New champions from TFT Set 8.5 - Monsters Attack: Glitched Out! 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
Aatrox
4G
Aatrox sucks the soul of nearby enemies dealing magic damage and gaining max HP. Then he unleashes his demonic form for the rest of combat, replacing his spell with The Darkin Blade. The Darkin Blade: Aatrox slams his greatsword down in a line, dealing magic damage to all enemies hit and healing himself.
% Max Health: 30% / 30% / 66%
Soul Crush Damage: 250 / 375 / 1200
Darkin Blade Damage: 2200 / 330 / 1200
Healing: 300 / 350 / 800
0 / 90
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
Ashe
1G
Ashe gains Attack Damage for the next 5 seconds.
Percent Of Attack Damage: 60% / 60% / 60%
Damage: 15 / 22 / 33
0 / 50
Aurelion Sol
4G
Aurelion Sol calls down 4/4/6 meteors on random enemies. Meteors deal 155/230/450 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 35% bonus Attack Speed for the rest of combat.
Damage : 20 / 30 / 150
Percent of Attack Damage : 75% / 75% / 200%
0 / 40
Blitzcrank
1G
Blitzcrank creates an empowered field around himself, reducing all damage taken by 50%/52%/55% for 4 seconds.
40 / 80
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 : 240% / 240% / 240%
Bonus Damage : 60 / 75 / 100
Disarm Duration : 1.75 / 1.8 / 2
0 / 70
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
70 / 130
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 fires an orb of physical sabotage at his target, 30/40/50% Chilling them for 4 seconds. Then he fires another shot, which deals 200/300/460 magic damage to the target and nearby enemies. When Parallel is active fire a shot that does 110/165/255 damage to all enemies in a line.
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 100/150/800 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 25% less damage and her attacks restore Health.
Percent of Attack Damage : 250% / 250% / 260%
Heal : 30 / 40 / 55
30 / 80
Gangplank
1G
Gangplank fires a flaming bullet at his target. It deals 240/360/540 magic damage and 33% Wounds the enemy for for 8 seconds.
Wound: reduces healing recived.
0 / 50
Garen
4G
Garen brings down his sword on a nearby enemy, dealing physical damage to enemies within 2 hexes and stunning them for 1.75 seconds.
Base Damage: 60 / 90 / 200
Percent of Attack Damage: 140% / 140% / 325%
Stun Duration: 2 / 2.25 / 6
100 / 200
Gnar
3G
Gnar slashes around him, dealing physical damage to enemies struck. His current target takes 250% damage, and the spell critically strikes them.
Area Slash Base Damage : 20 / 30 / 50
20 / 80
Janna
5G
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 1.25/1.5/8 seconds, and dealing 450/675/6000 magic damage each second for 3 seconds.
40 / 120
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 : 90 / 135 / 220
Stacking Damage : 20 / 30 / 50
0 / 100
Jhin
4G
Passive: Jhin always has fixed attack speed. He converts each 1% of bonus Attack Speed into AD. Every fourth shot instead fires a piercing bullet towards the lowest health enemy, dealing physical damage to all enemies in a line, increased up to based on their missing health. The bullet deals 43% reduced damage for each target it pierces through.
Attack Speed : 0.8 / 0.8 / 1
% Attack Damage : 244% / 244% / 544%
0 / 0
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.
0 / 65
Kai'Sa
3G
Passive: Kai'Sa's attacks apply Plasma. Her next attack against a target with 2 stacks of Plasma deals 125/185/310 magic damage.
Active: Kai'Sa gains 60%/ 60%/ 60% Attack Speed for 10 seconds. This bonus stacks!
20 / 105
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: 175%
Magic Damage: 30 / 45 / 65
0 / 30
Leblanc fires 6/6/8 sigils at her target, each dealing 75/110/135 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 / 50
Passive: Lucian's basic attacks deal bonus magic damage. Active: Lucian fires 4 shots in his target's direction. Each shot deals magic damage to the first target struck.
Bonus Magic Damage Per Attack: 25 / 35 / 50
Magic Damage Per Ability Bullet: 40 / 60 / 90
0 / 40
Lulu
1G
Lulu fires a magic bolt at her target, dealing 270/405/605 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 240/360/600 to nearby enemies.
0 / 70
Malphite
2G
Malphite slams the ground, dealing 150/225/350 magic damage to nearby enemies and granting himself 100/125/150 Armor for 4 seconds.
40 / 80
Miss Fortune fires 8 waves of bullets in her target's direction within channels for 2 seconds. Enemies take 30/45/150 magic damage from the first bullet that hits them, and 15/24/100 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
Morgana
3G
Passive: When Morgana deals damage to an enemy, she 40% Sunders and Shreds them for 4 seconds. Active: Morgana sends out dark binding towards the 2 closest enemies, dealing magic damage and stunning them.
