New champions from TFT Set 14 - Cyber City 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
Alistar
1G
Passive: Reduce all incoming damage by 12/18/30.
Active: Deal 200/300/450 magic damage to the current target and Stun them for 2 seconds.
40 / 80
Annie
4G
Throw a fireball at the current target that deals 230/345/1200 magic damage and 2 mini-fireballs split between the target and 2 nearby enemies that deal 40/60/300 magic damage each.
Every 4 casts, instead, summon Tibbers next to the current target, dealing 270/405/1215 magic damage to enemies within 1 hex.
0 / 40
Aphelios
4G
Fire a moon blast at the largest group of enemies that deals 159/238/951 physical damage to enemies within 2 hexes.
Equip 4 Chakram, plus 1 more for each enemy hit by the blast, that last for 6 attacks and deal 4.41/6.615/35 bonus physical damage each.
0 / 60
Aurora
5G
On first cast, swap places with the left-most champion on your bench and continue fighting. That champion gains 50/100/1000% Attack Speed. If the swapped champion dies, return to the board.
Teleport to hit the most enemies in a line, dealing 50/125/3333 to each one, plus 500/900/9999 split between all enemies hit.
20 / 80
Brand
4G
Throw a paint bomb at the largest group of enemies within 1 (Range) hexes, dealing 260/390/1500 magic damage to enemies within 1 hex and 80/120/600 magic damage to the nearest 4 enemies.
25 / 70
Braum
3G
Gain 375/400/450 Shield for 4 seconds. When it breaks, deal 100/150/240 magic damage to the 3 closest enemies and Chill them for 3 seconds.
Kingpin bonus: Gain 20 Armor and Magic Resist. Every 42 seconds, Braum's next attack deals 50 bonus magic damage.
30 / 100
Cho'Gath
4G
Fire a disorienting sound blast in a cone, dealing 100/150/1500 magic damage. Gain 50%/80%/500% max Health + 22% / 22% / 77% starting Health, get bigger, and increase the size of future sound blasts.
60 / 110
Darius
2G
Heal 200/220/240 Health, then deal 130/195/293 physical damage and 20% Sunder enemies within 1 hex for 6 seconds.
Kingpin bonus: Increase Ability range to 2 hexes. Damage reduced by 10% per hex away. Heal 50 Health for each enemy hit.
30 / 80
Passive: Gain 30% more max Health from all sources.
Active: Flex, healing 75/115/175 Health, then deal 65/98/146 physical damage to the current target.
30 / 90
Draven
3G
Hurl two massive axes at the most enemies in a line, dealing 234/350/563 physical damage before returning. Damage is reduced by 20% for each enemy hit.
30 / 120
Ekko
2G
Heal 280/340/425 Health and deal 180/270/410 magic damage to the current target.
30 / 80
Elise
3G
Fire 4 lasers at the current target and 4 more split between the nearest 2 enemies, each dealing 54/81/125 magic damage and reducing Magic Resist by 5 for the rest of combat.
0 / 55
Fiddlesticks
3G
For 3 seconds, tether to the closest 3 enemies, dealing 220/330/520 magic damage per second split between them. Tethers apply 20% Shred and heal Fiddlesticks for 15% of the damage dealt.
0 / 45
Galio
3G
Gain 55/55/60% Durability for 3 seconds. Afterwards, heal 350/400/500 Health and send a whirlwind at the enemy within 3 hexes that dealt the most damage to Galio during that time. It deals 150/225/335 magic damage and Stuns for 1.5 seconds.
20 / 80
Garen
5G
Gain 700/1000/21337 Shield for 2/2/20 seconds. Deal 520/780/5400 physical damage to the current target and send a wave that deals 208/312/2700 physical damage to enemies hit. If the wave hits 2 or fewer enemies, gain 50 Mana.
30 / 100
Gragas
3G
Heal 385/478/655 Health, then throw a cask at the largest group of enemies within 3 hexes, dealing 150/225/335 magic damage to enemies within 1 hex.
20 / 80
Graves
2G
Passive: Attacks fire 5 projectiles in a cone that deal 18/26/39 physical damage each. Graves casts every 2 attacks.
Active: Dash next to the target and quickly fire 2 empowered shells that deal 26/39/67 physical damage per projectile.
0 / 2
Illaoi
2G
Heal 350/400/500 Health. Deal 150/225/350 magic damage the current target and 60/90/140 to enemies within 1-hex. Reduce their Magic Resist by 15 for the rest of combat.
0 / 60
Strike the most enemies in a semi-circle, gaining 300/350/400 Shield for 4 seconds plus 30/50/80 per enemy hit. Deal 350% physical damage to enemies hit and reduce their Armor by 15/18/20 for the rest of combat.
