TFT:Champion
- This article is about the
Teamfight Tactics unit-type. For the full list of available champions, see: List of champions. For other uses of Champion, see Champion (disambiguation).

Champions are units in the Teamfight Tactics game mode that fight in arenas to protect the Little Legend. Though, the player can use any Tactician in-game. Unlike champions in League of Legends, these units are not directly controllable once placed on the battlefield.
They are characters taken directly from the League of Legends intellectual property and can take appearances from the Runeterra Prime universe, as well as from a wide variety of alternate universes depending on the current playable set. Players can buy, sell, reposition, and equip items on champions as well as upgrade champions.
Champion tier[edit | edit source]
Champions each have a tier represents their rarity which ranges from 1 to 5.
- Tier 1
Tier 2
Tier 3
Tier 4
Tier 5 (In set 5 and set 5.5 only, cost
Little Legend health)
Tier 6 (Set 13 only)
Tier 7 (Set 2 only; functions similarly to a
Tier 5 champion)
All players share the same pool of champions. Each champion can only be found a specific amount of times based on their tier:
Champion Tier | 1 |
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Size per champion | 30 | 25 | 18 | 10 | 9 | 9 |
A champion's drop rate is determined based on their tier and on the Tactician's level:
Champion Tier ► | 1 |
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Tactician Level ▼ | |||||
Level 1 | 100% | 0% | 0% | 0% | 0% |
Level 2 | 100% | 0% | 0% | 0% | 0% |
Level 3 | 75% | 25% | 0% | 0% | 0% |
Level 4 | 55% | 30% | 15% | 0% | 0% |
Level 5 | 45% | 33% | 20% | 2% | 0% |
Level 6 | 30% | 40% | 25% | 5% | 0% |
Level 7 | 19% | 30% | 40% | 10% | 1% |
Level 8 | 18% | 25% | 32% | 22% | 3% |
Level 9 | 15% | 20% | 25% | 30% | 10% |
Level 10 | 5% | 10% | 20% | 40% | 25% |
Level 11 (set 6 only) | 1% | 2% | 12% | 50% | 35% |
- Note:
Champion Star-level[edit | edit source]

When acquired, a champion starts as a 1-Star. Three of the same
1-Star champion can be combined to create a stronger
2-Star champion. Three of the same
2-Star champions can be combined to create an even stronger
3-Star champion. Three of the same
3-Star champions can be combined to create an even, even stronger
4-Star champion.
Champions combine automatically when you have three of the same champion with the same star-level. Champions in combat are invalidated as star-up targets and acquiring another copy will instead combine with the units on bench. Otherwise, champions on the board are prioritized.
Increasing a champion's Star-level increases their maximum health and attack damage by a percentage of their 1-star version. Their ability also becomes stronger.
0-Star ( ) |
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Attack damage | 70% | 100% | 150% | 225% | 337.5% |
Health | 70% | 100% | 180% | 324% | 583.2% |
Other Star-level scalings[edit | edit source]
- Champions
- (Sets 1, 2 and 14 only) was the only champion to interact with the enemy's Star-level, dealing massive damage to his target with his ability if they were a lower Star-level than him.
- Augments
- Mentorship (Augment) applies its effects to units placed around lower star-levels
- Superstars (Augment) increases team damage for every 3-star unit.
- Anomalies (Teamfight Tactics: Into The Arcane (Set 13))
Force of Friendship grants the Anomaly unit damage amp scaling off of the star levels of the board.
Bully grants the anomaly unit increased damage amp against lower star units.
Champion store[edit | edit source]
- The player has a champion store of 5 randomly picked champions.
- The player can spend
2 gold to reroll the pool.
- Consecutive shops do not repeat unbought champions.
- The champion store rerolls at the start of each round for free.
- The player can lock the champion store to prevent the store from refreshing automatically. The player can unlock the shop at any time.
- Champions from the store can be bought at the cost of:
- Their tier in
gold
- With the Augment Starry Night (Augment), 1 and 2 cost champions in the shop have a chance to be 2-star, in which case it will cost 3 and 6 gold respectively.
