her current target and transforms to her Dragon Form, becoming a ranged attacker for 60 seconds. While in Dragon Form, gains 40/45/50% bonus health, 30/60/120 attack damage and basic attacks apply a burn on enemies hit for 2 seconds, dealing a total of 125/250/500 bonus magic damage.
0 / 75
Rallies allies with 2 hexes, granting them 40/50/70% bonus attack speed for 5 seconds. Additionally, grants herself 100/200/350 bonus attack damage for the duration.
0 / 70
Transforms to his Dragon Form for 6 seconds. While in Dragon Form, he gains 60/75/100% maximum health, deals 75/150/1000 magic damage each second to enemies with 2.5/2.5/5 hexes and breathes a cone of fire every 2 seconds that deals 175/350/5000 magic damage, applies Grievous Wounds for the rest of the duration and burns them, dealing 25% maximum health true damage over 10 seconds.
40 / 100
Takes 15/25/75 reduced post-mitigation damage from all sources.
0 / 0
Stabs his target, dealing 85/135/400 (+240/250/300% AD) physical damage. If this kills them, he becomes unstoppable and untargetable while he leaps to the lowest armor enemy. This does not apply spell effects.
0 / 40
Fires a dart at his current target that explodes into a cloud of spores on contact, poisoning nearby enemies. Poisoned enemies take 250/400/900 magic damage over 2.5/3/4.5 seconds and are blinded for the duration.
0 / 60
Gains 60/70/90% bonus attack speed and 30/60/90 magic damage on-hit for 3 seconds.
0 / 40
Spins towards the most enemies in a line dealing 140% AD physical damage to enemies hit and empowering his next 3 basic attacks to deal 75/100/200% bonus damage.
60 / 100
Throws three cards in a cone that deal 250/350/475 magic damage to each enemy they pass through.
0 / 70
Blasts the enemy with the lowest total-health, dealing 500/650/1000 magic damage. If this kills the target, he permanently gains 1/1/2 spell power.
0 / 55
Blasts through her target, dealing 250/400/800 magic damage to all enemies in a cone and reducing their armor by 40/60/80% for 8 seconds.
0 / 50
Deals 400/600/900 magic damage to his target. All nearby allies are healed for 50% of the damage dealt.
0 / 60
Slams his target with his staff, basic attacking for 240/250/260% AD physical damage and stunning them for 1.5/2/3 seconds. This does not apply spell effects.
0 / 50
Becomes untargetable and invulnerable as she leaps into the air, throwing out a fan of 9 feather daggers that pass through enemies and deal 250/275/350% AD physical damage to enemies within the cone. She then recalls her feathers, striking enemies for 100/200/400 magic damage per feather.
70 / 130
Strikes forward two hexes, basic attacking for 190/200/210% AD physical damage and applying on-hit effects. If he can't hit two targets from where he's standing, he'll first dash to a place where he can. This does not apply spell effects.
0 / 45
Becomes untargetable and strikes along a path in front of him, dealing 800/1200/20000 magic damage split between all enemies hit. Enemies hit are marked for death for 8 seconds, reducing their resistances by 60/60/80%. Yone's spell is then replaced with Unforgotten until there are no remaining enemies marked for death. Unforgotten (10 mana): Dashes to the lowest health enemy that is marked for death, dealing 350/750/9999 magic damage, increased up to 100% depending on target's missing health.
0 / 60
Dashes to the lowest-health ally, healing them for 30/45/75% of their missing health and granting them 30/40/60% bonus attack speed for 5 seconds. She then repeats this on the farthest ally.
0 / 40
When combat starts, teleports to the enemy backline. Every third basic attack deals 25/50/75 bonus magic damage and steals 20/25/30% of the target's current AD.
0 / 0
Places a protective Time Rune on the 2/3/10 allies with the lowest current health (excluding himself). When they would die, they instead resurrect after 3.5/3/1 seconds, returning to combat with 350/500/3000 health and shedding all negative effects. After resurrecting, they gain 50/75/500% bonus attack speed for the rest of combat.
100 / 150
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
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% maximum health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell. 3-Star level Daredevils start off with 1 Style.
