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Teamfight Tactics Item Cheat Sheet - Set 5, TFT Reckoning

How to get Teamfight Tactics Set 5 items, shadow items, and what each TFT item does.

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Shadow Sword

+10 Attack Damage

Gain +15 AD per kill or assist (starts at 3). -20% HP
Spells & atks deal +45% dmg. If target HP <1100, -15% dmg
On 1st death, revive with 80% HP and -50% AS after 2s.
Spells heal the nearest ally with < 60% HP for 60% of dmg dealt.
-33% HP at start. Atks heal 40%. When HP=90% +AS for 3s
+14 mana on basic attacks. Deal -20% damage
-25% AS to allies on left and right. +40% AS for each ally affected
75% crit chance, +30% crit dmg. Take 3% HP dmg when you crit.

Shadow Bow

+10% Attack Speed

Spells & atks deal +45% dmg. If target HP <1100, -15% dmg
+1 atk range. If no enemies in 2, +40% AS. Atks can't miss
Every 4s, next atk deals 40% of dmg taken
Gain 8% AS per hit. Stacks infinitely. Lose 3% HP each attack.
Atks hit +2 nearby targets for 60% dmg. No on hit effects.
Every 2nd atk deal 55 dmg to +4 targets & reduces MR. -50% AD
On death create a 500 HP construct. Explodes on death.
Crits reduce armor & MR by 50% for 2s. -50% armor & MR

Shadow Vest

+20 Armor

On 1st death, revive with 80% HP and -50% AS after 2s.
Every 4s, next atk deals 40% of dmg taken
Reduces physical damage taken by 50%
Wearer + 2 allies to left & right take 25% less dmg & -5 mana / atk
Every 2s heal 45 HP for each attacker
-50% enemy AS, range 2. +1 range per FH. -50% AS of allies in 1
Burn 25% of enemy's HP in 3 and -healing. Burns you for 4%.
Shoots a beam that greatly delays enemy and ally spellcast.

Shadow Rod

+10 Spell Power

Spells heal the nearest ally with < 60% HP for 60% of dmg dealt.
Gain 8% AS per hit. Stacks infinitely. Lose 3% HP each attack.
Wearer + 2 allies to left & right take 25% less dmg & -5 mana / atk
+125% Ability Power. -20% HP
Enemies and allies in 2 take dmg on spellcast. Gain 5AP per trigger
On spellcast gain max health and heal for 300% of max mana
-50% spell dmg. Burn 100% enemy HP over 25s & reduce healing
Spells can crit. +40% crit dmg, +20% crit%, -15% HP on spellcast

Shadow Cloak

+20 Magic Resist

-33% HP at start. Atks heal 40%. When HP=90% +AS for 3s
Atks hit +2 nearby targets for 60% dmg. No on hit effects.
Every 2s heal 45 HP for each attacker
Enemies and allies in 2 take dmg on spellcast. Gain 5AP per trigger
-15% magic damage taken. Negates critical hits
Allies to left and right gain +40 AP. You lose 20 AP
Banish opposite unit for 5s. Pierces through CC immunity
Immune to CC. -20% HP

Shadow Tear

+15 Mana

+14 mana on basic attacks. Deal -20% damage
Every 2nd atk deal 55 dmg to +4 targets & reduces MR. -50% AD
-50% enemy AS, range 2. +1 range per FH. -50% AS of allies in 1
On spellcast gain max health and heal for 300% of max mana
Allies to left and right gain +40 AP. You lose 20 AP
After spellcast mana = 15. If < 60% HP, mana = 50
Every 5s heal all other allies for 15% HP and lose 10% HP
+40 AD/AP, heal 40% dmg dealt. Lose or gain effects on kills

Shadow Belt

+150 Health

-25% AS to allies on left and right. +40% AS for each ally affected
On death create a 500 HP construct. Explodes on death.
Burn 25% of enemy's HP in 3 and -healing. Burns you for 4%.
-50% spell dmg. Burn 100% enemy HP over 25s & reduce healing
Banish opposite unit for 5s. Pierces through CC immunity
Every 5s heal all other allies for 15% HP and lose 10% HP
+1800 HP, -100 HP/s
Gain spell shield. Teleport to enemy who breaks it

Shadow Gloves

+5% Crit Chance +10% Dodge

75% crit chance, +30% crit dmg. Take 3% HP dmg when you crit.
Crits reduce armor & MR by 50% for 2s. -50% armor & MR
Shoots a beam that greatly delays enemy and ally spellcast.
Spells can crit. +40% crit dmg, +20% crit%, -15% HP on spellcast
Immune to CC. -20% HP
+40 AD/AP, heal 40% dmg dealt. Lose or gain effects on kills
Gain spell shield. Teleport to enemy who breaks it
Can't hold other items; Gain 2 temp shadow items/round.

B.F. Sword

+10 Attack Damage

Gain +10 AD per kill or assist (starts at 3)
Spells & atks deal +10% dmg. If target HP > 1750, +80% dmg
On 1st death, revive with 400 HP after 2s
Spells heal for 33% of dmg dealt. Overheal creates a shield.
Atks heal for 40% of dmg dealt. When HP < 40% gain a shield
+8 mana on basic attacks
Wearer and allies to left and right gain +25% atk speed
75% Crit Chance. Converts excess crit chance to crit damage.

