New champions from TFT Set 11 - Inkborn Fables 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
20% Shred the current target for 4 seconds and deal 275/415/645 magic damage to them. Heal 120/150/200 Health.
0 / 60
Ahri
1G
Deal 300/450/675 magic damage to the current target and 150/225/335 magic damage to adjacent enemies.
Fated Bonus: Gain 25 Ability power.
0 / 60
Alune
3G
Rain meteors through the row with the most total enemy Health. Meteors deal 380/570/900% magic damage split between all enemies hit. Deal 160/240/380 magic damage to the current target. All enemies hit are 20% Shredded for 6 seconds.
Grant 20/25/30% Attack Speed split amongst allies in Alune's row for 5 seconds.
0 / 60
Amumu
3G
Over the next 3 seconds, heal 250/300/375 Health per second and cry on adjacent units. Every second, tears heal allies for 60/85/110 Health and deal 150/225/360 magic damage to enemies.
50 / 100
Annie
4G
Passive: Heal 4% Health when damaging a Burning enemy.
Active: On first cast, hop on Tibbers, gaining 300/350/1200 max Health and Stunning enemies within 2 hexes for 1.5 seconds.
Deal 150/225/2000 magic damage, Burn, and Wound enemies within 2 hexes for 5 seconds.
70 / 120
Aphelios
3G
20% Sunder the nearest 3 enemies for 7 seconds. Then fire 3 shots at them, dealing 141/212/333 physical damage each.
Fated Bonus: Gain 25% Attack damage.
40 / 100
Ashe
4G
Passive: Start with 15 arrows. Gain 1/1/3 every 3 attacks.
Active: Fire a volley split between the current target and the 3 closest enemies within range, dealing 30/45/166 physical damage per stored arrow for a total of 300 physical damage.
30 / 90
Azir
5G
Fire a beam through the current target, dealing 500/750/5000 magic damage to enemies hit. Spawn a Guardian adjacent to the first enemy hit with 1100/1500/8000 Health. The Guardian does not move or attack.
70 / 130
Bard
3G
For the next 6 seconds, attacks instead throw 2 Meeps, each dealing 33/49/79 physical damage and 25/40/65 magic damage.
0 / 50
Caitlyn
1G
Fire a bullet towards the farthest enemy, dealing 450/675/1013 physical damage to the first enemy hit.
0 / 105
Cho'Gath
1G
Gain 250/300/350 Shield for 4 seconds and breathe a cone of fire, dealing 200/300/450 magic damage, Burning, and Wounding enemies hit for 9 seconds.
40 / 90
Darius
1G
Deal 190/285/450 magic damage to adjacent enemies. For the next 4 seconds, attacks deal 80/120/200% bonus magic damage.
0 / 40
Diana
3G
Heal 300/325/400 Health and create a 1-hex sacred zone around Diana for 4 seconds, taking 30/30/35% reduced damage from enemies outside the zone. While the zone is up, Diana's attacks deal 75/110/180% bonus magic damage.
50 / 100
Galio
4G
Taunt enemies within 3 hexes and gain 130/195/568 Armor and 100/150/500 Magic Resist for 4 seconds. Galio is immobile and unstoppable during this time.
After, deal 100/150/1800 magic damage to all enemies in range and grant 200/250/2000 Shield to allies in range for 4 seconds.
70 / 140
Garen
1G
Gain 275/325/375% Shield for 5 seconds. Garen's next attack deals 248/371/557 physical damage.
30 / 80
Gnar
2G
Passive: Gain 2% Attack Damage upon attacking or getting hit, up to 45 times.
Active: Fling a boulder at the current target, dealing 186/279/432 physical damage to targets in a line.
10 / 60
Hwei
5G
Create an expanding paint pool around the most units that heals allies within for 40/60/1000 Health every second for 3 seconds. After 3 seconds, it explodes, healing allies within for 80/120/1000% Health and dealing 195/290/2000% magic damage to enemies.
30 / 105
Gain 400/450/550 Shield and summon a tentacle near the current target for 4 seconds. The tentacle slams every second, dealing 80/120/190 magic damage in a line and healing Illaoi for 50/60/70 Health.
0 / 80
Irelia
5G
Passive: Attacks send blades that dart between enemies, dealing 113/169/1181 physical damage and 30% Sunder for 5 seconds. Cast every 8 attacks.
Active: Command the blades to swiftly strike the three lowest Health enemies, dealing 325/438/3475 physical damage and applying on-hit effects.
Irelia converts 25% of bonus attack speed into faster blade movement, and 50% into Attack Damage.
