TFT:List of champions in Remix Rumble
Contents
This is the list of champions for Remix Rumble, the 10th edition of Teamfight Tactics.
List of champions[edit | edit source]
Champion | Tier | Origin | Class | Ability |
---|---|---|---|---|
![]() | 4 ![]() | ![]() | ||
![]() | 4 ![]() | ![]() Active: Throw a shuriken at the farthest unmarked enemy, marking it with 190 / 190 / 380% AD physical damage. Dash to every marked enemy, striking them for physical damage and dealing 80 / 120 / 400% ![]() Headliner Effect: +300 Health, +10% Attack Speed. | ||
![]() | 4 ![]() | ![]() Active: Deal 250 / 250 / 500% AD physical damage per wave three times split between the three closest enemies within 3 hexes. For each enemy that survives all three waves, refund 12 / 12 / 20% ![]() Bling Bonus: Heal for 20% of the damage dealt. Headliner Effect: +300 Health, +10% Attack Speed. | ||
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![]() | 2 ![]() | ![]() Active: Plays a 4-note tune at random using 4 possible notes: Doot: Deal 190 / 285 / 430% ![]() Chime: Heal 120 / 150 / 180% ![]() Tip: Drop ![]() ![]() Headliner Effect: Every 10 casts, Bard gains a ![]() | ||
![]() | 4 ![]() | ![]() Passive: Zap!: Deal 100 / 150 / 1000% ![]() Active: Gain a 600 / 750 / 2000% ![]() Headliner Effect: +400 Health, passive Zap! effect also deal additional max health magic damage. | ||
![]() | 4 ![]() | ![]() Active: Fires shots at the 4 furthest enemies. Shots deal 375 / 375 / 750% AD + 25 / 40 / 120% ![]() Headliner Effect: +10% AD, Champ Hunt adds one additional shot. | ||
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![]() | 2 ![]() | ![]() Active: Gain 200 / 215 / 230% ![]() Headliner Effect: +400 Health. | ||
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![]() | 5 ![]() | ![]() Passive: Every 3 seconds, Illaoi's tentacles deal 60 / 60 / 500% of Armor & Magic Resistance magic damage to nearby enemies. Active: Gain 100 / 150 / 400 Armor and Magic Resist for 3.5 seconds. Revive or fully heal the lowest Health tentacle. Leap at the nearest enemy and deal 100 / 150 / 4000% ![]() Headliner Effect: +10% ![]() | ||
![]() | 2 ![]() | ![]() | ||
![]() | 5 ![]() | ![]() Passive: Attacks generate 10 additional Mana. If your bench has 4 Grand Finale Rifles, begin conducting instead of attacking. Each Rifle fires at the same rate as the Maestro and deals 66 / 66 / 444% AD + 15 / 25 / 144% ![]() Active: Put 1 / 1 / 4 Grand Finale Rifle into one of your empty bench slots. Headliner Effect: +10% AD, Combat Start: Put 1 Grand Finale Rifle into an empty bench slot. | ||
![]() | 1 | ![]() Passive: ![]() ![]() ![]() Active: Swap between Minigun and Rocket Launcher. Headliner Effect: Minigun attacks grant an extra 1% Attack Speed, Rocket Launcher attacks deal an extra 10% AD bonus damage. | ||
![]() | 1 | ![]() Active: Enter a defensive stance, reducing damage taken by 30% + 20 / 20 / 25% ![]() Headliner Effect: +300 Health. | ||
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![]() | 5 ![]() | ![]() Active: ![]() ![]() ![]() Chill: Reduce Attack Speed by 20%. Headliner Effect: +5% ![]() ![]() | ||
![]() | 1 | ![]() | ||
![]() | 1 | ![]() Active: Deal 180 / 270 / 400% ![]() Headliner Effect: +150 Health, Confetti Bloom heals +20%. | ||
![]() | 5 ![]() | ![]() Active: Fire 14 + 1 per 20% bonus Attack Speed shots towards the furthest enemy. Each shot explodes on the first enemy hit, dealing 55 / 55 / 1000% AD + 20 / 30 / 100% ![]() Headliner Effect: +10% AD, Arepeggio fires an additional 3 shots. | ||
![]() | 3 ![]() | ![]() Active: Fire a bolt toward the current target. It deals 240 / 360 / 575% ![]() ![]() ![]() ![]() Headliner Effect: -10 max Mana. | ||
![]() | 3 ![]() | ![]() Active: Fires a beam of light at the farthest enemy, dealing 230 / 345 / 550% ![]() Headliner Effect: +15% Crit Chance, Laser Light Show can ![]() | ||
![]() | 3 ![]() | ![]() Active: Deal 270 / 270 / 275% AD physical damage to the current target and 180 / 180 / 180% AD physical damage to the closest target behind them. If either die, gain +40% ![]() Headliner Effect: +25% AD. | ||
![]() | 3 ![]() | ![]() Active: Gain a 500 / 575 / 650% ![]() ![]() ![]() When Face-Melter kills an enemy, gain 4% ![]() Headliner Effect: +300 Health, +5 ![]() ![]() | ||
![]() | 1 | ![]() | ||
![]() | 3 ![]() | ![]() Active: Cosplays the highest Health ally and gain a 250 / 300 / 350% ![]() Headliner Effect: +200 Health; When she cosplays an ally, grant that ally 20 mana. | ||
![]() | 1 | ![]() Passive: Heal 20 / 25 / 35% ![]() Headliner Effect: +150 Health, +15 Armor, +15 Magic Resist. | ||
