New champions from TFT Set 5 - Reckoning have been added and the cheat sheet is up to date! Will you join the forces of darkness, or be a shining beacon of light? 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!
Aatrox strikes his target, dealing 260% / 280% / 360% of his Attack Damage, and heals himself for 25% / 30% / 40% of his maximum Health.
0 / 70
Launches 4 / 4 / 8 attacks at his target and the enemies nearest to them, dealing 100 / 150 / 300 (+140 / 150 / 180% AD) physical damage.
0 / 100
Ashe fires an arrow at the farthest enemy, dealing 300 / 400 / 800 magic damage to the first enemy hit and stunning them for 1.5s / 1.5s / 2.5s. If the arrow travels at least 5 hexes, the stun duration is doubled. Enemies within 1 hex receive 50% of these effects.
50 / 90
Brand launches a ball of fire at nearest non-seared enemy, searing them for 600 / 900 / 1500 magic damage over 12 seconds. Seared enemies have 40% / 50% / 60% reduced Magic Resist.
0 / 20
Darius transforms into a God-Wolf, becoming unstoppable as he lunges towards a nearby enemy. 3 / 4 / 10 God-Wolves join him in his hunt, each targeting their own prey. Enemies bitten by a God-Wolf are dealt 250% / 350% / 5000% of Darius's Attack Power as physical damage and have their Armor reduced by 60% for 6 seconds. After biting his prey, Darius' next 3 / 4 / 10 attacks restore 10% of his maximum Health.
30 / 100
Diana calls forth moonlight, drawing in all nearby enemies, dealing 200 / 300 / 1500 magic damage and stunning them for 1.5s / 2s / 4s.
50 / 100
Draven starts spinning an axe, empowering his next attack to deal 200% / 220% / 500% of his Attack Damage plus 150 / 200 / 500 bonus physical damage. It will return to his location after striking the target and if Draven catches it, it will refresh the buff. Draven can spin up to two axes at a time.
0 / 40
Calls down a sword that strikes a large area around his target, dealing 20% / 25% / 200% of the target's maximum health as magic damage and reducing their magic resistance by 70% for 10 seconds. He also gains a shield equal to 40% / 50% / 200% of his maximum health for 5 seconds.
0 / 30
Gragas drinks from his cask, granting him 40% / 50% / 60% damage reduction for 4 seconds, and causing his next Basic Attack to deal 175 / 250 / 400 bonus magic damage.
0 / 50
Hecarim creates an aura around himself for 3 seconds. Each enemy within takes 300 / 400 / 800 magic damage, and Hecarim heals himself for 450 / 600 / 1200 over the duration.
40 / 90
Empowers his Baby Dragon, causing its next attack to be overcharged, launching three fireballs across the battlefield, dealing 400 / 600 / 7777 magic damage while burning enemies for 6 seconds, dealing 3% of their maximum health true damage each second and applying Grievous Wounds for the duration, reducing healing on them. If Heimerdinger does not have a turret, this spell will create one instead.
0 / 140
Summons his Sentinel friend Daisy to fight with him, gifting her 100% of his ability power. Daisy immediately casts Shockwave upon arrival. If Daisy is already summoned, Ivern grants her 100 / 150 / 300 ability power and commands her to cast Shockwave again.
80 / 160
Jax slams his target for 200% / 220% / 300% of his Attack Damage and gains 33% stacking Attack Speed for the remainder of combat. Jax leaps to the nearest enemy if no target is in his Attack Range.
0 / 20
Kalista hurls a spear towards the farthest enemy, dealing 200% / 225% / 250% of her Attack Damage plus 400 / 700 / 1100 bonus physical damage to the first enemy it hits. If this kills the target, the spear continues and will deal the overkill damage to the next target it hits.
0 / 120
Karma fires a burst of energy towards a random enemy's location that detonates upon impact, dealing 200 / 250 / 1000 magic damage to adjacent enemies, and reducing Karma's maximum mana by 20 / 20 / 40 (down to a minimum of 10). Karma empowers every third cast, causing it to launch three bursts of energy toward different targets instead of one.