- Their tier in
- Champions that are 1 star can be sold for their full gold price, however champion that are 2 stars or higher will return 1 gold below their net value, unless the champion is tier 1.
Champion Tier ► | 1 |
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Champion Star-level ▼ | ||||||
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Champion item inventory[edit | edit source]
- Main article: Item (Teamfight Tactics)
- Defeated monsters sometimes drop items for champion to equip.
- A champion can hold up to 3 items at a time.
- If two item components are used on the same champion, they are combined into a completed item, granting various effects based on the combination.
- If a champion with items is sold, the items returns to the player's inventory.
Champion traits[edit | edit source]
- Main article: List of champions (Teamfight Tactics)
Champions have one origin and one class, with a few exceptions. Satisfying the origin or class conditions grants bonus effects to the entire team or to the champions of the respective origin or class.
Champion role[edit | edit source]
Champions have 6 types for their role: attack and magic types which are either Carry, Caster, or Tank. Carries and Casters are for dealing damage, while Tanks are used to focus aggro so that your other units can deal damage for longer. As an example,
- Attack Carry
- Deals physical damage and focused on attacking.
- Magic Caster
- Deals magical damage and casting spells.
- Magic Tank
- Focused on surviving and staying alive
Mousing over the unit's role in their info will show the recommended items to use for that type of unit.
Carry | Caster | Tank | |
Attack | Attack Carry | Attack Caster | Attack Tank |
Magic | Magic Carry | Magic Caster | Magic Tank |
Champion statistics and mechanics[edit | edit source]
Champions have a variety of statistics which increases the champion's strengths.
Health[edit | edit source]
- Main article: Health (Teamfight Tactics)
Health refers to the amount of life a champion has. Champions are removed from combat when their health reaches 0. Slain champions will respawn next round. Health is shown above a champion's head as a bar that is separated for every 300 health the champion has. Your champions' health is a green bar, enemy health is shown as a red bar; and in Double Up, the health bar is colored as their team's color.
Omnivamp[edit | edit source]
Omnivamp returns a portion of the damage the champion deals as Health.
Damage Amp[edit | edit source]
Damage Amp increases all damage dealt.
Durability[edit | edit source]
Durability reduces all damage taken.
Attack Range[edit | edit source]
Range is the range that a unit can attack another unit with their basic attacks, and it is measured in hexes.
1 attack range means a champion can only attack enemies in adjacent hexes with their basic attacks. If a champion only has an animation for melee attacking, and their attack range is increased, then a beam will appear from that champion to their target.
Ranged units have 2 or more attack range.
- Some abilities have their own targeting (such as targeting the further unit) that is separate or more specialized (such as lowest health in range) in regards to the attack range.
Basic attack[edit | edit source]
Basic attacks are the default attack for champions, they deal physical damage.
- Attack damage is the amount of damage a champion will do with each basic attack.
- Attack speed is measured in attacks per second. All attack speed increases are percentage-based, and affect each champion based on their base attack speed. Attack speed slows are based on total attack speed. Attack speed is capped at 5.0 attacks per second. But the attack speed of a champion can be increased beyond this limit (by buffs from other champions).
- Basic attacks and abilities that deal physical damage have a chance to
critically strike to deal 30% bonus damage, determined by critical strike chance. Every champion starts with 25% critical strike chance. The bonus damage is further increased by critical strike damage (which stacks additively). Excess critical strike chance to converted into bonus Critical Strike Damage.
- Armor reduces the damage taken from physical damage. Armor works using this formula:
Ability[edit | edit source]
Champions have a unique ability that they can cast once their mana bar is full. Some champions are manaless and instead have a permanent passive effect (for more information, see the mana page). Abilities deal magic damage, with the exceptions of attack-modifiers. On patch V9.15, it was indicated that most ability cast are 0.5 seconds.[1]
- Mana is generated by basic attacking and taking damage.