![]() | 2 ![]() | ![]() Active: Reduce damage taken by 25% + 25 / 25 / 30% ![]() Headliner Effect: +200 Health, +20 Armor, +20 Magic Resist. | ||
![]() | 4 ![]() | ![]() Passive: Gain AD based on bonus Health. Active: Gain 80 Armor and Magic Resistance for 6 seconds. Hammer the nearest enemy 3 times; each deals 240 / 240 / 500% AD physical damage and heals 100% ![]() Headliner Effect: +300 Health, +15% AD. | ||
![]() | 5 ![]() | ![]() Active: Copy 1 / 2 / 3 of the current target's items and throw them to an ally. Deal 500 / 500 / 1000% AD physical damage and knock them back. If the target had no items, deal 75 / 75 / 500% ![]() Bling Bonus: After Sample & Remix kills a champion and copies an item, create 1 permanent component(s). (Radiant items, Artifacts, and Emblems cannot be copies) Headliner Effect: +15% AD; When Qiyana copies an item, gains 5% Attack Damage. | ||
![]() | 3 ![]() | ![]() | ||
![]() | 3 ![]() | ![]() Passive: Attacks that ![]() ![]() Active: Deal 240 / 240 / 250% AD physical damage to the current target, then another 110% AD physical damage per Style stack. Afterwards, reset Style. Headliner Effect: +20 AD, +10% Critical Chance. | ||
![]() | 2 ![]() | ![]() Active: Fire a blast of sound at the current target's location. It pulses 3 times, each dealing 105 / 155 / 225% ![]() Bling Bonus: -15 max Mana. Headliner Effect: +10% AD; Each Subwoofer pulse grows slightly larger. | ||
![]() | 2 ![]() | ![]() | ||
![]() | 3 ![]() | ![]() Active: Gain a 375 / 425 / 475 Shield for 2 seconds, increased by 1 for every 4 missing Health. Deal 275 / 420 / 680% ![]() ![]() Headliner Effect: +250 Health; After dropping below 15% Health or dying, gains +50 permanent max Health. | ||
![]() | 5 ![]() | ![]() Passive: ![]() ![]() ![]() ![]() Active: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Headliner Effect: +5% AS; Gains +2% Attack Speed every time she attacks. | ||
![]() | 1 | ![]() | ||
![]() | 1 | ![]() Active: Gain a 240 / 290 / 330 Base Amount +6% of Health Shield for 4 seconds. Taric's next 2 attacks deal 100 / 150 / 225% ![]() Headliner Effect: +150 Health, +20 Armor. | ||
![]() | 4 ![]() | ![]() | ||
![]() | 4 ![]() | ![]() Active: Throw 21 + 1 per 40% bonus Attack Speed cards divided between the current target and 3 nearest enemies. They reduce Magic Resist by 1 and deal 50 / 75 / 225% ![]() Headliner Effect: Throws 3 extra cards. | ||
![]() | 2 ![]() | ![]() Active: Throw an bottle at the current target, which deals 200% AD physical damage to enemies within 1 hex. It explodes into 6 shards; each dealing 35 / 50 / 80% ![]() ![]() Headliner Effect: +15% AD, +20% Critical Chance. | ||
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![]() | 4 ![]() | ![]() Active: Slam on a nearby hex. Deal 150 / 150 / 300% AD physical damage to enemies within 2 ![]() ![]() Viego's attacks on marked enemies deal 170 / 170 / 340% AD empowered physical damage instead. Headliner Effect: +300 Health, +15% AD. | ||
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![]() | 5 ![]() | ![]() Active: Summon 9 / 10 / 25 headbanging ghouls that piles towards the center of the board. Each deals 150 / 150 / 1000% AD physical damage over three attacks. Ghouls' damage 20% ![]() Every other cast also summons a BIG ghoul with 900 / 1750 / 9001% ![]() Sunder: Reduce Armor by 20%. Headliner Effect: +300 Health; Summons 2 extra Zombies, the BIG zombie is BIGGER and deals 20% extra damage. | ||
![]() | 4 ![]() | ![]() | ||
![]() | 4 ![]() | ![]() Active: Mark the current target and spawn an untargetable Shadow with 175 / 175 / 350% AD of physical damage's attack for 4 seconds. After a brief delay or when the marked enemy falls below 15% ![]() Headliner Effect: +300 Health; Zed's Shadows gain +10% AD and +10% AS. | ||
![]() | 5 ![]() | ![]() Active: Throw a bomb at the current target that deals 360 / 540 / 4000% ![]() ![]() ![]() Shred: Reduce Magic Resist by 30%. Headliner Effect: +15% ![]() |
See more[edit | edit source]
![]() |
Cyber City (list) |
---|---|
![]() |
Into the Arcane (list) |
![]() |
Magic N’ Mayhem (list) |
![]() |
Inkborn Fables (list) |
![]() |
Remix Rumble (list) |
![]() |
Reforged (list) · Horizonbound (list) |
![]() |
Monsters Attack! (list) · Glitched Out! (list) |
![]() |
Dragonlands (list) · Uncharted Realms (list) |
![]() |
Gizmos & Gadgets (list) · Neon Nights (list) |
![]() |
Reckoning (list) · Dawn of Heroes (list) |
![]() |
Fates (list) · Festival of Beasts (list) |
![]() |
Galaxies (list) · Return to the Stars (list) |
Early Sets (Pre-Expansion) | ![]() ![]() |