0 / 60
Katarina throws a dagger at the farthest enemy, dealing 200 / 250 / 450 magic damage. When the dagger lands near the target Katarina teleports to it and immediately launches 3 additional daggers at the nearest enemies that each deal 100 / 125 / 225 magic damage.
0 / 20
Kayle ascends every 5s / 4s / 1s, gaining additional bonuses. 1st: Attacks deal 70% / 80% / 1000% of Kayle's Attack Damage as bonus true damage. 2nd: Attacks explode around the target dealing her Attack Damage and bonus true damage to adjacent enemies. 3rd: Every 7th attack grants Kayle damage immunity for 1 second. 4th: Hits cause swords to rain down around the target, dealing 250 / 400 / 10000 magic damage.
0 / 5
Kennen engulfs himself in flame, dashing behind his target, then to the farthest enemy. Enemies he passes through are zapped dealing 150 / 200 / 400 magic damage and stunning them for 1.5s / 2s / 3s.
50 / 100
Kha'Zix slashes the nearest enemy, dealing 250 / 350 / 550 magic damage. If the enemy has no adjacent allies, this damage is increased to 750 / 1050 / 1650.
0 / 60
Creates a circular zone around themselves for 2.5s / 3s / 10s that prevents allies within from dropping below 100 / 100 / 2500 health or dying. While active, Wolf is invulnerable.
50 / 150
Kled enters combat on Skaarl, granting him a shield for 80% of his maximum health. When the shield is broken he dismounts, briefly becoming untargetable, and granting him 50 / 60 / 70% Attack Speed and causing every 4th attack to deal 200% of his Attack Damage.
0 / 0
LeBlanc launches ethereal chains at the two enemies nearest her, dealing 150 / 225 / 400 magic damage and, after a short delay, stunning them for 1.5s / 2s / 2.5s.
0 / 50
Lee Sin slams the ground, dealing 250 / 350 / 750 magic damage to nearby enemies and slowing their attack speed by 50% for 4 seconds.
30 / 70
Leona raises her shield, reducing all incoming damage by 30 / 60 / 250 for 4 seconds.
0 / 60
Hurls a dagger towards the enemy with the most attack damage, dealing 250 / 300 / 400 magic damage to the first target it hits. After hitting its initial target or at its final destination, the dagger explodes dealing 125 / 150 / 200 magic damage to nearby targets. All enemies hit by this spell have their attack damage reduced by 40% for 8 seconds.
0 / 50
Lulu casts an enchantment on 3 / 4 / 6 units nearest to her. If this enchants an ally, they gain 30% / 60% / 100% bonus Attack Speed for 4 seconds. If this enchants an enemy, they are transformed into a docile feline, stunning them for 2s / 2.5s / 4s and causing them to take 20% increased damage.
40 / 70
Lux launches her wand toward her farthest ally, which returns to her shortly after reaching them. Lux and each ally touched by the wand are shielded 150 / 225 / 400 for 3 seconds. Additionally, Lux empowers her next basic attack to deal an additional 200 / 350 / 800 magic damage.
30 / 70
Mordekaiser shields himself for 50% of his maximum health for 5 seconds, empowering his mace to deal 450 / 600 / 5000 bonus magic damage and gain 1 hex of range for the same duration.
Bonus Damage: 450 / 600 / 5000
0 / 70
Fires chains to nearby enemies within 2 hexes, dealing 250 / 300 / 550 magic damage. After 3 seconds, all chained enemies are dealt 250 / 300 / 550 magic damage and stunned for 2.5s / 3s / 4s.
0 / 60
Nautilus erupts the ground beneath his target, knocking them up and stunning them for 3s / 4s / 6s, and dealing 100 / 200 / 500 magic damage. Enemies adjacent to the target receive half of this effect.
50 / 120
Nidalee transforms into a cougar, leaping behind her target. While in cougar form, Nidalee's attack range is reduced to 1 hex, she gains 45% dodge chance, and whenever she dodges her next attack deals 100 / 150 / 375 bonus magic damage.
