New champions from TFT Set 12 - Magic n Mayhem 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
Ahri
2G
Passive: Gain 30% bonus Ability Power from all sources.
Active: Fire an orb towards the target dealing 140/210/325% magic damage. After hitting an enemy it returns, dealing 100/150/230% true damage.
0 / 40
Dash to the farthest enemy within 3 hexes, dealing 138/206/328 physical damage to them. The next 3 attacks launch kunai at the target, dealing 115/173/280 damage.
10 / 70
Ashe
1G
For the next 5 seconds, Ashe fires an extra missile dealing 23/34/51 physical damage at a target near Ashe. This effect stacks.
30 / 80
Launch a magic missile at the target that bounces 4 times between enemies dealing 100/150/240 magic damage to enemies hit. They also take 10% more damage for 3 seconds.
10 / 90
Blitzcrank
1G
Gain 298/401/566 Shield for 6 seconds.
40 / 90
Leap to the largest group of enemies, dealing 60/90/675 physical damage to enemies in a 2-hex radius and Stun them for 1.25 seconds. Then, enter a frenzy, gaining 60/60/666% Attack Speed, 15/15/100% Omnivamp, and causing attacks to deal 24/36/270 bonus physical damage to the target and adjacent enemies.
If already frenzied, empower the next attack to chomp, dealing 120/180/1349 physical damage.
0 / 80
Camille
5G
Passive: On target death, hookshot to the lowest percent health enemy within 3 hexes and deal 140/210/1530 physical damage. After a hookshot or Ability cast, the next attack deals 195/292/2530 true damage.
Active: Knock back and Stun enemies adjacent to the target for 1 seconds, dealing 140/210/1530 physical damage. Create a containment zone around the target for 4 seconds. Gain 30% Durability and 200% Attack Damage while in the zone.
30 / 100
Cassiopeia
2G
For the next 6 seconds, attacks instead deal 95/145/230 magic damage.
0 / 50
Diana
5G
Dash within 2 hexes to hit the most enemies possible and heal for 225/280/3000. Excess healing becomes a 3 second Shield. Then, deal 380/570/9001 magic damage to adjacent enemies and 170/255/9000 magic damage to enemies 2 hexes away.
Every 2/2/1 casts create a snowfall that Chills all enemies and heals all allies for 200/300/1500 over 3 seconds. Excess healing also becomes a 3 second Shield.
40 / 120
Elise
1G
Transform into a spider, replace this Ability with Petrifying Venom, then cast it.
Petrifying Venom: Stun the target for 1.5 seconds and deal 145/217/331 magic damage to them. Heal for 160/190/230.
30 / 90
Ezreal
3G
Dash to the ideal spot within 3 hexes. Then, fire a blast in a line, dealing 206/299/446 damage reduced by 20% for each enemy hit.
15 / 75
Fiora
4G
Leap backward and briefly gain 70% Durability. Then, sweep through the most enemies possible within 2 hexes, dealing 135/203/608 physical damage to each one, plus 303/454/1481 split between all enemies hit.
70 / 130
Reduce incoming damage by 20/25/30% for 4 seconds. Fire two magic bolts that converge on the furthest enemy within 3 hexes, Stunning them for 1.25/1.25/1.5 seconds. Each bolt deals 50/75/115 magic damage to enemies it passes through.
30 / 90
Gwen
4G
Passive: Every 2 casts, Gwen gains a Snip! stack.
Active: Dash and snip twice plus once for every Snip! stack in a cone. The first and last snip each deal 125/190/570 magic damage and other snips each deal 50/75/225.
0 / 40
Passive: On takedown of the current target, if Hecarim's next target is out of range, charge to them, dealing 130/195/308 physical damage.
Active: For the next 6 seconds, attacks also cleave adjacent enemies for 78/117/189 physical damage.
0 / 50
Hwei
3G
Paint a lightning bolt on the target. A moment later the bolt strikes, dealing 135/205/325 magic damage to the target and 54/82/130 magic damage to adjacent enemies. Every 3rd cast, paint 2 extra bolts on the lowest percent Health enemies.
0 / 40
Jax
1G
Deal 80/120/180 magic damage to adjacent enemies and gain 60/75/95 Armor and Magic Resist for 6 seconds. During this time, attacks deal 16/36/81 bonus magic damage.
20 / 60
Jayce
1G
Transform into hammer form and gain 35 Armor and Magic Resist. Replace this Ability with Hammer Slam and immediately cast it.