30 / 90
Jax
1G
Gain 350/425/525 Shield for 4 seconds and deal 110/165/250 magic damage to adjacent enemies.
20 / 85
Fire a bouncing grenade that hits four enemies, dealing 77/115/172 physical damage and 20% Sundering them for 4.4 seconds. The fourth bounce returns to the initial target and deals 195/293/440 physical damage.
14 / 74
Jinx
3G
Fire 5 rockets at random enemies within 2 hexes of the current target. Each rocket deals 92/141/226 physical damage. Each cast fires an additional rocket.
0 / 50
Fire wolf at the current target, dealing 254/381/572 physical damage. Overkill damage bounces to the nearest enemy.
0 / 50
Kobuko
5G
Passive: Attacks deal 90/135/314 bonus magic damage. At 35/35/90% Health, gain Shield decaying over 4 seconds, 100% Attack Speed, 20/20/100% Omnivamp, and 100 Mana.
Active: Briefly gain 33% Durability, then pick up a nearby enemy, knocking up all enemies within 1 hex(Cyberboss: 2 hexes) for 1.5 seconds. Then, slam down, dealing 200/300/13370 magic damage to the target and 3/5/100% of the target's max Health as magic damage to all enemies hit.
120 / 240
Kog'Maw
1G
For the next 5 seconds, gain 50% Attack Speed and attacks deal 29/44/65 bonus physical damage.
0 / 40
LeBlanc
2G
Send 5 sigils, alternating between the current target and the next nearest enemy, each dealing 65/95/145 magic damage. Every cast, send 1 more sigil.
0 / 50
Leona
4G
Gain 55/60/90% Durability for 4 seconds. Deal 100/150/1200 magic damage to the largest clump of enemies within 2 hexes and Stun the center enemy for 2 seconds.
Enemies damaged by this ability take bonus magic damage from allies' attacks for 4/4/10 seconds.
50 / 110
Miss Fortune
4G
Fire 9 waves of bullets towards the largest clump of enemies over 2 seconds. Enemies struck take 33/50/252 physical damage from the first bullet of each wave, and 25% less from other bullets in the same wave.
Kingpin bonus: Fire 3 more waves.
50 / 150
Gain 475/525/700 Shield for 4 seconds. Slam the current target, dealing 200/300/500 magic damage in a 2-hex line and Stun all enemies hit for 1.25 seconds.
30 / 80
Morgana
1G
Hack the target and the nearest non-hacked enemy, dealing 230/345/575 magic damage over 10 seconds.
0 / 40
Naafiri
2G
Passive: Gain 15% Omnivamp.
Active: Deal 138/207/310 physical damage to the current target. Then, summon 3 packmates that deal 75% physical damage and 1 Alphas that deal 175% physical damage to the current target.
0 / 50
Neeko
4G
Gain 280/300/1500 Shield for 4 seconds and create an expanding zone that pops three times, each dealing 80/120/1500 magic damage to enemies hit. The third pop Chills enemies for 3 seconds.
30 / 95
Nidalee
1G
Deal 210/315/475 magic damage to the current target and 80/120/180 magic damage to the 2 nearest enemies. Heal 100/125/210 Health + 20/25/40 per enemy hit.
20 / 60
Poppy
1G
Throw a buckler at the farthest enemy within 4 hexes, dealing 100/150/225 magic damage to them (Cyberboss: and 42/62/94 magic damage to enemies within 1 hex). Gain 375/450/525 Shield.
20 / 70
Deal 240/355/5225 physical damage to enemies within 2 hexes and Burn, and Wound them for 5 seconds. Gain 400/550/30000 max Health.
First Cast: Enter frenzy mode where attacks strike twice, dealing 123/184/1575 total physical damage and can dash to new targets.
Second Cast: Frenzy mode now strikes thrice, dealing 189/284/3150 total physical damage. Cannot cast again.
70 / 150
Rengar
3G
Heal 140/145/150 Health and leap to the lowest Health enemy in 2 hexes, dealing 155/233/349 physical damage. Then, strike 2 times, each dealing 112/167/251 physical damage. Each cast increases leap range by 1 hex.
0 / 60
Rhaast
2G
Knock the target into the air for 1.75 seconds. Over the duration, heal 160/185/210 Health and deal 240/360/540 physical damage to the target.
40 / 80
Samira
5G
Dash towards the target and fire a volley of 20 bullets over 2 seconds split between enemies within three hexes. Each bullet reduces armor by 3 and deals 54/81/2025 physical damage, reduced by 20% per hex distance from Samira.
When the volley ends, dash back to safety while dealing 300/450/6750 physical damage to the current target.
For the duration of the Ability, Samira is Unstoppable and has 12% Omnivamp.
20 / 100
Sejuani
4G
Passive: Gain 30% more Armor and Magic Resist from all sources.
Active: Throw an EMP at the current target that explodes after 2 seconds. It deals 120/180/1800 magic damage to enemies within 3 hexes and Stun them for 1.75/2/8 seconds.
50 / 140
Senna
3G
Passive: Attacks deal 34/51/77 physical damage to enemies adjacent to the target.
Active: Fire a beam two hexes beyond the current target, dealing 258/387/619 physical damage to enemies hit.
0 / 100
Seraphine
1G
Fire a soundwave through the current target that deals 250/375/585 magic damage, reduced by 40% for each enemy hit.
0 / 60
Shaco
1G
Passive: Gain 1.5% Attack Damage for each kill this game.
Active: Deal 205/308/461 physical damage to the current target.
Kingpin bonus: Teleport behind the lowest Health enemy within 3 hexes and deal 28/41/62 bonus physical damage.
0 / 50
First cast: Every second for the rest of combat, heal 6/8/10 Health and deal 18/27/40 magic damage to adjacent enemies.
Gain 200/250/300 max Health and 10% Damage Amp.
40 / 115
Skarner
2G
Gain 325/375/450 Shield for 3 seconds and dredge up a missile. When the Shield ends, hurl the missile at the group of most enemies within 1 hexes, dealing 115/173/265 magic damage to the centermost enemy, and 50% of the damage to enemies adjacent to them.
25 / 80
Sylas
1G
Gain 150/200/250 max Health and deal 100/150/225 magic damage to the current target. If they die, gain an additional 75/100/125 Health.
25 / 75
Twisted Fate
2G
Passive: Gain 2 Ability Power each Attack.
Active: Throw a card at the current target and next nearest target, dealing 200/300/450 magic damage.
Kingpin bonus: Throw a random special card at the current target that deals 250/375/565 magic damage. Red card hits enemies in a 1-hex area. Blue card deals 50% of its damage as true damage. Rarely, throw a Yellow card that grants gold.
10 / 70
Urgot
5G
For 5/5/60 seconds, gain 125/125/500% Attack Speed and lock-on to the lowest percent Health enemy within 1 hexes. Attacks also fire 3 rockets, each dealing 68/102/1516 total physical damage.
Each cast, the first time a locked-on enemy falls beneath 15/15/95% Health, execute them, reel them in, and grind them into parts.
0 / 50
Varus
3G
Fire a chain that deals 200/300/480 magic damage and Stuns for 1 seconds. The chain links to the 3 closest enemies, dealing 100/150/240 magic damage to each.
15 / 75
Vayne
2G
Rapidly fire 3 attacks. The first two deal 25/38/56 bonus true damage, and the final attack deals 90/135/205 bonus true damage.
0 / 50
Veigar
2G
Deal 300/400/560 magic damage to the current target (Cyberboss: and 125/170/240 magic damage to adjacent enemies).
If Veigar is the same star level as the target, deal 25% true damage. If Veigar is a higher star level, deal 40% true damage.
0 / 40
Vex
4G
Passive: Gain 15% Omnivamp. 150% of overhealing from Retribution's damage is converted to bonus true damage to its primary target.
Active: Send a shadow to the target, dealing 100/150/600 magic damage to all enemies it passes through. The shadow then explodes, dealing 200/300/1200 magic damage to the target and 100/150/600 to enemies within 1 hex.
0 / 30
Vi
1G
Gain 250/325/425 Shield that rapidly decays over 4 seconds. Vi's next attack deals 275/413/619 physical damage.
30 / 70
Passive: When units die, absorb their soul and heal Health.
Active: Jump to the largest clump of enemies within 2 hexes, dealing 240/360/20000 magic damage to adjacent enemies and 120/180/20000 magic damage to other enemies within 2 hexes. 20% Shred all enemies hit for 4 seconds.
25 / 65
Xayah
4G
Impale 6 feathers into the current target that each deal 115/172/767 physical damage. When the target dies, the feathers seek out nearby enemies within 2-hexes, each dealing 22/33/142 physical damage.
25 / 75
Passive: Gain Mana every second.
Active: Launch a magic missile at the current target that bounces to the nearest enemy. Deal 105/155/240 magic damage to the current target and 55/85/125 to the other, marking both of them. If they're already marked, deal 200% damage.
0 / 30
Zac
5G
Passive: At 10% Health, split into two copies with 50/50/100% Health.