0 / 60
Every third attack, Nocturne slashes all adjacent enemies for 125% of his Attack Damage, and heals himself for 70% / 80% / 90% of the damage dealt. If only one target is hit, Nocturne increases his Attack Speed by 20% / 30% / 60% for 3 seconds.
0 / 0
Willump bites his target, dealing 500 / 750 / 1500 magic damage. If Willump's target has less Health than he does before the bite, it deals an additional 50% damage and becomes true damage.
0 / 70
Pantheon braces his shield, reducing all incoming damage by 75% / 80% / 90% for 4 seconds, and dealing 400% / 450% / 650% of his Attack Damage in the area in front of him over the duration.
30 / 60
Poppy throws her buckler at the farthest enemy, dealing 100 / 150 / 225 magic damage. The buckler then bounces back, granting Poppy a shield that blocks 200 / 300 / 450 damage.
40 / 80
Rell leaps into the air, creating a tether between herself and her farthest ally. When she lands the tether is broken, granting all allies near and between them a 350 / 500 / 3000 shield for 4 seconds and stunning all enemies in the same area for 1.5s / 2s / 8s.
80 / 140
Riven empowers her blade after a 0.3-second delay, stunning nearby enemies for 1.5 seconds while dealing 100 / 200 / 350 magic damage. For the next 8 seconds, she gains 90% / 100% / 130% bonus Attack Damage.
0 / 40
Ryze imprisons the nearest enemy, dealing 200 / 250 / 800 magic damage and stunning them for 1.5s / 2s / 4s. His next cast is then empowered to spread from his target, applying the same damage and stun to all enemies in a large area around the target.
20 / 50
Sejuani signals Bristle to charge, dealing 300/450/750 magic damage and stunning the target for 2s / 3s / 4s. She then gains Frost Armor, granting her 60/120/300 Armor and Magic Resist.
0 / 60
Sett pulls back for a punch, shredding 15 / 20 / 25 armor for 10 seconds and dealing 160% / 180% / 200% of his attack damage as physical damage to all enemies in the area.
0 / 40
Soraka calms the area around the enemy with the highest current percent mana, dealing 150 / 250 / 500 magic damage to all enemies hit and increasing the cost of their next ability by 35% / 35% / 50%.
30 / 80
Syndra grabs the nearest enemy and flings them towards the farthest enemy, dealing 250 / 350 / 650 magic damage to all nearby enemies upon impact and stunning the thrown target for 2s / 2.5s / 4s.
40 / 80
All allies in a large area around Taric are healed for 500 / 750 / 5000 and gain 50 / 75 / 500 Armor for 5 seconds.
100 / 200
Scatters 5 / 6 / 42 Infernal Souls around a random enemy. When an enemy nears an Infernal Soul (or after 3 seconds), it explodes dealing 140 / 175 / 666 magic damage to nearby enemies and reducing their attack speed by 50%.
0 / 60
Thresh throws his scythe, chaining to the farthest enemy (2 / 3 / 5 pull), dealing 100 / 200 / 300 magic damage, and pulling them toward himself.
60 / 100
Trundle drains the strength of his current target, stealing 30% / 40% / 50% of their Health, Armor, Magic Resist, and Attack Damage for 6 seconds.
0 / 60
Swaps between Turtle and Tiger stance with each cast, gaining the following benefits:
TURTLE: Gains a 250 / 350 / 550 shield for 4 seconds. TIGER: Strikes 3 times quickly with his next basic attack dealing 130 / 140 / 200% AD physical damage.
30 / 40
Varus fires a hail of arrows around his target, dealing 140% / 150% / 200% of his Attack Damage as physical damage. Varus and allies within the area are blessed, causing them to deal 25 / 50 / 100 bonus magic damage with their attacks for 6 seconds.
20 / 75
Basic attacks apply a Silver Bolts stack. The third stack consumes all stacks on the target to deal 65 / 90 / 140 bonus true damage.