Ability power increases the potency of a champion's ability. Each point of ability power grants 1% increased ability effect.
- Magic resistance reduces the damage taken from magic damage. Magic resistance works using this formula:
To see the list of champions that deal true damage with their ability, see this page.
The following champions deal physical damage with their ability:
- Set 14
- Set 13
- Set 12
- Set 11
- Set 10
- Set 9.5
- Set 9
- Set 8.5
- Set 8
- Set 7.5
- Set 7
- Set 6.5
- Set 6
- Set 5.5
- Set 5
- Set 4.5
- Set 4
- Set 3.5
- Set 3
- Set 2
- Set 1
Movement speed[edit | edit source]
Movement speed refers to the speed at which a champion moves in the arena. Champions have 550 base movement speed. Melee champions move slightly earlier at the start of combat than
ranged champions.
If a champion is in the attack range of their target, and the target moves out of range, the attacker only chases their target for 1 hex before switching to the closest enemy.
Game mechanics[edit | edit source]
- True damage is a type of damage that ignores resistances (armor and magic resistance).
Dodge causes incoming attacks to
Miss (deal no damage and do not apply spell or item effects).
Stealth temporarily makes the target invisible and untargetable.
Burn is a debuff that deals a percent of the target's max Health as true damage every second.
Wound is a debuff that reduces healing on the target (usually by 33%) for a duration.
Chill is a debuff that reduces the target's attack speed.
Item Disable is a debuff that disables the target's items with
Jammed
Shred is a debuff that reduces the target's magic resist.
Sunder is a debuff that reduces the target's armor.
Crowd control[edit | edit source]
Airborne moves the target in a specified direction or to a specific point. For the duration the target is unable to move, declare attacks or cast their ability.
banishes a target for a duration, disabling them. The target is unable to perform any action and cannot be attacked by enemy team for a duration.
temporarily Disarm prevents the target from declaring basic attacks for a duration.
Silence prevents the target from activating their ability.
Root prevents the target from moving.
Stun prevents the target from moving, attacking and activating their ability.
Taunt forces the target to attack the source.
Fear forces the target to move away.
Slow slows the target's movement speed.
Bench[edit | edit source]
If a player's bench is full, the extra champion gained with a carousel will be sold at the end of Planning phase.
Trivia[edit | edit source]
- As of Set 14 and the League of Legends champion release of on 23 January 2025, 170/170 champions have been made playable as a champion in Teamfight Tactics.
- Champions have not appeared in Teamfight Tactics are: none.
- Champions exclusive to
Teamfight Tactics:
- Set 6.5, Set 9.5, and Set 13
- is the 1th exclusive champion to Teamfight Tactics.
- Set 7.5
- being the 2th exclusive champion.
- Set 11 and Set 14
- being the 3th exclusive champion.
- Set 11
- being the 4th exclusive champion.
- Set 12
- being the 5th exclusive champion.
- Set 13
League of Legends champions within set 13, and .
and are junior versions of their respective League of Legends.
was an exclusive champion for Teamfight Tactics before she was ported over to
, , , , , , , , and being 6th to 14th exclusive champions.
- Set 14
- being the 15th exclusive champion.
- Set 6.5, Set 9.5, and Set 13
- Skins exclusive to Teamfight Tactics:
- In Set 10, , , , , , , , and have skins unique.
- In Set 13, have skins unique before being ported over to
League of Legends.
- In Set 14, have skin unique.
- In Set 14, was going to have a unique skin "Battle Butterfly" of origin, but it was apparently cancelled.
- Before Set 3, there were champions that didn't benefit from
ability power.[2]
- There are Teamfight Tactics champions that are manaless in League of Legends but use mana in Teamfight Tactics:
- Conversely, there are Teamfight Tactics champions that use mana in League of Legends that are manaless in Teamfight Tactics:
- Champions in Teamfight Tactics may appear in one of their custom skins or a recolored version of one, official Chroma or otherwise. This is to help them better thematically fit their given origins or traits: