Teamfight Tactics Item Cheat Sheet - Set 4, TFT Fates
How to get each item in Teamfight Tactics, and information on what every TFT item does.

B.F. Sword
+15 Attack Damage



















Needlessly Large Rod
+15% Spell Power



















Recurve Bow
+15% Attack Speed



















Tear of the Goddess
+15 Starting Mana



















Giant's Belt
+200 Health



















Chain Vest
+25 Armor



















Negatron Cloak
+25 Magic Resistance



















Sparring Gloves
+10% Dodge Chance +10% Critical Chance


















Use the item chart above to quickly find the items you need in your TFT matches! We all know how little time you have between rounds of TFT to plan out what you will do with your items. That’s where our cheat sheet comes in. Updated for Set 4 - TFT Fates!
You can click on the Item Filter to keep track of what items you currently own, and easily see what advanced items you can create with them! We use the cheat sheet format to fit all the information you could possibly need on the screen, so you can read what an item does without having to tab out of Teamfight Tactics and hover or click on the items.
Win more games and stress less by using our TFT item chart. If you're here to read what each TFT item does ahead of time we also have a complete list of every item in Teamfight Tactics below.

Wearer is also a Dusk, cannot equip on a champion that's already a Dusk.
[Unique - Only One Per Champion]


+25 Magic Resist
Basic attacks heal for 40% of the damage dealt.

After each spellcast, the wearer's mana is set to 20.
[Unique - Only One Per Champion]

Negates bonus damage from critical hits on the wearer. When the wearer is hit by a basic attack, deals 80/100/150 magic damage to all nearby enemies within a 2.5 second cooldown (depending on Star level).


+25 Magic Resist
At the start of combat, the wearer and all allies within 1 hex in the same row to the left and right gain 40 spell power for the rest of combat.

Grant 20 bonus attack damage per stack. Starts at 1 stack. Gain 1 stack when participating in killing an enemy, including summoned units.
Stacks with no upper limit.

Wearer gains 60% resistance to magic damage.

Wearer is also a Duelist, cannot equip on a champion that's already a Duelist.
[Unique - Only One Per Champion]

Wearer is also a Elderwood, cannot equip on a champion that's already a Elderwood.
[Unique - Only One Per Champion]


+25 Armor
Reduces the attack speed of adjacent enemies by 50% for 0.5 seconds

+25 Magic Resist
The holder gains 15 bonus armor and magic resistance for each enemy targeting them.

+15% Attack Speed
Basic attacks and spells gain 10% increased damage (pre-mitigation), increased to 90% if the enemy has over 1750 maximum health.


+25 Armor
Upon death, cleanses negative effects and revives after 2 seconds with 400 health.
This effect can trigger once per combat.

+15% Attack Speed
Basic attacks grant 6% bonus attack speed for the rest of combat.
Stacks with no upper limit.

+10% Critical Strike Chance
+10% Dodge Chance
At the beginning of each planning phase the wearer gains one of the following:
- Basic attacks and Special Abilities deal 45% increased damage.
- Basic attacks and Special Abilities heal for 45% of the damage dealt.

+15 Attack Damage
Special Abilities heal for 33% of the damage dealt. Excess healing with this item is converted into a shield up to 400 health.

+75% Critical Strike Chance
Converts every 1% excess critical strike chance into 1% bonus critical strike damage.
[Unique - Only One Per Champion]

+25 Magic Resist
Enemies within 2 hexes have their magic resistance reduced by 40% (does not stack). Additionally, when enemies within 2 hexes cast their Special Ability, they are dealt 225% of their maximum mana as magic damage.

+20% Critical Strike Chance
The wearer's Special Ability can critically strike. Additionally, grants 50% bonus critical strike damage.

+20% Critical Strike Chance
Critical strike hits reduce the target's armor by 75% for 3 seconds. This effect does not stack.
[Unique - Only One Per Champion]

+25 Armor
At the start of combat, the wearer and all allies within 2 hexes in the same row to the left and right gain a 350/450/600/800 health shield for 8 seconds (depending on Star level).

+15 Starting Mana
When the wearer deals damage with their Special Ability, the first target hit and up to 3 enemies within 2 hexes of the target are dealt an additional 180 magic damage. Enemies who are crowd controlled are dealt an additional 180 true damage.

Wearer is also a Mage, cannot equip on a champion that's already a Mage.
[Unique - Only One Per Champion]

+200 Health
Dealing damage with a Special Ability applies a burn on the enemies hit for 10 seconds, dealing 2.5% of target's maximum health true damage each second and applying Grievous Wounds for the duration, reducing healing on the target.
[Unique - Only One Per Champion]



+20% Dodge Chance
The wearer is immune to crowd control effects for the first 10 seconds of combat.
[Unique - Only One Per Champion]


Wearer gets tripled attack range, and basic attacks cannot miss.


+200 Health
On death heals all allies for 800 health.
This effect can trigger once per combat.

+25 Magic Resist
Basic attacks fire an additional bolt at another nearby enemy, dealing 100% physical damage and applying on-hit effects. Bolts can critically strike and have infinite range.

+20% Dodge Chance
When combat begins, shoots a beam straight ahead in a 1.5-hex line that delays affected enemies' first spellcast, increasing their maximum mana by 33% until they cast.

+10% Critical Chance


+15 Attack Damage
Basic attacks restore an additional 5 mana on-hit.

+15% Attack Speed
Every third basic attack from the wearer deals 80 magic damage to the target and 2/3/4/8 additional targets (depending on Star level). Enemies who are shielded or crowd controlled are dealt an additional 240 true damage.

+25 Armor
At start of combat, and every 2 seconds thereafter, applies a 10-second burn to a random enemy within 2 hexes, dealing 2.5% of target's maximum health in true damage each second and applying Grievous Wounds for the duration, reducing healing on the target.
[Unique - Only One Per Champion]

Wearer is also a Divine, cannot equip on a champion that's already a Divine.
[Unique - Only One Per Champion]


+20% Dodge Chance
At the beginning of each planning phase the wearer equips 2 temporary items that are removed at the end of the round. Temporary items increase in power based on your player level.
Cannot be equipped to a champion that already holds another item, nor can the item holder be equipped with any additional items.
[Unique - Only One Per Champion]

+25 Armor
When the wearer takes damage from any source or inflicts a critical hit, they gain 2% bonus damage for the rest of combat, stacking up to 50%. At maximum stacks, additionally gains 25 bonus armor and bonus magic resistance, and increases in size. Resets every round.

+200 Health
At the beginning of combat the wearer gains a shield that blocks the first enemy spell that hits them. The enemy that breaks the shield is stunned for 4 seconds.

Wearer is also a Vanguard, cannot equip on a champion that's already a Vanguard.
[Unique - Only One Per Champion]

Wearer is also a Warlord, cannot equip on a champion that's already a Warlord.
[Unique - Only One Per Champion]


+10% Dodge Chance
Wearer is also a Assassin (including the Innate stealthed jump), cannot equip on a champion that's already a Assassin.
[Unique - Only One Per Champion]

+200 Health
At the start of combat, the wearer and all allies within 1 hex in the same row to the left and right gain 35% bonus attack speed for the rest of combat.

+25 Magic Resist
At the start of combat, banishes for 5 seconds the unit that mirrors the wielder's placement on the other side of the board.
[Unique - Only One Per Champion]

+200 Health
At the start of combat, the wearer taunts all nearby enemies for 1 second. Additionally, when the wearer dies, a Construct with 1500/2250/3000/5000 Health aries to continue the fight (depending on Star level).