0 / 8
Janna
2G
Grant 120/170/220 Shield to the 2 lowest Health allies for 4 seconds. Then, deal 190/285/445 magic damage to the 2 nearest enemies.
25 / 75
Jax
1G
Gain 90 Armor and Magic Resist for the next 2 seconds. Afterwards, deal 100/150/225 magic damage to adjacent enemies. The current target takes 325/490/735 magic damage and is Stunned for 1.5 seconds.
20 / 60
Kai'Sa
4G
Fire 20 waves at the current target over 2 seconds, each dealing 40/40/100% AD physical damage to the first enemy hit. If an enemy is hit by 10 waves, they take 65/65/140% damage per wave instead.
20 / 75
Kayn
4G
On first cast, transform, dealing 320/480/1800 physical damage to nearby enemies. While transformed, gain 30% Critical Strike Chance and critical attacks damage adjacent enemies. If the spin only hits one enemy, the damage is increased by 100%.
Subsequent casts deal 190/285/1035 physical damage to units in a line through the target instead.
0 / 60
Kha'Zix
1G
Leap towards the lowest Health enemy within 3 hexes and deal 340/340/350% physical damage.
0 / 40
Dash away from the current target and deal 135/200/300% magic damage to them and 70/105/165% magic damage to the nearest enemy.
Fated Bonus: Gain 20% Attack Speed.
0 / 30
Kobuko
1G
Passive: Gain 10/12/20 permanent Health for each gold gained from interest.
Active: Heal 300/350/400 Health over 2 seconds. Kobuko's next attack deals 15% HP as bonus magic damage.
30 / 70
Deal 160/240/335% magic damage to the lowest Health enemy within range. Every 3 casts, gain +1 Attack Range.
0 / 30
Lee Sin
4G
Kick the target's spirit out of their body, dealing 293/439/1316 physical damage, 30% Mana Reaving them, and Stunning them. Enemies hit by the spirit take 98/146/658 physical damage. Gain 200/250/1000 Shield for 3 seconds.
40 / 100
Lillia
4G
Hurl an orb towards the current target, dealing 240/360/900% magic damage to the first enemy hit and adjacent enemies. It continues rolling as a smaller orb, dealing 110/165/600% magic damage to enemies it hits.
Every third cast launches a mega orb at her target that deals 300/450/1350 magic damage and splits into 3 smaller orbs that roll towards the farthest enemies.
0 / 50
Lissandra
5G
Steep the current target in a teapot, Stunning and dealing 660/990/8888 magic damage over 3/3/15 seconds. If they die, there's a 45% chance that Lissandra turns them into a loot orb. Otherwise, Lissandra throws the teapot at the largest group of enemies, dealing 150/225/600 magic damage to all enemies hit.
If the target is the last enemy remaining, kill them instantly.
45 / 105
Lux
2G
Throw a spirit bunny towards the farthest enemy, dealing 240/360/560% magic damage to enemies along the way, reduced by 30% each time it hits an enemy. The first 2 enemies hit are Stunned for 1.5 seconds.
15 / 75
Malphite
1G
For 8 seconds, gain 75/90/110 Armor and attacks deal 45/90/180 magic damage to enemies in a cone.
40 / 80
Morgana
4G
Create a blizzard around a random enemy that deals 265/400/2000% magic damage over 3 seconds and Chills for 1 second.
0 / 60
Nautilus
4G
Send 3 shockwaves towards the most enemies in a line, dealing 150/225/1000 magic damage and Stunning all enemies hit for 1.75/2/8 seconds.
60 / 170
Hop into the air, reducing damage taken by 35/35/40% and Healing 250/280/320 Health over 2 seconds. After, slam down and deal 300/350/400 magic damage to adjacent enemies.
40 / 80
Ornn
4G
Gain 300/350/1200% shield for 4 seconds. Channel and forge unstoppably over 2 seconds, dealing 300/450/1500 magic damage to adjacent enemies over the duration. After, toss an ephemeral Completed item to the nearest ally.
80 / 130
Qiyana
2G
For 4 seconds, attacks deal 150% bonus physical damage to the target and 88/131/197 physical damage to enemies behind them. Qiyana will dash to find the best angle.
0 / 20
Grand Entrance:
Dash into the largest group of enemies and deal 240/360/1500 magic damage to enemies in a 2-hex range. Gain 175/225/500 Shield for each enemy hit for 2 seconds and reduce their damage by 10% for 4 seconds.
Deadly Plumage:
Xayah deals 200/300/800 physical damage to all enemies hit by Rakan's ability.