0 / 0
Vel'Koz channels a ray of energy toward the enemy nearest to the center of the battlefield over 3 seconds, dealing 700 / 1000 / 4000 magic damage over the duration. The beam widens as Vel'Koz channels, and he will turn if there are no enemies in the area.
0 / 90
Viego attempts to corrupt the soul of his target for 5 seconds, stunning them and dealing 150 / 250 / 10000 magic damage each second, increased by 100% each second. Viego will be interrupted if he is stunned. If his victim dies, they are resurrected at full health to fight for him, but lose 15% / 7% / 0% of their maximum health per second. Viego's allies prefer to not target Viego's victim while they're being corrupted, and corrupted enemies benefit from your team's Traits rather than their original owner's Traits.
0 / 50
Viktor blasts his target, dealing 300 / 500 / 850 magic damage to the nearest enemy and granting a 150 / 250 / 425 shield to the ally nearest to that enemy for 3 seconds.
30 / 50
Vladimir deals 250 / 350 / 500 magic damage to the target and heals himself for 200 / 280 / 400.
0 / 85
Volibear leaps toward his target then slams the ground in a large area around him, removing any shields, dealing 150 / 250 / 5000 magic damage and knocking up and stunning enemies for 2.5s / 3s / 10s.
100 / 170
Warwick leaps to the enemy with the lowest percent health, stunning them and dealing 200 / 300 / 450 magic damage and healing himself for 100% of the damage over 2 seconds. If this ability kills the target, Warwick will instantly cast again.
60 / 100
Yasuo strikes his target, dealing 300 / 400 / 750 magic damage. He then empowers his blade, gaining stacking 30 / 40 / 75 bonus true damage on-hit for the rest of combat.
0 / 40
Ziggs throws an arcane bomb at his target, dealing 200 / 300 / 500 magic damage.
0 / 40
Zyra sends a surge of vines toward the farthest enemy. Enemies hit by the vines are dealt 250 / 350 / 700 magic damage and stunned for 1.5s / 2s / 3s.
40 / 80
When 3 allied champions have died, the Monstrosity will awaken from its grave. The Monstrosity gets bonus health and attack damage based on allied Abomination units' Star Levels.
The Monstrosity will also receive a random copy of an item from each of the three Abomination Champions nearest the grave when combat starts.
- 3: 1000 Health, 100 Attack Damage
- 4: 1400 Health, 140 Attack Damage
- 5: 1800 Health, 180 Attack Damage
At the start of combat, the champion nearest to the center of your Coven champions is chosen as the Coven Leader, gaining 60% bonus Ability Power.
Each time a Coven champion casts, 15% of the cost is bestowed upon the Coven Leader as Mana.
Dawnbringers rapidly heal some of their maximum Health the first time they drop below 50%. When this occurs, all allied Dawnbringers gain 10% bonus damage.
- 2: 30% of Maximum Health
- 4: 60% of Maximum Health
- 6: 100% of Maximum Health
- 8: 160% of Maximum Health
In Hyper Roll, dragon eggs hatch a lot faster!
- 3: At the end of each player combat, gain a dragon egg on your bench. The bigger the egg, the longer it takes to hatch, and the rarer the reward.
- 5: Dragon eggs are golden! Golden eggs hatch into even rarer loot.
Dragonslayers gain bonus Ability Power. After the first Dragonslayer ally scores a takedown on an enemy with at least 1400 maximum Health, all allies gain additional Ability Power for the rest of the round.
- 2: 30% Ability Power for Dragonslayers, 20% for team
- 4: 80% Ability Power for Dragonslayers, 60% for team
Wolf separates from Lamb, and can be placed anywhere on the battlefield. Wolf does not count toward your team size, and receives all of Lamb's stat bonuses.
Forgotten champions have bonus Attack Damage and Ability Power. Each Shadow item held by a Forgotten champion increases these bonuses by 10% on all Forgotten champions, stacking up to 4 times.
- 3: 30 Attack Damage and Ability Power
- 6: 70 Attack Damage and Ability Power
- 9: 160 Attack Damage and Ability Power
Hellions gain Attack Speed.