Hammer Slam: Leap to the target, dealing 425/425/475% physical damage.
0 / 60
Jinx
3G
For 4 seconds, gain 110% decaying Attack Speed and her attacks deal 27/41/63 bonus true damage. Takedowns refresh this effect for 3 seconds.
0 / 50
Kalista
4G
Passive: Attacks embed a spear in her target. Every 3 attacks, also embed spears into 2/2/4 nearby enemies.
Active: Deal 30/47/103 physical damage to each enemy for each of their embedded spears.
0 / 70
Karma
4G
Attach a temporal rift to the target and the closest unaffected enemy that deals 195/295/890 magic damage over 8 seconds. Reset the duration of all other rifts on the enemy. If they die while affected, the rift explodes into stardust and heals adjacent allies for 8% of their max Health.
0 / 30
Kassadin
2G
Deal 110/165/255 magic damage to the target and gain 260/285/310% Shield for 3 seconds. For the rest of combat, attacks deal 30/45/70% bonus stacking magic damage.
30 / 70
Katarina
3G
Blink to the largest group of enemies within 2 hexes and spin, dealing 175/260/420% magic damage over 3 seconds to enemies within 2 hexes and Wounding them for 5 seconds. The 2 nearest enemies take 248/372/566 magic damage instead. If Katarina kills an enemy, she blinks to reposition again.
20 / 80
Kog'Maw
2G
Launches a honey wad through the current target, dealing 280/280/290% physical damage to enemies hit. Adjacent allies hit by the trail are set abuzz, gaining 20/25/30% Attack Speed for 4 seconds.
15 / 75
Lillia
1G
Heal for 220/260/320, then deal 170/255/385 magic damage to adjacent enemies.
40 / 100
Milio
5G
Throw 2/2/8 completed items to allies with open slots. If an ally has no room for items, they instead gain a stacking 12% Damage Amp for the rest of combat. Then, throw 3/3/8 knick-knacks at enemies that each deal 290/435/999 magic damage. Occasionally, also finds something special in the backpack.
30 / 120
Mordekaiser
3G
Gain 200/250/325 Shield that decays over 2 seconds and slam the target, dealing 180/270/430 magic damage in a 2-hex line. Gain 10 Ability Power for the rest of combat.
0 / 40
Gain 450/575/2500 shield for 4 seconds and summon a swarm of 8/8/30 bats. They seek out the 4 closest enemies within 3 hexes and deal 140/210/888 magic damage each. Bats deal true damage to enemies below 25% Health.
40 / 110
Nami
4G
Fire a bubble that deals 220/330/990 magic damage at the largest group of enemies within range. Every 3rd cast, summon The Leviathan instead, which Stuns and deals 200/300/900 magic damage to enemies in a line.
0 / 50
Nasus
4G
0 / 80
Neeko
3G
Transform into a Crab for 2 seconds. Over the duration, regain 18% health and release scuttleblasts at 3 nearby allies and 3 nearby enemies. Allies hit are healed for 75/100/125; enemies hit take 100/150/240 magic damage and are stunned for 1.25 seconds.
50 / 125
Nilah
2G
Passive: Shields grant 75% Attack Speed for 3 seconds.
Active: Dash up to 2 hexes away, then deal 198/297/470 physical damage to enemies in a line through the target. Gain 100/140/180 Shield for 3 seconds.
0 / 60
Nomsy
1G
Sneeze fire at the target, dealing 213/323/499 physical damage.
Dragon Upgrade: Instead sneeze dragonfire in a larger area. Dragonfire deals 290/435/663 physical damage.
15 / 60
Launch a ball at the current target that explodes for magic damage, and colors the area for 3 seconds, dealing magic damage per second. If the ball lands in an area that is already colored, it will bounce to a new location within 2-hexes before exploding.
Magic Damage: 180% / 270% / 1000%
Damage Over Time: 500% / 750% / 3000%
30 / 90
Nunu
2G
Bite the target, healing for 250/300/350, dealing 200/300/450 magic damage, and Chilling them for 3 seconds.
25 / 75
Olaf
4G
Passive: Every 4 attacks and when changing targets, leap at the target and deal 112/168/551 physical damage to the target and adjacent enemies.
Active: For the next 5 seconds, gain 90/100/300% Attack Speed, 12% Omnivamp, and crowd control immunity.