30 / 80
Rek'Sai
1G
Gain 75 Armor and Magic Resist for 5 seconds. Stun nearby enemies for 1 second and deal 148/230/373 magic damage.
40 / 90
Deal 200/200/215% physical damage to the current target. Every 3rd cast, instead deal 310/310/325% physical damage to the current target and enemies adjacent to them, then heal for 175/225/275% Health.
0 / 25
Senna
2G
Fire a laser 2 Hexes beyond the current target, dealing 245/245/260% physical damage and 10/15/25% magic damage to enemies hit. Grant 20/25/35% Attack Damage to Senna and allies to the left and right for 4 seconds.
20 / 75
Passive: At the start of combat, squat adjacent units in the same row. Permanently gain 2% Attack Damage for each 1000 Health squatted.
Active: Slam the current target forward, Stunning them and dealing 176/263/13164 physical damage. Deal 108/162/2176 plus 8/12/1000% of the target's maximum health as physical damage to enemies within 2.5 hexes.
Fated Bonus: Gain 15% Omnivamp.
80 / 160
Shen
2G
For 4 seconds, reduce damage taken by 40/50/70 for Shen and 15/20/30 for adjacent allies. Shen's next 3 attacks deal 55/124/291 bonus true damage.
40 / 90
Sivir
1G
Gain 95/95/110% Attack Damage and grant 15/20/30% Attack Speed to self and adjacent allies for 6/7/8 seconds.
0 / 50
Soraka
3G
Passive: Each time your team loses 20% of their total Health, gain 10 Ability Power for the rest of combat.
Active: Mana Reave the largest group of enemies within range. Deal 260/390/650% magic damage to the center enemy and 120/180/305% magic damage to adjacent enemies.
0 / 60
Sylas
4G
Dash around the target and slam, dealing 200/300/1200% magic damage and healing for 110/130/600% Health. Then, swipe twice, dealing 90/135/550% magic damage to nearby enemies.
0 / 40
Syndra
4G
Passive: Start combat with 6/6/10 butterflies and gain one every 1 casts.
Active: Throw all butterflies at the current target, dealing 45/70/180 magic damage for each butterfly.
Fated Bonus: Deal 12% more damage.
0 / 30
Tahm Kench
3G
Gain 170/306/551 Shield for 3 seconds and deal 300/450/700 magic damage to the current target. If Tahm Kench has more Health than them, deal 480/720/1120 magic damage instead. Otherwise, gain 200/250/300 more Shield.
40 / 100
Teemo
2G
Throw a spoiled dumpling at the nearest non-poisoned enemy, poisoning them for 400/600/1150% magic damage over 10 seconds.
0 / 30
Thresh
3G
Grant 360/400/450 Shield to Thresh and the lowest Health ally for 4 seconds and deal 100/150/250 magic damage to enemies adjacent to both. Thresh shares 15/15/20% of his Armor and Magic Resist with the shielded ally for 6 seconds.
Fated Bonus: Gain 18 Armor and Magic Resist.
30 / 90
Tristana
3G
Gain 40/40/50% Attack Damage for 6 seconds. Jump on the current target and deal 300/300/305% physical damage to adjacent enemies, before bouncing to a safe location.
40 / 100
Ram Slam: Gain 350/425/3000 Shield for 3 seconds and charge through the current target, briefly knocking up any enemies he hits. Grab the nearest enemy and slam them into the ground, dealing 300/450/5555 total magic damage to them and adjacent enemies.
Tiger Strikes: Gain 80/80/500% Attack Speed and empower Udyr's attacks for the next 6/6/30 seconds to strike 4/4/20 additional times dealing 150/225/1500 bonus magic damage.
30 / 90
Volibear
3G
Empower the next three attacks. The first two heal for 150/180/240 Health and deal 50/75/120 bonus magic damage. The final attack deals 190/312/532 magic damage and Stuns the target for 1 second.
10 / 60
Cycle through the following abilities:
Throw staff out, dealing 240/360/1620 physical damage to the current target and Stunning them for 1.5/1.5/8 seconds.
Spin, dealing 240/360/1620 physical damage to enemies within 1-hex range.
Dash to hit the most enemies in a 3-hex line, then slam down staff dealing 310/465/2855 physical damage to enemies hit.
0 / 30
Feathers Fly!:
Throw 12/12/30 feathers at the 4 closest enemies, each dealing 56/84/900 physical damage. Then, recall the feathers, dealing 35/35/500% physical damage to enemies they pass through.
Gleaming Quill:
Rakan throws feathers at the 3 lowest Health allies, healing them for 150/250/1000 Health.
This is affected by Trickshot.
30 / 100
Yasuo
1G
Passive: Attacks while Shielded deal 14/21/35 bonus magic damage.
Active: Gain 225/250/300 + 30/45/70% Armor & MR as Shield for 5 seconds and deal 200/300/450 magic damage to the current target.
Fated Bonus: Gain 250 Shield at the start of combat.
0 / 80
Yone
3G
Dash in spirit form to the farthest enemy within 3 Hexes for 3 seconds, dealing 165/165/180% physical damage and Wounding enemies along the way for 5 seconds. While in spirit form, gain 250/300/375% Shield and 80% Attack Speed. Afterwards, Yone returns to his starting position.
Each cast this combat increases his dash range by 1 Hex.
10 / 70
Yorick
2G
Sap power from the 2 nearest enemies, gaining 300/360/420 max Health and dealing 160/240/375 magic damage to them over 3 seconds.
40 / 80
Passive: Kills increase the number of ricochets by 1 for the rest of combat.
Active: Fire a missile dealing 280/420/650% magic damage to the current target. The missile ricochets to the farthest unit within 2 hexes, dealing 140/210/325% magic damage.
20 / 60
Zyra
2G
Summon 2 Vine Lashers that attack the nearest enemy 3 times. Their attacks deal 95/140/220% magic damage and Wound their targets for 6 seconds.
30 / 75
Mythic
Mythic champions gain Health, Ability Power, and Attack Damage.
After 4 player combats, they become Epic, increasing the bonus by 50%.
- 3: +8% Health, 11% Ability power & Attack damage
- 5: +18% Health, 22% Ability power & Attack damage
- 7: +25% Health, 35% Ability power & Attack damage
- 10: Instantly become Epic. The bonus is increased by 250% instead.
Storyweaver
Storyweavers summon a Hero named Kayle and evolve her. Storyweavers gain max Health.
- 3: Pick a supportive effect. 60 Health
- 5: Pick a combat effect. 100 Health
- 7: Pick a combat effect. 150 Health
- 10: Ascend. 250 Health
Fated
Hover one Fated unit over another to form a pair and unlock a Fated Bonus. Your pair gains 20% Health.
- 3: Pair gets the Fated Bonus.
- 5: All Fated champions get 200% of the Fated Bonus
- 7: All Fated champions get 300% of the Fated Bonus
- 10: All Fated champions gain 300% of EVERY Fated Bonus
Umbral
The moon illuminates hexes, Shielding units placed in them at the start of combat.
Umbral units in illuminated hexes execute low Health enemies.
- 2: 200 Shield; 10% Health execute
- 4: 450 Shield; 18% Health execute. More hexes are illuminated.
- 6: 900 Shield and illuminate the whole board; 25% Health execute.
- 8: Executed enemies have a 100% chance to drop loot; 60% Health execute.
Inkshadow
Gain unique Inkshadow items. Inkshadow champions gain 5/16/22% bonus damage and damage reduction.
- 3: 1 Item
- 5: 2 Items and 5% more bonus damage and damage reduction
- 7: 4 Items
Heavenly
Heavenly units grant unique stats to your team, increased by their star level and each Heavenly unit in play. Gives 70% more stats to Heavenly units.
- 2: 100% bonus.
- 3: 110% bonus.
- 4: 125% bonus.
- 5: 145% bonus.
- 6: 170% bonus.
- 7: 200% bonus.
- Kha'Zix - 10% Critical strike chance
- Malphite - 8 Armor & Magic resist
- Neeko - 10 Health
- Qiyana - 10% Attack damage
- Soraka - 10% Ability power
- Wukong - 10% Attack speed
- Emblem - 5% Omnivamp
Ghostly
Upon dealing or taking damage 5 times, Ghostly units send 2 spectres to haunt nearby enemies and heal 3% max Health every 2 seconds.
Haunted enemies take bonus damage for each spectre on them, and pass spectres on death.
- 2: 5% per spectre
- 4: 10% per spectre
- 6: 16% per spectre
- 8: 36% per spectre
Fortune
When you lose a fight, gain Luck. The more fights in a row you lose, the more Luck you get.
Lose Luck when you win.
- 3: Roll a die; in that many player combats, hold a Festival where you may convert your Luck into rewards.
- 5: Heal 2 player health at the start of each player combat.
- 7: Fortune smiles! Gain extra rewards and more luck every turn no matter what, and hold a Festival every turn.
Dryad
Dryads gain Ability Power and 200 Health. Each enemy death grants permanent additional Health.