Damage : 215 / 325 / 535
50 / 100
Nasus
1G
Nasus slams his staff on his target dealing 225% of his Attack Damage and Chilling them for 3 seconds.
Chill: reduce Attack Speed by 40%
Bonus Damage : 60 / 90 / 135
0 / 60
Neeko
4G
Neeko throws out her frog familiar at her target, it hops to the nearest enemies 3 times, dealing magic damage to enemies in an area. The last hop is empowered, causing it instead to deal magic damage enemies in a larger area.
Damage: 80 / 120 / 360
Bonus Damage: 160 / 240 / 720
0 / 80
Nilah
3G
Nilah whirls her whip-blade, dealing 90/135/225 magic damage to nearby enemies while healing herself and allies for 235/270/330 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 120/180/2000 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
Pantheon
1G
Pantheon leaps on his target, dealing magic damage (% Magic Resist) and stunning them for 1.5 seconds. He then shields himself for 4 seconds.
Percent Magic Resist: 290 / 435 / 650
Shield Amount: 200 / 225 / 250
40 / 70
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
Pyke
2G
Pyke stabs his current target for true damage, summons a phantom at his current location, and dashes behind the furthest enemy. After 1 second, the phantom returns to Pyke, stunning all enemies it passes through for a few duration, and dealing magic damage to them.
True Damage: 140 / 210 / 325
Stun Duration: 1.2 / 1.5 / 1.8
Damage: 70 / 105 / 165
60 / 120
Rammus
3G
Passive: +61/91/151 Armor
Active: Rammus powers himself up and leaps to the largest group of nearby enemies, dealing magic damage, knocking them up for 1.5 seconds, and reducing their Attack Damage by 40% for 4 seconds.
Armor Ratio : 150% / 175% / 205%
Bonus Damage : 30 / 50 / 80
50 / 110
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 100/150/250
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 : 460% / 460% / 1200%
Damage : 66 / 99 / 366
0 / 65
Shen tethers himself to the ally who has the done most damage this round for a while. While the tether is active, his ally is invulnerable and any damage they would take is redirected to Shen instead. Damage Shen takes is reduced for the same duration.
Duration: 4 / 4 / 4
Damage Reduction: 40% / 45% / 50%
50 / 100
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 190/285/470 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
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 250/375/2500 magic damage to enemies hit. Stuns for 1/1.5/8 seconds.
Traits of champions flung onto the board do not become active, except for Corrupted.
70 / 125
Twisted Fate draws cards and begins drawing a card after every auto attack. After 2.5 seconds, Twisted Fate throws all of his drawn cards, each dealing damage. The final card thrown is a red card that deals damage to all nearby enemies.
Starting Cards: 6 / 6 / 12
Single Target Damage: 55 / 85 / 250
Red Card Damage: 190 / 285 / 800
0 / 30
Ezreal shatters the timestream, calling in temporal duplicates of himself that each fire a blast of energy towards the largest group of enemies. Enemies hit by a blast take physical damage.
Number of Duplicates : 5 / 5 / 25
Bonus Damage : 15 / 25 / 177
Percent of Attack Damage : 133% / 133% / 533%
50 / 150
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 : 5% / 8% / 75%
Stun Duration : 1 / 1.5 / 5
Treasure Chance : 15% / 25% / 100%
100 / 200
Vayne
3G
Vayne fires a heavy bolt at her target, dealing true damage.
Percent of Attack Damage : 150% / 150% / 160%
Bonus Physical Damage : 18 / 25 / 45
0 / 40
Vex
3G
Vex launches a damaging missile at her current target, dealing magic damage. Every third cast deals reduced damage to enemies after the first enemy hit.
Damage: 230 / 345 / 570
Secondary Target Damage: 150 / 225 / 370
0 / 40
Vi grants herself a 270/330/400 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 becomes unstoppable, leaping to the largest cluster of nearby enemies and slamming his sword down on the enemy with the lowest Health, dealing 260/390/900 magic damage to the primary target and 120/180/400 magic damage to enemies nearby. If Viego kills an enemy, he casts again but deals 20%/20%/10% less damage.
0 / 45
Passive: Warwick gains Omnivamp. Upon his first takedown, he enters Empowered Kill Mode 2.0, granting himself Attack Speed and causing him to leap to new targets for the rest of combat. Active: Warwick leaps and slashes at his target, attacking 6 times and dealing physical damage. If the unit dies he gains 10 mana for each remaining slash.
Percent of Attack Damage : 500% / 500% / 1500%
Omnivamp : 20% / 20% / 50%
40 / 90
Wukong
1G
Wukong spins his staff around him, dealing 150/225/335 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 / 70
Star Guardian
Star Guardians gain more Mana in combat.