Recurve Bow

+10% Attack Speed

Spells & atks deal +10% dmg. If target HP > 1750, +80% dmg
+1 atk range and +40% AS. Atks can't miss
Gain 3 atk and spell power when you take damage or crit
Gain 6% attack speed per hit. Stacks infinitely.
Attacks hit 1 additional target for 75% AD damage.
Every 3rd atk deals 70 magic damage to 3 extra targets.
Taunt at start. On death create a high health construct.
Critis reduce targets armor by 70% for 5s. Does not stack

Chain Vest

+20 Armor

On 1st death, revive with 400 HP after 2s
Gain 3 atk and spell power when you take damage or crit
Negates incoming crits, deals AOE dmg when hit
The wearer and allies within 2 hexes gain a shield for 8s
Gain 18 armor and MR for each attacker
Reduces AS of enemies within 2 Hexes by 35%
Burn 2.5% of an enemy's health within 2 and reduce healing
Shoots a beam that delays enemy spellcast.

Needlessly Large Rod

+10 Spell Power

Spells heal for 33% of dmg dealt. Overheal creates a shield.
Gain 6% attack speed per hit. Stacks infinitely.
The wearer and allies within 2 hexes gain a shield for 8s
Increases ability power by 70%
Enemies within 2 have -40% MR and take dmg on spellcast
Gain 35% Max Mana as AP on each ability cast
Spells burn 2.5% enemy HP over 10s & reduce healing
Special ability can critically strike. +40% crit damage.

Negatron Cloak

+20 Magic Resist

Atks heal for 40% of dmg dealt. When HP < 40% gain a shield
Attacks hit 1 additional target for 75% AD damage.
Gain 18 armor and MR for each attacker
Enemies within 2 have -40% MR and take dmg on spellcast
+250 Magic Resist
All allies within 1 hex gain 25 AP
Banish the unit opposite you for 5s
Debuffs and CC immunity for the first 12s

Tear of the Goddess

+15 Mana

+8 mana on basic attacks
Every 3rd atk deals 70 magic damage to 3 extra targets.
Reduces AS of enemies within 2 Hexes by 35%
Gain 35% Max Mana as AP on each ability cast
All allies within 1 hex gain 25 AP
After spellcast, wearer's mana is set to 20.
Allies in 1 heal 25% HP every 5s and take reduced AOE dmg
Each round randomly gain +40 AP/AD or heal 40% dmg dealt

Giant's Belt

+150 Health

Wearer and allies to left and right gain +25% atk speed
Taunt at start. On death create a high health construct.
Burn 2.5% of an enemy's health within 2 and reduce healing
Spells burn 2.5% enemy HP over 10s & reduce healing
Banish the unit opposite you for 5s
Allies in 1 heal 25% HP every 5s and take reduced AOE dmg
+1000 Health
Start combat with a spell shield. Stun who breaks it for 4s

Sparring Gloves

+5% Crit Chance +10% Dodge

75% Crit Chance. Converts excess crit chance to crit damage.
Critis reduce targets armor by 70% for 5s. Does not stack
Shoots a beam that delays enemy spellcast.
Special ability can critically strike. +40% crit damage.
Debuffs and CC immunity for the first 12s
Each round randomly gain +40 AP/AD or heal 40% dmg dealt
Start combat with a spell shield. Stun who breaks it for 4s
Can't hold other items; Gain 2 temp items/round.

Spatula

It must do something...

Wearer is also a Skirmisher
Wearer is also a Legionnaire
Wearer is also an Ironclad
Wearer is also a Spellweaver
Wearer is also a Redeemed
Wearer is also a Renewer
Wearer is also a Dawnbringer
Wearer is also a Assassin
Gain +1 team size

Shadow Spatula

It must do something evil...

The holder is also a Forgotten
Wearer is also a Hellion
Wearer is also a Cavalier
Wearer is also a Dragonslayer
Wearer is also a Revenant
The holder is also a Coven
Wearer is also a Nightbringer
Wearer is also a Abomination
Gain +2 team size, but double damage from losses

TFT Set 5 Shadow Items: How Shadow Items Work

The new mechanic introduced in Set 5: TFT Reckoning is Shadow Items. On top of your normal base items like B.F. Sword, there will be a shadow version of every base item. These will be highlighted with a teal border.

When you combine a shadow item with a non shadow item, or combine two shadow items, you will create a shadow version of the item you build. These shadow items typically have benefits and drawbacks, so you'll need to choose which version of the item is best for the team you are building. Be sure to use the Normal and Shadow toggle on the item cheat sheet to reference what each version of the item does!

Also note there is a Shadow Spatula, which means there are twice as many items that can change a unit's origin or class in this set!

TFT Item Cheat Sheet

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 5 - TFT Reckoning!

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.

TFT Items List

Abomination Emblem +15% Critical Strike Chance

The holder gains the Abomination trait. [Unique - Only One Per Champion]

Assassin Emblem (Standard Item)
The holder gains the Assassin trait. [Unique - Only One Per Champion]
Archangel's Staff +10% Ability Power
+15 Starting Mana

Each time the wearer casts their ability, they gain spell power equal to 35% maximum mana.

