TFT Classes and Origins
Teamfight Tactics champions are the units players put into battle. All champions have traits that can help identify which work best together. The first is their origin which describes where the champion came from. The second is their class which describes how they fight when in battle. It is important to pair up champions that have similar origins and classes to earn bonuses for the team. Here is the list of all the current TFT champions and their traits.
Blademasters' Basic Attacks have a chance to trigger two additional attacks against their target.
These additional attacks deal damage like Basic Attacks and trigger on-hit effects.
Every fourth Basic Attack from a Blaster fires additional attacks at random enemies.
These additional attacks deal damage like Basic Attacks, trigger on-hit effects, and can critically hit.
Brawlers gain bonus Maximum Health.
All allies heal for some of the damage they deal with spells and attacks.
All allies gain Attack Speed every 8/3.5/1.5 seconds.
Cybernetic champions with at least one item (component or full) gain Health and Attack Damage.
When a Dark Star Champion dies, all other allied Dark Star Champions gain Attack Damage and Spell Power
Dark Star Champions
(2) Damage from Demolitionists' spellcasts stuns their targets for 1.5 seconds. (Once per spellcast)
Innate: At the start of combat, Infiltrators immediately move to the enemy's backline.
Infiltrators gain Attack Speed for 6 seconds at the start of combat.
(2) Mana-Reaver attacks increase the mana cost of their target's next spellcast by 40%.
(3) At the start of combat, three random Mech-Pilots are teleported into a Super-Mech.
The Super-Mech has the combined Health, Attack Damage, and Traits of its pilots, as well as 3 random items from among them.
When the Super-Mech dies the Pilots are ejected, granted 25 Mana, and continue to fight.
Innate: Upgrades for Mercenaries' spells have a chance to appear in the shop.
All allies gain Magic Resistance.
Protectors shield themselves for 4 seconds whenever they cast a spell. This shield doesn't stack.
At the start of combat, Rebels gain a shield and bonus damage for each adjacent Rebel. The shield lasts for 8 seconds.
(2) Snipers deal 15% increased damage for each hex between themselves and their target.
All allies have increased Spell Power.
Whenever a Space Pirate lands a killing blow on a Champion there is a chance to drop extra loot.
Space Pirate Champions
Star Guardians' spellcasts grant Mana to other Star Guardians, spread among them.
Star Guardian Champions
Innate: Starships gain 20 mana per second, maneuver around the board, and are immune to movement impairing effects, but can't make Basic Attacks.
(2) Valkyrie attacks and spells always critically hit targets below 50% health.
Vanguard champions gain bonus Armor.
(3) Attacks and spells from Void champions deal true damage.