- 2: 30% Mana
- 4: 60% Mana
- 6: 100% Mana
- 8: 175% Mana
Threat
1: Threats do not have a Trait bonus, but instead have powerful Abilities and increased base stats.
InfiniTeam
The InfiniTeam opens a portal to an alternate timeline. At the start of combat, any InfiniTeam unit placed on a portal summons an alternate version of themselves with different items. They get 1 for each Augment you own. The copies have reduced Health and damage.
- 3: 1 portal opens, 45% damage and 45% HP
- 5: 2 portals open, 50% damage and 50% HP
- 7: 2 portals open, 85% damage and 85% HP
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: 15 Ability Power, 15% 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 90% of their Base Health.
- 3: The PRIME gains 60 Ability Power and 60% Attack Damage
- 6: All Mechas gain 55 Ability Power and 55% Attack Damage; The PRIME gains double this amount.
LaserCorps
When a LaserCorp drone pilot attacks or is hit by an attack, their combat drone deals magic damage to the agent's target (0.40 second cooldown).
When a unit with a drone dies, the drone is reassigned to another unit with a drone.
Drone lasers deal:
- 3: 27 magic damage
- 4: 35 magic damage. All champions get a LaserCorp drone.
- 5: 55 magic damage. All champions get a LaserCorp drone.
- 6: 90 magic damage. All champions get a LaserCorp drone.
Gadgeteen
Each round, Gadgeteens create random modified weapons with powerful effects that fall apart after one round. Gadgeteens also gain Damage and Damage Reduction for each item equipped to them.
- 3: Create 1 item, 4% per item.
- 5: Create 2 items, 8% per item.
Ox Force
Ox Force units gain bonus defenses. Once per combat, when they would drop below one HP, they instead shield themselves for 50% of their maximum health for 1.5 seconds.
- 2: 5 Armor and Magic Resist
- 4: 35 Armor and Magic Resist
- 6: 75 Armor and Magic Resist
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. Boost all tiers by 25%
- 6: Boost previous tiers by 100%
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.
Riftwalker
Riftwalkers open a gap between dimensions and summon their ally Zac, who grows in power based on the star level of Riftwalkers. Zac gains the last-listed Trait of the closest Riftwalker.
3: Summon Zac
Duelist
Innate: increased movement speed.
Duelists' basic attacks grant bonus Attack Speed, up to 12 stacks.
- 2: +5% Attack Speed per stack
- 4: +8% Attack Speed per stack
- 6: +10% Attack Speed per stack; Duelists take 10% less damage
- 8: +16% Attack Speed per stack; Duelists take 20% less damage
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: +45 Ability Power
- 6: +70 Ability Power
- 8: +110 Ability Power, and orbs deal 100% Ability Power
Brawler
Brawlers gain additional maximum Health.
- 2: +20% maximum Health
- 4: +45% maximum Health
- 6: +70% maximum Health
- 6: +100% maximum Health
Renegade
Renegade units deal bonus damage, and the last one standing deals more.
- 3: 25% bonus damage, extra 20% for last alive
- 5: 40% bonus damage, extra 30% for last alive
- 7: 70% bonus damage, extra 40% for last alive
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: +11 Ability Power
Defender
Your team gains bonus Armor, and Defenders gain more.
- 2: +25 Armor, +50 for Defenders
- 4: +70 Armor, +150 for Defenders
- 6: +180 Armor, +400 for Defenders
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 increases by 1% for each cheering Mascot.
- 2: 1.50% healing
- 4: 3% healing
- 6: 6% healing
Sureshot
Combat start: Sureshots gain bonus Attack Damage now, and every 4 seconds.
- 2: +7% Attack Damage
- 3: +12% Attack Damage
- 4: +18% Attack Damage
- 5: +25% Attack Damage
Quickdraw
After every 2 damaging ability projectiles, Quickdraw units fire a bonus ability projectile. Bonus shots deal:
- 2:70% total damage
- 3:150% total damage
- 4:235% total damage
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 33% Health
Prankster
- 2: Once per combat at 50% Health, Pranksters spawn a target dummy, move to a safe location, and restore 150 Health.
- 3: And, Prankster dummies stun the enemy that killed them for 1.50 seconds.
- 4: The Health restore is increased to 350 Health and the stun duration becomes 2 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 ??? seconds of combat.
- 3: +10% Omnivamp
- 4: +20% Omnivamp for Hackers
- 5: +20% Omnivamp for Hackers, +15% for the rider
- 6: +40% Omnivamp for Hackers, +30% for the rider
Parallel
2: Ezreal learns from his older, more handsome self and joins him in future adventures. Ezreal's Ability becomes a blast that hits all enemies in a line. Ultimate Ezreal's Ability summons two additional temporal duplicates.
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 8/15/99% 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.