30 / 80
Poppy
1G
Gain 275/300/325 Shield for 3 seconds. Then, wallop the target for 238/356/534 physical damage.
30 / 80
Rakan
4G
Gain 300/496/1713 Shield for 3 seconds and shoot 8 feathers in a wide cone, dealing 150/225/1200 magic damage to enemies they hit. Then land, granting allies within 2 hexes a 100/130/1000 Shield for 4 seconds.
60 / 140
For 3 seconds, gain 30/30/35% Durability and create a cone of flame that deals 220/330/515 magic damage over the duration and Wounds enemies for 5 seconds.
20 / 60
Ryze
4G
Open portals that fire 12/12/18 magic bolts split among the 4 closest enemies. Each bolt deals 85/130/300% magic damage.
15 / 90
Seraphine
1G
Fires a soundwave towards the longest line of enemies that deals 210/315/480 magic damage, reduced by 35% for each enemy hit.
10 / 60
Shen
3G
Gain 35/35/40% Durability for 3 seconds. Create 3 volcanic ruptures under the closest enemies which Stun for 1.5 seconds and deal 120/180/300 magic damage. Subsequent ruptures on the same enemy are 50% effective.
50 / 120
Shyvana
2G
Transform into dragon form and gain an aura that deals 42/67/109 magic damage per second to adjacent enemies. Then fly through the largest group of enemies within 2 hexes and Stun them for 1/1/1.25 seconds.
Dragon Upgrade: While in dragon form, heal 0.7% of max health whenever a Burning enemy is damaged by an attack or ability.
0 / 70
Smolder
5G
Passive: Fly around and attack the nearest enemy.
Active: Gain 50/50/500% Attack Speed and replace Smolder's attacks with fireballs that deal 164/254/2387 physical damage for 6/6/60 seconds.
Dragon Upgrade: Each fireball also heals 20/30/200 Health.
30 / 80
Soraka
1G
Call down a star on the target that deals 195/290/440% magic damage to adjacent enemies then heals a nearby ally for 100/120/150.
20 / 60
Swain
3G
Transform, gaining 275/325/400 max Health. While transformed, deal 25/35/60 magic damage to enemies within 2 hexes every second.
If already transformed, gain 175/225/300 additional max Health and increase the damage by 15/25/35.
70 / 140
Syndra
2G
Conjure a rift on the target that deals 205/310/480% magic damage and 20% Shreds for 6 seconds. This ability upgrades the more it is cast.
15 Casts: Enemies adjacent to the target are Shredded and take 100/150/235% magic damage.
30+ Casts: For every 30 casts, create an additional rift on a nearby enemy that deals 30% damage.
0 / 70
Tahm Kench
4G
Dive underground and surface next to the closest enemy. Send out a shockwave towards the farthest enemy within 4 hexes. Enemies within 2 hexes or hit by the shockwave take 153/245/1170 magic damage and are Stunned for 1.75/2/8 seconds.
80 / 180
Taric
4G
Gain 55/60/90% Durability for 4 seconds and attract nearby enemy projectiles. At the end, release a nova that deals 100/150/1000 magic damage in a 2 hex range.
50 / 100
Tristana
2G
Fire a cannonball at the target, dealing 224/336/523 physical damage to the first enemy hit. That enemy is knocked back 2 hexes and Stunned if they are within 2 hexes of Tristana.
0 / 60
Twitch
1G
Fire a shard of ice at the target that pierces through enemies hit, dealing 93/139/208 physical damage, reduced by 20% for each enemy hit. Targets are Sundered for 5 seconds.
0 / 40
Varus
4G
Fire a supernova at the largest clump of enemies within Attack Range plus 1 hexes that deals 239/364/1145 physical damage to the target and adjacent enemies. It explodes into a cluster of fireballs, each dealing 120/200/916 physical damage.
20 / 100
Veigar
3G
Passive: Gain 3 Ability Power for every Charm you buy.
Active: Deal 200/300/480 magic damage to the target.
0 / 40
Vex
3G
Gain 375/450/525 Shield for 4 seconds, increased by 5% for each enemy targeting Vex. When it expires, deal 80/120/200 magic damage to enemies within 2 hexes.
50 / 100
Warwick
1G
Passive: Permanently gain 1% Attack Speed and movement speed for each champion killed. Attacks heal for 15/20/30 Health and deal 55/55/65% bonus physical damage. Gain double the healing and physical damage for targets below 25% Health.