- 2: 15 Ability power; 3 Health per enemy death
- 4: 30 Ability power; 7 Health per enemy death
- 6: 55 Ability power; 10 Health per enemy death
Dragonlord
After 8 seconds of combat, the Dragon strikes the board, dealing true damage to enemies and granting all allies Attack Speed for the rest of combat.
- 2: 5% Health damage, 22% Attack speed
- 3: 10% Health damage, 18% Attack speed
- 4: 10% Health damage and Stuns for 1.5 seconds
- 5: 15% Health damage, 45% Attack speed
Porcelain
After casting, Porcelain champions boil, gaining Attack Speed and taking less damage for 4 seconds.
- 2: 30% Attack speed; 20% reduced damage
- 4: 55% Attack speed; 33% reduced damage
- 6: 100% Attack speed; 50% reduced damage
Warden
Wardens take less damage. For the first 10 seconds of combat, they take an additional 18% less damage.
- 2: 10% less damage
- 4: 22% less damage
- 6: 35% less damage
Duelist
Duelists gain Attack Speed on each attack, stacking up to 12 times.
- 2: 5% Attack speed
- 4: 9% Attack speed
- 6: 13% Attack speed; Duelists take 12% less damage
- 8: 18% Attack speed; Duelists take 18% less damage
Bruiser
Your team gains 100 maximum Health. Bruisers gain additional maximum Health.
- 2: 20% Health
- 4: 40% Health
- 6: 65% Health
- 8: 80% Health; Every 3 seconds, Bruisers deal 6% Health bonus physical damage on their next attack.
Behemoth
Behemoths gain increased Armor and Magic Resist. Whenever a Behemoth dies, the nearest Behemoth gains 50% more for 8 seconds.
- 2: 25 Armor & Magic resist
- 4: 55 Armor & Magic resist
- 6: 85 Armor & Magic resist
Arcanist
Arcanists gain Ability Power and grant Ability Power to allies.
- 2: 20 Ability power to all allies.
- 4: 50 Ability power for Arcanists; 20 Ability power for others
- 6: 90 Ability power for Arcanists; 50 Ability power for others
- 8: 135 Ability power for Arcanists; 135 Ability power for others
Invoker
Every 3 seconds, your units gain Mana.
- 2: 5 Mana to all allies.
- 4: 20 Mana to Invokers; 5 Mana to others.
- 6: 35 Mana to Invokers; 20 Mana to others.
Trickshot
Trickshots' abilities ricochet. Each ricochet deals a percentage of the previous bounce's damage.
- 2: 1 ricochet; 45% of previous damage
- 4: 2 ricochets; 60% of previous damage
Sniper
Innate: Snipers gain 1 Attack Range.
Snipers deal more damage to targets farther away.
- 2: 8% damage per hex.
- 4: 18% damage per hex.
- 6: 35% damage per hex. Snipers gain an additional 2 Attack Range.
Sage
Combat start: Allies in the front 2 rows gain Omnivamp. Allies in the back 2 rows gain Ability Power.
- 2: 12% Omnivamp, 15 Ability power
- 3: 20% Omnivamp, 30 Ability power
- 4: 30% Omnivamp, 45 Ability power
- 5: 45% Omnivamp, 75 Ability power
Reaper
(2) Reapers' Abilities can critically strike and they gain 25% Critical Strike Chance.
(4) Additionally, Reapers bleed enemies for 50% bonus true damage over 2 seconds.
Altruist
Altruists heal the lowest Health ally for 15% of damage they deal. Your team gains Armor and Magic Resist.
- 2: 10 Armor & Magic resist
- 3: 20 Armor & Magic resist
- 4: 40 Armor & Magic resist
Lovers
(1) Change which Lover takes the field depending on whether they are placed in the front or back 2 rows. When the fielded Lover casts, the other provides a bonus effect.
- Front: Altruist Rakan
- Back: Trickshot Xayah
Spirit Walker
(1) The first time the Spirit Walker drops below 50% Health, he unleashes the rage within, healing to full Health, gaining increased movement speed, and changing his Ability from Ram Slam to Tiger Strikes.
Great
(1) Every 3 casts, Wukong grows his weapon, modifying his Abilities.
Artist
(1) The Artist paints the champion you place in a special bench slot. Get a 1-star copy of the champion placed there when the Artist's work is complete.
Rounds to Complete = Unit Cost (Decreases with Artist Star Level)
Exalted
Your team gains 7% bonus damage, plus more based on your level.
After combat, store 2 XP in a Soul Core. Sell the Core to claim the XP.
- 2: 1% damage per level
- 5: 3% damage per level
Each game a different set of units is Exalted.