Archdemon's Staff (Shadow Item)
Each time the holder casts their ability, they gain empty maximum Health equal to 300% of their maximum Mana. The holder then heals for that amount.
Archdemon's Staff of Immortality +10 Ability Power
+15 Mana

Each time the holder casts their ability, they gain empty maximum Health equal to 300% of their maximum Mana. The holder then heals for that amount.

Archangel's Staff (Standard Item)
Each time the wearer casts their ability, they gain Ability Power equal to 35% of their max Mana.
Assassin Emblem +5% Critical Strike Chance
+10% Dodge Chance

Wearer is also an Assassin. Cannot equip on a champion that is already an Assassin. [Unique - Only One Per Champion]

Abomination Emblem (Shadow Item)
The holder gains the Abomination trait. [Unique - Only One Per Champion]
B.F. Sword +10 Attack Damage
Bloodthirster +10 Attack Damage
+20 Magic Resist

Basic attacks heal for 40% of the damage dealt. Gains a 30% maximum health shield for 5 seconds if the wearer falls below 40% maximum health.

Riskthirster (Shadow Item)
Physical damage heals the holder for 40% of the damage dealt. Each time the holder heals to 90% Health, they gain 30% Attack Speed for 3 seconds (does not stack). The holders takes 33% of their maximum Health as true damage at the beginning of combat.
Blue Buff +30 Starting Mana

After each spellcast, the wearer's mana is set to 20. (Unique: only one per champion)

Very Dark Blue Buff (Shadow Item)
After casting their spell, the wearer's Mana is set to 15. If the wearer has less than 60% health, this is increased to 50. (Unique: only one per champion)
Bramble Vest +40 Armor

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

Refracted Bramble Vest (Shadow Item)
Reduces incoming physical damage by 50%.
Caustic Deathblade +20 Attack Damage

Contributing to a kill grants +15 Attack Damage for the remainder of combat. This effect can stack any number of times (starting at 3 stacks). The wearer receives a penalty of -20% max health.

Deathblade (Standard Item)
Each time the holder casts their ability, they gain empty maximum Health equal to 300% of their maximum Mana. The holder then heals for that amount.
Caustic Quicksilver +20 Magic Resist
+15% Critical Strike Chance

The wearer is immune to crowd control, but has 20% less max health.

Quicksilver (Standard Item)
The wearer is immune to crowd control for the first 10 seconds of combat. (Unique: only one per champion)
Cavalier Emblem +20 Armor

The holder gains the Cavalier Trait. [Unique - Only One Per Champion]

Ironclad Emblem (Standard Item)
The holder gains the Ironclad Trait. [Unique - Only One Per Champion]
Chain Vest +20 Armor
Chalice of Malice +20 Magic Resist
+15 Mana

When combat begins, all allies within 1 hex in the same row gain 40 Ability Power for the rest of combat. The wearer loses 20 Ability Power.

Chalice of Power (Standard Item)
When combat begins, the wearer and all allies within 1 hex in the same row gain 25 Ability Power for the rest of combat.
Chalice of Power +20 Magic Resist
+15 Starting Mana

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

Chalice of Malice (Shadow Item)
When combat begins, all allies within 1 hex in the same row gain 40 Spell Power for the rest of combat. The wearer loses 20 Spell Power.
Coven Emblem +15 Mana

The holder gains the Coven trait. [Unique - Only one per champion]

Renewer Emblem (Standard Item)
The holder gains the Renewer trait. [Unique - Only one per champion]
Dark Shroud of Stillness +20 Armor
+15% 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 35% until they cast. [Unique - Only One Per Champion]

Shroud of Stillness (Standard Item)
When combat begins, shoots a beam straight ahead and behind in a 1.5-hex line that delays affected allies (excluding the wearer) and enemies' first spellcast, increasing their maximum mana by 65% until they cast. [Unique - Only One Per Champion]
Dawnbringer Emblem +150 Health

Wearer is also a Dawnbringer. Cannot equip on a champion that is already a Dawnbringer. [Unique - Only One Per Champion]

Nightbringer Emblem (Shadow Item)
The holder gains the Nightbringer trait. [Unique - Only One Per Champion]
Deathblade +30 Attack Damage

Grant 10 bonus attack damage per stack. Starts at 3 stacks. Gain 1 stack when participating in killing an enemy, including summoned units. Stacks with no upper limit.

Caustic Deathblade (Shadow Item)
Contributing to a kill grants +15 Attack Damage for the remainder of combat. This effect can stack any number of times (starting at 3 stacks). The wearer receives a penalty of -20% max health.
Dragon's Claw +250 Magic Resist

Refracted Dragon's Claw (Shadow Item)
Reduces incoming magic damage by 15%. Negates bonus damage from Critical strike icon.png critical hits.
Dragonslayer Emblem +15 Ability Power

The holder gains the Dragonslayer Trait. [Unique - Only One Per Champion]

Spellweaver Emblem (Standard Item)
The holder gains the Spellweaver Trait. [Unique - Only One Per Champion]
Eclipse Cape +200 Health
+25 Armor

Every 1.5 seconds, a random enemy within 3 hexes is burned for 25% of their maximum Health over 10 seconds. Any healing they receive is reduced by 50%. The wearer is also burned for 4% of their maximum Health every second. (Unique)

Sunfire Cape (Standard Item)
At start of combat, and every 2.5 seconds thereafter, applies a 10-second burn to a random enemy within 2 hexes, 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)
Evil Giant Slayer +10 Attack Damage
+10% Attack Speed

The holders abilities and attacks do 45% bonus damage. If the target has less than 1100 maximum Health, the holder's Abilities and attacks do 15% decreased damage instead.