0 / 0
Wukong
3G
Passive: Gain 30% bonus Armor and Magic Resist from all sources.
Active: Spin, gaining 380/460/550% Shield for 4 seconds and dealing a total of 101/158/246 physical damage to each adjacent enemy.
20 / 70
Xerath
5G
Launch 10/10/99 arcane blasts at random enemies that each deal 210/315/666 damage.
0 / 120
Ziggs
1G
Throw a bouncing bomb at the farthest enemy. The bomb explodes on the first enemy hit dealing 200/300/450 magic damage to the target and 100/150/225 to all nearby enemies.
0 / 50
Place a bomb on the target, dealing 180/270/420 magic damage and Stunning them for 1.25 seconds. When the stun ends or the target dies, the bomb explodes, dealing 180/270/420 magic damage to the target and 150/225/350 magic damage to adjacent enemies.
20 / 70
Deal 120/180/270 magic damage to the target and reduce their Magic Resist by 10/15/20 for the rest of combat.
0 / 30
Portal
Combat start: Portal champions Shield for 15 seconds.
Objects from other dimensions fly out of a portal every few seconds to help allies and disrupt enemies. The portal becomes 8% stronger for each Portal champion's star level.
- 3: 200 Shield, Small portal
- 6: 400 Shield, Medium portal
- 8: 600 Shield, Large portal
- 10: 1500 Shield, GIGA portal
Faerie
Faeries gain Health Health and create special items that become stronger with trait tiers.
- 2: 100 Health, Gain Queen's Crown that grants 25% Damage Amplification Damage Amp
- 4: 400 Health, Crown 40% Damage Amplification
- 6: 600 Health, Crown 45% Damage Amplification, Gain Queenguard's Armor
- 9: 1000 Health, Crown 75% Damage Amplification, Both items become Radiant
Frost
Frost champions gain Ability power Ability Power and Attack damage Attack Damage. The first few enemies to die become allied ice soldiers which lure enemy attacks if they are within range and retargeting.
- 3: 16% Ability power & Attack damage, 1 soldier
- 5: 35% Ability power & Attack damage, 2 soldiers
- 7: 50% Ability power & Attack damage, 3 soldiers, soldiers explode on death
- 9: 80% Ability power & Attack damage, 4 soldiers, explosion power doubles
Eldritch
When your team loses 20% of their Health, an Old God awakens. It gains 25% Health and 10% Ability Power for each Eldritch star level.
- 3: The Tainted Golem
- 5: The Dark Monolith
- 7: The Many-Eyed Beast
- 10: The Stormbringer
Witchcraft
Witch Abilities apply a curse to enemies for 4 seconds. When a cursed enemy dies, the curse spreads to the nearest enemy.
Cursed enemies become:
- 2: smaller, losing 150 Health
- 4: AND green, healing the lowest Health Witch for 18% of damage taken
- 6: AND frail, taking 25% bonus true damage from Witches
- 8: AND a frog, stunned for 2 seconds every 8 seconds. All other curse effects are increased by 50%.
Sugarcraft
Sugarcrafters build a layer cake from sugar. Gain sugar for each component your team is holding after player combat.
They gain Attack damage and Ability power, increased by 10% for each cake layer. When the cake has reached 7 layers, gain treats instead!
- 2: 2 sugar, 12 Attack damage & Ability power
- 4: 4 sugar, 25 Attack damage & Ability power
- 6: 6 sugar, 35 Attack damage & Ability power, team gains 150 Health
Honeymancy
Honeymancers gain Bees that deal magic damage to their target every 3 seconds. Each Bee deals 8% of the Honeymancer's damage dealt and 2.5% of their damage taken.
When a Honeymancer dies, leave 1 Bee that follows nearby Honeymancers for the rest of combat.
- 3: 3 Bees
- 5: 5 Bees
- 7: 7 Bees, 2 Bees survive instead
Chrono
Chronos gain 15 Ability power Ability Power.
Combat start: begin a 16 second countdown, which speeds up by 1 second after each Chrono Ability cast. At the end of the countdown, gain a special effect:
- 2: Your team restores 20% health; Chronos gain 20 more Ability power
- 4: AND freeze time for 2.5 seconds, Chronos keep fighting and gain 35 Ability power
- 6: AND Chronos gain 60% Attack speed and your team heals 100% Health instead
Pyro
Your team gains 3% Attack Speed. Pyro champions gain more Attack speed and execute enemies under 12% Health.