Active: Bounce 3 times on nearby enemies. Each bounce deals 130/195/1000 magic damage, Stuns for 1 second, and heals Zac 80/100/2000 Health.
30 / 100
Zed
4G
Throw a shuriken at the furthest unmarked enemy within 4 hexes that deals 40/60/800 magic damage and marks them. Then become untargetable, teleport to them, and summon shadows on every other marked enemy. Deal 135/203/810 physical damage to adjacent enemies, while shadows deal 135/203/810 physical damage to adjacent enemies.
0 / 50
Zeri
4G
Dash to a nearby location so quickly an untargetable echo lingers. The echo Attacks as if it were Zeri, but deals 50/50/200% damage. Echoes last 5/5/10 seconds, and disappear when Zeri dies.
0 / 40
Ziggs
4G
Throw a bomb that hits the most enemies in a + shape within Attack Range, dealing 240/360/1500 magic damage to enemies within 1 hex of the center (Cyberboss: and 100/150/750 magic damage to enemies further away). If only one unit is hit, deal 100% more.
20 / 70
Zyra
1G
Send a large vine towards the current target, Stunning them for 1 second and dealing 260/390/600 magic damage. Send a smaller vine at the nearest target that deals 130/195/300 magic damage.
0 / 60
Street Demon
Allies in painted hexes gain Health, Ability Power, and Attack Damage. Some hexes are Signature hexes and grant 50% more. Street Demons double all bonuses.
- 3: +6% Health, 6 Ability power, 6% Attack damage
- 5: +10% Health, 10 Ability power, 10% Attack damage
- 7: +15% Health, 15 Ability power, 15% Attack damage
- 10: +50% Health, 50 Ability power, 50% Attack damage
Anima Squad
At each tier, pick a weapon that a random Anima Squad champion fires periodically during combat. Anima Squad champions gain Armor, Magic Resist, and Damage Amp.
- 3: 10 Armor & Magic resist, 5% Damage Amplification, Choose a weapon
- 5: 25 Armor & Magic resist, 10% Damage Amplification, Choose a weapon
- 7: 35 Armor & Magic resist, 15% Damage Amplification, Choose a weapon
- 10: 100 Armor & Magic resist, 25% Damage Amplification, Choose an ultimate weapon
Exotech
Gain unique items that can only be equipped by Exotech champions. They gain Health and Attack Speed for each item equipped.
- 3: 30 Health, 2% Attack speed, Exotech Item #1
- 5: 110 Health, 4% Attack speed, Exotech Item #2
- 7: 200 Health, 8% Attack speed, Exotech Item #3
- 10: 500 Health, 40% Attack speed, Enhance.
Golden Ox
Golden Ox gain Damage Amp and have a chance to drop gold on kill.
If you spend 0 gold on rerolls or XP in a single turn, permanently increase their Damage Amp and the gold required for the next bonus. Rerolls count double towards gold spent. (Golden Ox must have fought last round)
- 2: 12% Damage Amplification, 20% gold
- 4: 24% Damage Amplification, 45% gold
- 6: 30% Damage Amplification, 66% loot, 7% chance loot is a component
Divinicorp
Divinicorp champions grant unique stats to your team, increased for each Divinicorp in play.
Divinicorp champions gain double.
- 1: 100% bonus.
- 2: 110% bonus.
- 3: 125% bonus.
- 4: 150% bonus.
- 5: 175% bonus.
- 6: 200% bonus.
- 7: 225% bonus.
- Morgana - Ability power 9%
- Rhaast - Armor Magic resist 6
- Senna - Attack damage 8%
- Gragas - Health 50
- Vex - Critical strike change 7%
- Renekton - Attack speed 5%
- Emblem - Omnivamp 3%
Syndicate
Get a Kingpin hat that uniquely upgrades a Syndicate champion's ability. Syndicate champions gain Health and Damage Amp.
- 3: 100 Health, 5% Damage Amplification, 1 Kingpin
- 5: 400 Health, 20% Damage Amplification, 2 Kingpins
- 7: 500 Health, 30% Damage Amplification, Upgrade Kingpin effect
Cypher
Gain Intel by losing combat, increased for loss streaks. Gain a small amount for killing enemies.
You may trade your Intel for loot one time on round: 3-3, 3-7, 4-3, 4-7, or 5-5.
After trading Intel, Cypher champions gain Attack Damage and Ability Power.
- 3: 1x Intel, 25% Attack damage & Ability power
- 4: 1.5x Intel, 35% Attack damage & Ability power
- 5: 2x Intel, 50% Attack damage & Ability power
BoomBots
BoomBots fire a missile every 400 damage dealt at a nearby enemy that deals magic damage. 8% of damage taken contributes to damage dealt.