Giant Slayer (Standard Item)
The holder's Abilities and attacks do 10% bonus damage. If the target has more than 1750 maximum Health, the bonus increases to 70%.
Fallen Guardian Angel +10 Attack Damage
+20 Armor

Prevents the holder's first death, placing them in stasis instead. After 2 seconds, they return with 80% Health and shed all negative effects. After this effect trigger's, the holder's Attack Speed is reduced by 50% for the rest of combat.

Guardian Angel (Standard Item)
Prevents the wearer's first death, placing them in stasis instead. After 2 seconds, they return with 400 Health and shed all negative effects.
Final Whisper +10% Attack Speed
+15% Crit Chance

When the holder inflicts a critical hit, the target's Armor and Magic Resist are reduced by 50% for 2 seconds. The holder's Armor and Magic Resist are also permanently reduced by 50%.

Last Whisper (Standard Item)
Critical strike hits reduce the target's armor by 70% for 5 seconds. This effect does not stack. [Unique - Only One Per Champion]
Force of Darkness Wearer's team gains +2 maximum team size but the player's Little Legends takes 100% extra damage.

Force of Nature (Standard Item)
Gain +1 maximum team size.
Force of Nature Gain +1 maximum team size.

Force of Darkness (Shadow Item)
Wearer's team gains +2 maximum team size but the player's Little Legends takes 100% extra damage.
Forgotten Emblem +10 Attack Damage

The holder gains the Forgotten trait. [Unique - Only one per champion]

Skirmisher Emblem (Standard Item)
The holder gains the Skirmisher trait. [Unique - Only one per champion]
Frozen Dark Heart +20 Armor
+15 Mana

Reduces the Attack Speed of all enemies within 2 hexes by 50%. Each Frozen Heart a champion carries beyond the first increases the radius of this effect. The Attack Speed of allies (except the wearer) within 1 hex is reduced by 50%.

Frozen Heart (Standard Item)
Reduces the Attack Speed of enemies within 2 Hexes by 35%. [Unique - Only One Per Champion]
Frozen Heart +20 Armor
+15 Starting Mana

Reduces the attack speed of enemies within 2 hexes by 25% for 0.5 seconds. [Unique - Only One Per Champion]

Frozen Dark Heart (Shadow Item)
Reduces the Attack Speed of all enemies within 2 hexes by 50%. Each Frozen Heart a champion carries beyond the first increases the radius of this effect. The Attack Speed of allies (except the wearer) within 1 hex is reduced by 50%.
Gargoyle Stoneplate +20 Armor
+20 Magic Resist

The holder gains 18 bonus armor and bonus magic resistance for each enemy targeting them.

Gargoyle Stoneplate of Immortality (Shadow Item)
Every 2 seconds, the wearer heals themselves for 45 Health for each unit targeting them.
Gargoyle Stoneplate of Immortality +25 Armor
+25 Magic Resist

Every 2 seconds, the wearer heals themselves for 45 Health for each unit targeting them.

Gargoyle Stoneplate (Standard Item)
The holder gains 20 bonus armor and magic resistance for each enemy targeting them.
Giant Slayer +10 Attack Damage
+10% Attack Speed

Basic attacks and spells gain 10% increased damage (pre-mitigation), increased to 80% if the enemy has over 1750 maximum health.

Evil Giant Slayer (Shadow Item)
The holders abilities and attacks do 45% bonus damage. If the target has less than 1100 maximum Health, the holder's Abilities and attacks do 15% decreased damage instead.
Giant's Belt +150 Health
Guardian Angel +10 Attack Damage
+20 Armor

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

Fallen Guardian Angel (Shadow Item)
Prevents the holder's first death, placing them in stasis instead. After 2 seconds, they return with 80% Health and shed all negative effects. After this effect trigger's, the holder's Attack Speed is reduced by 50% for the rest of combat.
Guinsoo's Rageblade +10% Ability Power
+10% Attack Speed

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

Guinsoo's Sacrificial Rageblade (Shadow Item)
Attacks grant +8% bonus Attack Speed for the rest of combat. The bonus Attack Speed can stack any number of times. The holder is dealt 3% of their maximum Health as true damage each attack.
Guinsoo's Sacrificial Rageblade +10% Spell Power
+10% Attack Speed

Attacks grant +8% bonus Attack Speed for the rest of combat. The bonus Attack Speed can stack any number of times. The holder is dealt 3% of their maximum Health as true damage each attack.

Guinsoo's Rageblade (Standard Item)
Basic attacks grant 6% bonus attack speed for the rest of combat. Stacks with no upper limit.
Hand of Justice +10 Starting Mana
+15% Crit Chance

At the start of each round, randomly gains one of the following buffs: Grants 40 bonus attack damage and 40 spell power, or Basic attacks and abilities heal for 40% of the damage dealt.

Archdemon's Staff (Shadow Item)
The holder begins combat with two buffs: +40 Attack Damage and +40 Spell Power; Basic Attacks and Spells heal for 40% of damage dealt After each takedown, if the holder has these buffs, they lose them; if they do not, they get both buffs again.
Hand of Vengeance +10 Mana
+15% Crit Chance

The holder begins combat with two buffs: +40 Attack Damage and +40 Spell Power; Basic Attacks and Spells heal for 40% of damage dealt After each takedown, if the holder has these buffs, they lose them; if they do not, they get both buffs again.

Hand of Justice (Standard Item)
At the beginning of each planning phase, the wearer gains one of the following: +40 Attack Damage and 40 Ability Power, or Basic attacks and spells heal for 40% of damage dealt.
Hellion Emblem +10% Attack Speed

The holder gains the Hellion trait. [Unique - Only One Per Champion]

Legionnaire Emblem (Standard Item)
The holder gains the Legionnaire trait. [Unique - Only One Per Champion]
Hextech Gunblade +10 Attack Damage
+10% Spell Power

Abilities heal for 33% of the damage dealt. Excess healing with this item is converted into a shield up to 300 health.

Hextech Gunblade Of Immortality (Shadow Item)
The holder's magic and true damage from Abilities heals the nearest ally with missing Health for 60% of the damage dealt. This heal cannot affect the holder.
Hextech Gunblade of Immortality +10 Attack Damage
+10 Spell Power

The holder's magic and true damage from Abilities heals the nearest ally with missing Health for 60% of the damage dealt. This heal cannot affect the holder.

Hextech Gunblade (Standard Item)
The holder's magic and true damage from Abilities heal them for 33% of the damage dealt. Excess healing fuels a shield that protects the holder against up to 300 damage.
Infinity Edge +10 Attack Damage
+75% Critical Strike Chance

Converts every 1% excess critical strike chance into 1% bonus critical strike damage.

Sacrificial Infinity Edge (Shadow Item)
Grants +75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage. The holder also gains 30% Critical Strike Damage. Each time the holder critically strikes, they deal 3% of their maximum Health to themselves as true damage. [Unique - Only one per champion]
Ionic Dark-Spark +15 Ability Power
+20 Magic Resist

Enemies and allies within 2 hexes are zapped when they cast an ability, taking magic damage scaling with their max Mana. Enemies take 200% of their max mana, and allies take 100% of their max mana. Whenever an ally or enemy is zapped, the wearer gains 5 Ability Power for the rest of combat.

Ionic Spark (Standard Item)
Enemies within 2 hexes have their Magic Resist reduced by 40% (does not stack). When they cast a spell, they are zapped taking magic damage equal to 225% of their max Mana.
Ionic Spark +10% Ability Power
+20 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 200% of their maximum mana as magic damage.

Ionic Dark-Spark (Shadow Item)
Enemies and allies within 2 hexes are zapped when they cast an ability, taking magic damage scaling with their max Mana. Enemies take 200% of their max mana, and allies take 100% of their max mana. Whenever an ally or enemy is zapped, the wearer gains 5 Ability Power for the rest of combat.
Ironclad Emblem +20 Armor

Wearer is also a Ironclad. Cannot equip on a champion that is already a Ironclad. [Unique - Only One Per Champion]

Cavalier Emblem (Shadow Item)
The holder gains the Cavalier Trait. [Unique - Only One Per Champion]
Jeweled Gauntlet +10% Ability Power
+15% Critical Strike Chance

The wearer's Special Ability can critically strike. Additionally, grants 40% bonus critical strike damage.

Sacrificial Gauntlet (Shadow Item)
The holder's spells can inflict critical hits. Gain 40% Critical Strike Damage and 20% Critical Strike Chance, but when the wearer casts they lose 15% of the maximum Health.
Last Whisper +10% Attack Speed
+15% Crit Chance

Critical strike hits reduce the target's armor by 70% for 5 seconds. This effect does not stack. [Unique - Only One Per Champion]

Final Whisper (Shadow Item)
When the holder inflicts a critical hit, the target's Armor and Magic Resist are reduced by 50% for 2 seconds. The holder's Armor and Magic Resist are also permanently reduced by 50%.
Legionnaire Emblem +10% Attack Speed

Wearer is also a Legionnaire. Cannot equip on a champion that is already a Legionnaire. [Unique - Only One Per Champion]

Hellion Emblem (Shadow Item)
The holder gains the Hellion trait. [Unique - Only One Per Champion]
Locket of the Iron Solari +10% Ability Power
+20 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 300 / 350 / 400 (based on Star level) health shield for 8 seconds.

Locket of the Silver Lunari (Shadow Item)
The holder and all allies within 2 hexes in the same row take 25% reduced damage. but gain 5 less Mana per attack.
Locket of the Silver Lunari +10 Ability Power
+20 Armor

When combat begins, the holder and all allies with 2 hexes in the same row gain 60 bonus Armor and Magic Resist, but gain 5 less Mana per attack.