For each kill, Pyro champions create an infernal cinder that you collect the next round. For every 4 cinders you collect, your team gains 1% more Attack speed.
- 2: 12% Attack speed
- 3: 25% Attack speed
- 4: 45% Attack speed
- 5: 70% Attack speed and execute under 18% Health
Arcana
Use the Arcana signifier item to choose a High Arcana champion. Each Arcana grants power based on a different condition.
- Ahri: Fielding 3-star champions.
- Hecarim: Equipping items.
- Tahm Kench: Activating traits.
- Xerath: Purchasing Charms.
- Emblem: Equipping Spatula items.
Dragon
- 2: Dragon attacks and Abilities 1% Burn and Wound enemies for 5 seconds.
- 3: The power of friendship upgrades all dragon Abilities!
Ravenous
Briar gains 0.6% Damage Amplification for each player health you are missing. Each round, gain a Light Snack to give her 150 Health in exchange for 3 of your player health.
Druid
Wukong does not have a trait bonus, but instead has a powerful Ability and increased stats.
Shapeshifter
Shapeshifters gain max Health. After their first Ability cast, they triple this effect.
- 2: 10% Health
- 4: 15% Health
- 6: 21% Health
- 8: 30% Health
Mage
Mages cast their Abilities twice and have modified total Ability power Ability Power.
- 3: 75% Ability power
- 5: 90% Ability power
- 7: 105% Ability power
- 9: 135% Ability power
Multistriker
Multistrikers' attacks have a chance to trigger 2 extra attacks.
- 3: 30% chance
- 5: 50% chance
- 7: 65% chance; heal 3% max Health every attack
- 9: 100% chance; heal 7.5% max Health every attack
Bastion
Your team gains 10 Armor and Magic Resist.
Bastions gain more, and the value doubles in the first 10 seconds of combat.
- 2: 15 Armor & Magic resist
- 4: 40 Armor & Magic resist
- 6: 70 Armor & Magic resist
- 8: 120 Armor & Magic resist and 2 champions starting combat in the back 2 rows are invulnerable until 4 Bastions die.
Vanguard
Vanguards gain 10% Durability while Shielded.
Combat start and at 50% Health: Gain a Shield for a percent of max Health for 10 seconds.
- 2: 18% max Health
- 4: 35% max Health
- 6: 50% max Health
Blaster
Blasters gain Damage Amplification, which increases for 3 seconds after casting their Ability.
- 2: 12% Damage Amplification; 25% during burst
- 4: 25% Damage Amplification; 50% during burst
- 6: 45% Damage Amplification; 90% during burst
Warrior
Warriors gain Omnivamp and Damage Amplification. When Warriors drop below 40% health, they gain double Damage Amplification.
- 2: 10% Omnivamp, 10% Damage Amplification
- 4: 20% Omnivamp, 20% Damage Amplification
- 6: 30% Omnivamp, 30% Damage Amplification
Scholar
Scholars gain bonus Mana on attack.
- 2: 3 Mana per attack
- 4: 6 Mana per attack
- 6: 12 Mana per attack
Hunter
Hunters gain Attack damage Attack Damage, increased the first time they get a takedown each combat.
- 2: 15% Attack damage, 30% after takedown
- 4: 30% Attack damage, 60% after takedown
- 6: 50% Attack damage, 100% after takedown
Preserver
Your team heals for a percent of their max Health every 3 seconds. If they're full Health, restore Mana instead. Preservers gain double the amount.
- 2: 2% Health or 3% Mana
- 3: 4% Health or 5% Mana
- 4: 6% Health or 7% Mana
- 5: 9% Health or 11% Mana
Incantor
Your team gains 10 Ability Power.
When Incantors attack or cast, all Incantors gain stacks of Ability power up to 40. Every other attack grants 1 stack, and each Ability cast grants 3 stacks.
- 2: 1 Ability power per stack
- 4: 2 Ability power per stack
Best Friends
Norra summons Yuumi to help your team! She can be attached to allies by holding her over them. Yuumi shares her Ability Power with Norra and dies when Norra does.
Bat Queen
When Morgana's bats kill an enemy, they have a 45% chance to abduct a 1-star copy of it.
Ascendant
(1) Ascendant Charms can appear in your shop. The odds increase by 10% after player combat, up to 50%. When you buy one, the odds reset.