Whenever a Hellion dies, a Doppelhellion (a one less star copy) will leap from the Hellion portal and join the fight!
- 3: 5% Attack Speed
- 5: 50% Attack Speed
- 7: 125% Attack Speed
Nightbringers gain a shield for 8 seconds equal to a percent of their maximum Health the first time they drop below 50%. When this occurs, that Nightbringer gains bonus damage.
- 2: 30% Shield, 20% Damage
- 4: 60% Shield, 30% Damage
- 6: 90% Shield, 40% Damage
- 8: 140% Shield, 50% Damage
Redeemed champions have increased Armor, Magic Resist, and Ability Power. When they die, their bonus is split among remaining Redeemed allies.
- 3: 30 Armor & Magic Resist, 30% Ability Power
- 6: 50 Armor & Magic Resist, 50% Ability Power
- 9: 70 Armor & Magic Resist, 70% Ability Power
Revenants revive after their first death each combat. Once revived, they take and deal 30% increased damage.
- 2: Revive with 30% Health
- 3: Revive with 75% Health
Champions that start combat adjacent to at least one Verdant ally are immune to crowd control for a duration.
- 2: 5 seconds
- 3: 8 seconds
Innate: When combat starts, Assassins leap to the enemy backline. Assassin's Abilities can critically strike and they gain bonus Critical Strike Chance and bonus Critical Strike Damage.
- 2: +10% Crit Chance and +25% Crit Damage
- 4: +30% Crit Chance and +55% Crit Damage
- 6: +50% Crit Chance and +90% Crit Damage
Brawlers gain additional maximum Health.
- 2: +400 Health
- 4: +1000 Health
Caretakers deploy with a Baby Dragon that can be placed anywhere on the battlefield. The Baby Dragon gains 80% of its Caretaker's Attack Speed, and restores 80 Mana to the Caretaker upon death.
Innate: Cavaliers charge quickly towards their target whenever they move.
Cavaliers take reduced damage. At the start of combat and after each charge, this effect is doubled for 4 seconds.
- 2: 15% Damage Reduction
- 3: 30% Damage Reduction
- 4: 40% Damage Reduction
A Cruel champion hungers to be alone against exactly 1 enemy left standing.
Cruel champions are purchased with Little Legend Health instead of gold. They can be sold for gold, but not Health. You're welcome.
God-Kings deal 20% bonus damage to enemies who have at least one of their Rival Traits. This effect is only active when you have exactly 1 unique God-King.
Garen's Rivals: Forgotten, Nightbringer, Coven, Hellion, Dragonslayer, Abomination, Revenant
Darius' Rivals: Redeemed, Dawnbringer, Verdant, Draconic, Ironclad
All allies gain extra Mana from their attacks.
All allies block a flat amount of damage from all sources.
- 2: 15 Damage Blocked
- 4: 40 Damage Blocked
- 6: 90 Damage Blocked
Legionnaires gain bonus Attack Speed, and their first attack after casting an Ability heals them for 50% of the damage dealt.
- 2: 25% Attack Speed
- 4: 60% Attack Speed
- 6: 150% Attack Speed
- 8: 250% Attack Speed
All allies gain Magic Resist.
- 2: 40 Magic Resist
- 3: 100 Magic Resist
- 4: 200 Magic Resist
Rangers gain bonus Attack Speed every 4 seconds, and lose it every 4 seconds, This effect begins 4 seconds after combat starts.
- 2: +60% Attack Speed
- 4: +140% Attack Speed
Renewers heal for a percent of their maximum Health each second. If they're full health, they restore Mana instead.
- 2: 3% Health or 3% Mana
- 4: 6% Health or 6% Mana
Skirmishers gain a shield at the start of combat, and bonus Attack Damage each second.
- 3: 300 Shield and +3 Attack Damage
- 6: 600 Shield and +10 Attack Damage
Spellweavers have bonus Ability Power, which increases whenever any champion uses an ability (up to 10 times).
- 2: 20% AP, 2% bonus AP
- 4: 50% AP, 5% bonus AP