Locket of the Iron Solari (Standard Item)
At the start of combat, the wearer and all allies within 2 hexes in the same row to the left and right gain a 300/350/400 health shield for 8 seconds (depending on Star level).
Mor-evil-lonomicon +15 Ability Power
+150 Health

When the holder deals magic damage with their spell, the spell deals 50% less damage but they burn the target, dealing 100% of the target's maximum Health as true damage over 25 seconds, and reducing healing by 50% for the duration of the burn. (Unique - Only 1 Per Champion)

Morellonomicon (Standard Item)
When the holder deals damage with their spell, they burn the target, dealing 25% of the target's maximum Health as true damage over 10 seconds and reducing healing by 50% for the duration of the burn. (Unique - Only 1 Per Champion)
Morellonomicon +10% Ability Power
+150 Health

Dealing magic damage with a spell 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 1 Per Champion)

Mor-evil-lonomicon (Shadow Item)
When the holder deals magic damage with their spell, the spell deals 50% less damage but they burn the target, dealing 100% of the target's maximum Health as true damage over 25 seconds, and reducing healing by 50% for the duration of the burn. (Unique - Only 1 Per Champion)
Needlessly Large Rod +10 Spell Power
Negatron Cloak +20 Magic Resist
Nightbringer Emblem +150 Health

The holder gains the Nightbringer trait. [Unique - Only One Per Champion]

Dawnbringer Emblem (Standard Item)
The holder gains the Dawnbringer trait. [Unique - Only One Per Champion]
Quicksilver +20 Magic Resist
+15% Dodge Chance

The wearer is immune to attack damage debuffs and crowd control effects for the first 12 seconds of combat. (Unique: only one per champion)

Caustic Quicksilver (Shadow Item)
The wearer is immune to crowd control, but has 20% less max health.
Rabadon's Caustic Deathcap +30 Ability Power

The holder gains 125% additional Ability Power. The holder receives a penalty of -20% Max Health.

Rabadon's Deathcap (Standard Item)

The holder gains 50 additional Ability Power.
Rabadon's Deathcap +70% Ability Power

Rabadon's Caustic Deathcap (Shadow Item)
The holder gains 125% additional Ability Power. The holder receives a penalty of -20% Max Health.
Rapid Deathcannon +40% Attack Speed

Increases the holder's Attack Range by 1 hex. Additionally, the holder gains +40% bonus Attack Speed when there are no enemies within 2 hex. The holder's attacks can no longer miss.

Archangel's Staff (Standard Item)
Increases the wearer's Attack Range by 1 hex and grants 20% bonus Attack Speed. The wearer's Basic Attacks can no longer miss.
Rapid Firecannon +40% Attack Speed

Increases the wearer's attack range by 1 hex, and basic attacks cannot miss.

Rapid Deathcannon (Shadow Item)
Increases the holder's Attack Range by 1 hex. Additionally, the holder gains +40% bonus Attack Speed when there are no enemies within 2 hex. The holder's attacks can no longer miss.
Recurve Bow +10% Attack Speed
Redeemed Emblem +20 Magic Resist

Wearer is also a Redeemed. Cannot equip on a champion that is already a Redeemed. [Unique - Only One Per Champion]

Revenant Emblem (Shadow Item)
The holder gains the Revenant trait. [Unique - Only One Per Champion]
Redemption +150 Health
+15 Starting Mana

Every 5 seconds, the wearer radiates an aura to allies within 1 hex, healing them for 25% missing health. Affected allies take 30% reduced damage from multi-target abilities and basic attacks for 5 seconds.

Sacrificial Redemption (Shadow Item)
The holder radiates an aura to all allies on the board except themself, and heals them for 15% of their missing Health every 5 seconds. Each time this happens, the holder damages themselves for 10% of their current Health as true damage.
Refracted Bramble Vest +40 Armor

Reduces incoming physical damage by 50%.

Bramble Vest (Standard Item)
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).
Refracted Dragon's Claw +40 Magic Resist

Reduces incoming magic damage by 15%. Negates bonus damage from Critical strike icon.png critical hits.

Dragon's Claw (Standard Item)
Grants 250 bonus Magic Resist (including components).
Renewer Emblem +15 Mana

Wearer is also a Renewer. Cannot equip on a champion that is already a Renewer. [Unique - Only One Per Champion]

Coven Emblem (Standard Item)
The holder gains the Coven Trait. [Unique - Only One Per Champion]
Revenant Emblem +10% Attack Speed

The holder gains the Revenant trait. [Unique - Only One Per Champion]

Redeemed Emblem (Standard Item)
The holder gains the Redeemed trait. [Unique - Only One Per Champion]
Riskthirster +10 Attack Damage
+20 Magic Resist

Physical damage heals the holder for 40% of the damage dealt. Each time the holder heals to 90% Health, they gain 30% Attack Speed for 3 seconds (does not stack). The holders takes 33% of their maximum Health as true damage at the beginning of combat.

Redeemed Emblem (Standard Item)
Basic attacks heal the wearer for 40% of the damage dealt. Upon falling below 40% Health, the wearer gains a 30% max Health shield that lasts up to 5 seconds.
Runaan's Hurricane +20 Magic Resist
+10% Attack Speed

Basic attacks fire an additional bolt at another nearby enemy, dealing 75% AD physical damage and applying on-hit effects. Bolts can critically strike and have infinite range.