Upon attacking 6 times or dropping below 50% health, Divine units remove all crowd control and ascend, taking reduced damage (post-mitigation) and dealing bonus true damage (pre-mitigation) for 6 seconds. This effect can only be activated once.
- 2 Divines: 25% reduced damage and bonus damage
- 4 Divines: 40% reduced damage and bonus damage
- 6 Divines: 55% reduced damage and bonus damage
- 8 Divines: 70% reduced damage and bonus damage
The first Dragonsoul allies to take damage in combat receives the Dragon's Blessing. While blessed, the unit gains bonus stats, their first and every 5th attack fires a Dragonsoul blast that deals 40% maximum health bonus magic damage. On death, blessings pass onto the closest Dragonsoul ally.
- 3 Dragonsouls: 1 blessing, 40% attack speed and 40 spell power
- 6 Dragonsouls: 2 blessings, 70% attack speed and 70 spell power
- 9 Dragonsouls: 6 blessings, 140% attack speed and 140 spell power
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: +20 resistances, +10 AD and SP
- 9 Elderwoods: +30 resistances, +15 AD and SP
Enlightened units generate more mana.
- 2 Enlighteneds: 50% additional mana
- 4 Enlighteneds: 100% additional mana
- 6 Enlighteneds: 150% additional mana
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
While at least 3 Fabled units are in play, their spells are empowered from tales of their past valor.
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
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 140 attack damage and 140 spell power
The first time a Spirit casts their spell, all allies gain bonus attack speed. 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: 20% attack speed
- 4 Spirits: 35% attack speed
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.
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: +250 health and +25 spell power
- 6 Warlords: +400 health and +40 spell power
- 9 Warlords: +700 health and +70 spell power
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: 3.5 seconds
- 4 Adepts: 6 seconds
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 25% crit damage
- 4 Assassins: 30% crit chance and 55% crit damage
- 6 Assassins: 50% crit chance and 90% crit damage
After each combat a Blacksmith participes in, they will make progress forging an Artifact. It takes 4/3/1 combats to forge an Artifact (depending on Star level). Once the Artifact is complete, it will become available to bestow upon an ally. Each ally may only equip one Artifact.
Brawlers gain additional maximum health and attack damage.
- 2 Brawlers: +400 HP and +10 AD
- 4 Brawlers: +700 HP and +20 AD
- 6 Brawlers: +1000 HP and +40 AD
- 8 Brawlers: +1400 HP and +80 AD
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
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.
Executioner attacks and spells always critically strike targets below a certain health threshold.
- 2 Executioners: below 33% health
- 3 Executioners: below 66% health
- 4 Executioners: below 99% health
At the start of combat, Keepers grant themselves and all nearby allies a shield for a few seconds. This shield is 50% stronger on Keepers.
- 2 Keepers: +150 shield for 8 seconds
- 4 Keepers: +200 shield for 10 seconds
- 6 Keepers: +250 shield for 12 seconds
While at least 3 Mages are in play, Mages cast their spells twice and have modified spell power.
- 3 Mages: 80% of spell power
- 5 Mages: 105% of spell power
- 7 Mages: 135% of spell power
All allies gain bonus magic resistance.
- 2 Mystics: +40
- 4 Mystics: +120
- 6 Mystics: +300
Sharpshooters basic attacks and spells ricochet to nearby enemies dealing reduced damage (infinite range).
- 2 Sharpshooters: 2 ricochets with 65% reduced damage
- 4 Sharpshooters: 3 ricochets with 45% reduced damage
- 6 Sharpshooters: 4 ricochets with 30% reduced damage
Slayers gain life steal that increases at lower health, and deal bonus damage that increases based on their target's missing health.
- 3 Slayers: 15-30% life steal and 20-45% bonus damage
- 6 Slayers: 30-60% life steal and 35-80% bonus damage
All allies heal for a portion of the damage they deal from attacks and spells.
- 2 Syphoners: 10% for allies and 40% for Syphoners
- 4 Syphoners: 25% for allies and 100% for Syphoners
Vanguards gain bonus armor and magic resistance.
- 2 Vanguards: +100 armor and +10 magic resistance
- 4 Vanguards: +250 armor and +25 magic resistance
- 6 Vanguards: +500 armor and +50 magic resistance
- 8 Vanguards: +800 armor and +80 magic resistance