- 2: 150 magic damage
- 4: 325 magic damage
- 6: Fire two missiles, each dealing 275 magic damage
Nitro
Every round, unique Nitro champions grant Chrome to R-080T, based on their star level. Each Chrome grants 11 Health and 1 Ability Power. At 200 Chrome, it upgrades to T-43X!
- 3: Summon R-080T!
- 4: Fire a giant laser!
Cyberboss
Your strongest Cyberboss upgrades to its final form and gains Health, Ability Power, and its ability hits more enemies.
- 2: 25% Health, 20 Ability power
- 3: 33% Health, 30 Ability power
- 4: All Cyberbosses upgrade. Your strongest Cyberboss gains 40% Health and 40 Ability power.
Virus
(1) The Virus infects your shop with a 10% chance to spawn a bloblet. When purchased, it merges and increases the strongest Zac's max Health by 3% and Ability Power by 4.
Soul Killer
(1) Gain a hologram copy of the highest cost enemy Viego helped kill last round. It has 900/1500/9001 Health, deals 30%/40%/200% damage, and has 1 recommended item.
Overlord
(1) The Overlord takes a bite out of the unit in the hex behind him, dealing 40% of their max Health as true damage. He gains 40% of their Health and 33% of their Attack Damage.
God of the Net
(1) After 2 player combats, open an Armory of Trait Mods that permanently reprogram a champion to benefit from a trait (but not contribute).
Every time you get a Trait Mod, the next one requires 1 additional round.
Techie
Techies gain Ability Power. Enemies hit by their abilities deal 10% less damage for 3 seconds.
- 2: 20 Ability power
- 4: 45 Ability power
- 6: 80 Ability power
- 8: 115 Ability power, enemies hit deal 18% less damage.
Vanguard
Vanguards gain 10% Durability while Shielded. Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
- 2: 16% max Health
- 4: 32% max Health
- 6: 40% max Health, 20% Damage Reduction while Shielded
Bruiser
Your team gains 100 Health. Bruisers gain more.
- 2: 20% Health
- 4: 45% Health
- 6: 75% Health
Bastion
Your team gains 10 Armor and Magic Resist. Bastions gain more. For the first 10 seconds of combat, Bastions increase their bonus by 100%.
- 2: 18 Armor & Magic resist
- 4: 50 Armor & Magic resist
- 6: 80 Armor & Magic resist Non-Bastions gain an additional 30 Armor & Magic resist.
Slayer
Slayers gain Attack Damage and Omnivamp. Overhealing heals the lowest percent Health Slayer for 50% of the excess amount.
- 2: 15% Attack damage, 15% Omnivamp
- 4: 40% Attack damage, 15% Omnivamp
- 5: 70% Attack damage, 20% Omnivamp
Strategist
Combat Start: Allies in the back 2 rows gain Damage Amp. Allies in the front 2 rows gain Durability. Strategists get triple.
- 2: 6% Damage Amplification, 4% Damage Reduction
- 3: 9% Damage Amplification, 6% Damage Reduction
- 4: 12% Damage Amplification, 8% Damage Reduction
- 5: 15% Damage Amplification, 10% Damage Reduction
Rapidfire
Your team gains 10% Attack Speed. Rapidfire champions gain more on each attack, stacking up to 10 times.
- 2: 4% Attack speed per stack
- 4: 10% Attack speed per stack
- 6: 22% Attack speed per stack
Marksman
Marksmen gain Attack Damage. After 8 seconds of combat, they increase their bonus by 100%.
- 2: 18% Attack damage
- 4: 35% Attack damage. After 8 seconds, gain 20% Attack damage every 6 seconds.
Executioner
Executioner Abilities can critically strike. They also gain bonus Critical Strike Chance and Critical Strike Damage. If the target's Health is below 30%, the bonus Critical Strike Damage is doubled.
- 2: 25% Critical strike change, 8% Critical strike damage
- 3: 35% Critical strike change, 15% Critical strike damage
- 4: 45% Critical strike change, 20% Critical strike damage
- 5: 50% Critical strike change, 20% Critical strike damage; also gain 12% Durability
Dynamo
Every 3 seconds, your team gains Mana. Dynamos gain 100% more.
- 2: 5 Mana
- 3: 7 Mana
- 4: 10 Mana
A.M.P.
A.M.P. champions upgrade their abilities in unique ways with Amp (Ability Amp). They also gain Health.
- 2: 1 Ability Amp, 100 Health
- 3: 2 Ability Amp, 200 Health
- 4: 3 Ability Amp, 350 Health
- 5: 4 Ability Amp, 500 Health