Runaan's Untamed Hurricane (Shadow Item)
The holder's attacks fire bolts at 2 nearby enemies, dealing 60% of the holder's Attack Damage. These bolts can critically strike but do not apply on-hit effects.
Runaan's Untamed Hurricane +20 Magic Resist
+10% Attack Speed

The holder's attacks fire bolts at 2 nearby enemies, dealing 60% of the holder's Attack Damage. These bolts can critically strike but do not apply on-hit effects.

Runaan's Hurricane (Standard Item)
Basic attacks fire an additional bolt at another nearby enemy, dealing 80% AD physical damage and applying on-hit effects. Bolts can critically strike and have infinite range.
Sacrificial Gauntlet +15 Ability Power
+15% Critical Strike Chance

The holder's spells can inflict critical hits. Gain 40% Critical Strike Damage and 20% Critical Strike Chance, but when the wearer casts they lose 15% of the maximum Health.

Jeweled Gauntlet (Standard Item)
The holder's spells can cause critical hits, and holder gains +40% Critical Strike Damage.
Sacrificial Infinity Edge +10 Attack Damage
+20% Critical Strike Chance

Grants +75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage. The holder also gains 30% Critical Strike Damage. Each time the holder critically strikes, they deal 3% of their maximum Health to themselves as true damage. [Unique - Only one per champion]

Infinity Edge (Standard Item)
Grants 75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage. [Unique - Only one per champion]
Sacrificial Redemption +150 Health
+15 Mana

The holder radiates an aura to all allies on the board except themself, and heals them for 15% of their missing Health every 5 seconds. Each time this happens, the holder damages themselves for 10% of their current Health as true damage.

Redemption (Standard Item)
The wearer radiates an aura to allies within 1 hex, healing them for 30% of their missing Health every 5 seconds. Allies affected by the aura take 40% reduced damage from area-of-effect attacks.
Shadow Belt +150 Health
Shadow Bow +10% Attack Speed
Shadow Cloak +20 Magic Resist
Shadow Gloves +5% Crit Chance
+10% Dodge
Shadow Rod +10 Spell Power
Shadow Spatula It must do something evil...
Shadow Sword +10 Attack Damage
Shadow Tear +15 Mana
Shadow Vest +20 Armor
Shroud of Stillness +20 Armor
+15% 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 35% until they cast. [Unique - Only One Per Champion]

Dark Shroud of Stillness (Shadow Item)
When combat begins, the holder shoots a beam straight ahead and behind that delays affected enemies' and allies' first ability cast, increasing their maximum Mana by 65% until they cast. [Unique - Only One Per Champion]
Skirmisher Emblem +10 Attack Damage

Wearer is also a Skirmisher. Cannot equip on a champion that is already a Skirmisher. [Unique - Only one per champion]

Forgotten Emblem (Shadow Item)
The holder gains the Forgotten trait. [Unique - Only one per champion]
Sparring Gloves +5% Crit Chance
+10% Dodge
Spatula It must do something...
Spear of Shojin +10 Attack Damage
+15 Starting Mana

Basic attacks restore an additional 8 mana on-attack.

Spectral Spear of Shojin (Shadow Item)
The wearer's attacks restore 14 additional Mana. The wearer deals 20% less damage.
Spectral Spear of Shojin +10 Attack Damage
+15 Mana

The wearer's attacks restore 14 additional Mana. The wearer deals 20% less damage.

Spear of Shojin (Standard Item)
The wearer's basic Attacks restore 8 additional Mana.
Spellweaver Emblem +10% Ability Power

Wearer is also a Spellweaver. Cannot equip on a champion that is already a Spellweaver. [Unique - Only One Per Champion]

Dragonslayer Emblem (Shadow Item)
The holder gains the Dragonslayer Trait. [Unique - Only One Per Champion]
Statikk Shiv +10% Attack Speed
+15 Starting Mana

Every third basic attack from the wearer deals 70 magic damage to the target and 3 additional targets, while also reducing their magic resistance by 70% for 5 seconds.

Statikk Stiletto (Shadow Item)
Every other attack from the holder unleashes a chain lightning that strikes 4 enemy, dealing 55 magic damage and reducing their Magic Resist by 70% for 5 seconds. The holder receives -50% Attack Damage.
Statikk Stiletto +10% Attack Speed
+15 Starting Mana

Every other attack from the holder unleashes a chain lightning that strikes 4 enemies, dealing 55 magic damage and reducing their Magic Resist by 70% for 5 seconds. The holder receives -50% Attack Damage.

Statikk Shiv (Standard Item)
Every third basic attack from the wearer deals 65 magic damage to the target and 3 additional targets, while also reducing their magic resistance by 60% for 6 seconds. The damage can critically strike.
Sunfire Cape +150 Health
+20 Armor

At start of combat, and every 2.5 seconds thereafter, applies a 10-second burn to a random enemy within 2 hexes, 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]

Eclipse Cape (Shadow Item)
Every 1.5 seconds, a random enemy within 3 hexes is burned for 25% of their maximum Health over 10 seconds. Any healing they receive is reduced by 50%. The wearer is also burned for 4% of their maximum Health every second. (Unique)
Tear of the Goddess +15 Mana
Thief's Gloves +15% Crit Chance
+15% Dodge Chance

At the beginning of each round, the wearer equips 2 random items that are removed at the end of the round. The quality of these items are based on 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]

Trickster's Gloves (Shadow Item)
Consumes 3 Item Slots At the beginning of each planning phase, the wearer equips 2 temporary items. These Items are always full shadow items.
Titan's Resolve +10% Attack Speed
+20 Armor

When the wearer takes damage from any source or inflicts a critical hit, grants 3 bonus attack damage and 3 spell power for the rest of combat, stacking up 25 times for a maximum of 75. At maximum stacks, additionally gains 25 bonus armor and bonus magic resistance, and increases in size. Resets every round.

Titan's Revenge (Shadow Item)
Every 4 seconds, the holder's next attack deals 40% of the total damage they have taken since the last empowered attack as true damage.
Titan's Revenge +10% Attack Speed
+20 Armor

Every 4 seconds, the holder's next attack deals 40% of the total damage they have taken since the last empowered attack as true damage.

Titan's Resolve (Standard Item)
When the wearer takes damage or inflicts a critical hit, they gain 2% stacking Attack Damage and Ability Power. Stacks up to 25 times, at which point the wearer gains 25 Armor and Magic Resistance.
Trap Claw +150 Health
+15% Dodge Chance

At the beginning of each round, gains a spell shield that blocks the first enemy spell that hit. The enemy that breaks the shield is stunned for 4 seconds. [Unique - Only One Per Champion]

Vengeful Trap Claw (Shadow Item)
Blocks the first enemy spell that hits the wearer, then teleports them to the spell's caster, and causes both units to start targeting each other. They deal 20% increased damage to each other.
Trickster's Gloves +30% Crit Chance

Consumes 3 Item Slots At the beginning of each planning phase, the wearer equips 2 temporary items. These Items are always full shadow items.

Thief's Gloves (Standard Item)
At the beginning of each planning phase, the wearer equips 2 temporary items. Temporary items increase in power based on your player level (consumes 3 item slots).
Turbulent Zephyr +150 Health
+20 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. Pierces through CC immunity effects. [Unique - Only One Per Champion]

Zephyr (Standard Item)
When combat begins, the wearer summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 5 seconds. Ignores CC immunity. [Unique - Only One Per Champion]
Unstable Zz'Rot Portal +150 Health
+10% Attack Speed

When the holder dies, a Construct with 500 Health arises to continue the fight. When it dies it deals 777 true damage to enemies within 1 hex(es).

Zz'Rot Portal (Standard Item)
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 health (depending on Star level), arises to continue the fight. Constructs also gain 0−200 bonus armor and magic resistance (depending on the construct's stage).
Vengeful Trap Claw +150 Health
+15% Critical Strike Chance

Blocks the first enemy spell that hits the wearer, then teleports them to the spell's caster, and causes both units to start targeting each other. They deal 20% increased damage to each other.

Trap Claw (Standard Item)
Blocks the first enemy spell that hits the wearer, and stuns the spell's caster for 4 seconds.
Very Dark Blue Buff +30 Mana

After casting their spell, the wearer's Mana is set to 15. If the wearer has less than 60% health, this is increased to 50. (Unique: only one per champion)

Blue Buff (Standard Item)
After casting their spell, the wearer's Mana is set to 20. (Unique: only one per champion)
Warmog's Armor +1000 Health

Warmog's Sacrificial Armor (Shadow Item)
Grants 1500 bonus health, but the wearer loses 100 Health each second.
Warmog's Sacrificial Armor +300 Health

Grants 1800 bonus health, but the wearer loses 100 Health each second.

Warmog's Armor (Standard Item)
Grants 1000 bonus Health (including components).
Zeke's Bleak Herald +10 Attack Damage
+150 Health

When combat begins, the holder reduces the Attack Speed of all allies within 1 hexes in the same row by -25% Attack Speed. The holder then gains +40% Attack Speed for each affected ally.

Zeke's Herald (Standard Item)
When combat begins, the wearer and all allies within 1 hex in the same row gain +25% Attack Speed for the rest of combat.
Zeke's Herald +10 Attack Damage
+150 Health

At the start of combat, the wearer and all allies within 1 hex in the same row to the left and right gain 25% bonus attack speed for the rest of combat.

Zeke's Bleak Herald (Shadow Item)
When combat begins, the holder reduces the Attack Speed of all allies within 1 hexes in the same row by -25% Attack Speed. The holder then gains +40% Attack Speed for each affected ally.
Zephyr +150 Health
+20 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. Pierces through CC immunity effects. [Unique - Only One Per Champion]

Turbulent Zephyr (Shadow Item)
When combat begins, the holder summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 8 seconds. Once the enemy returns to combat, they gain 30 Attack Damage and Ability Power for the rest of combat. Ignores CC immunity. [Unique - Only One Per Champion]
Zz'Rot Portal +150 Health
+10% Attack Speed

At the start of combat, the wearer taunts all nearby enemies. Additionally, when the wearer dies, a Construct with 1500/1500/1750/2000/2250 health and 100/100/100/125/140 attack (depending on Stage level), arises to continue the fight. Summoned units can spawn Constructs at 25% effectiveness.

Unstable Zz'Rot Portal (Shadow Item)
When the holder dies, a Construct with 500 Health arises to continue the fight. When it dies it deals 777 true damage to enemies within 1 hex(es).

League of Legends Champions:

Teamfight Tactics Guide