Each point of ability power increases the strength of abilities, including but not limited to:
- All magic damage and true damage dealt by 1%.
- Shielding by 1%.
- Healing by 1%.
- AD and health ratios by 1%.
- Attack speed, magic resistance, and mana bonuses by 1%.
- Damage reduction and amplifier effects by 1%.
Ability power does not affect items.


A unit that is stunned is unable to move, declare attacks, or cast their Special Ability for the duration.


A unit that is affected by Grievous Wounds will find self-healing and incoming healing effects X% less effective (e.g., at 50% less effective by default). Multiple sources of Grevious Wounds will not stack but instead refresh the duration.


A blink refers to a form of movement whereby a unit displaces from point A to B without traversing the space between.


Melee refers to a unit that can only attack adjacent units with their basic attacks.


The game engine does not take into account the height of the unit; dashes that depict air travel are considered to be on the ground for targeting purposes such as skill-shots.
- Dashes should not be confused with
displacement effects, which are usually sourced from enemy units (and are classified as
crowd control debuffs).
- Dashes are interrupted by
stasis (from an enemy),
knockdown, and
blinks.
- Dashes are overridden by all move blocks, which includes
displacements and other dashes, as well as a few other cases.
- Not all dashes can traverse terrain (e.g.
Justice Punch,
Searing Charge,
Tumble).
- Some dashes gain increased distance when directed through terrain (e.g.
Umbral Dash,
Perfect Execution,
Phantom Undertow).


Ranges are the distance in hexes that a champion can attack from his current position to the main target.


Critical Strike refers to an effect that deals increased damage under specific circumstances. The most common form of critical strike occur on basic attacks, which trigger based on critical strike chance, dealing a default of 130% damage. All basic attacks are able to critically strike, unless otherwise stated.


Omnivamp is a stat in Teamfight Tactics that converts a percentage of damage done into healing.
- Some abilities or items may have healing based on damage done that aren't Omnivamp



They do not bypass invulnerability and effects that prevent falling below a health amount, unless the source type is internalraw.


Cyber City makes up the fourteenth ruleset for Teamfight Tactics.
The icon used for this set was created by the League of Legends Wiki.


Into the Arcane makes up the thirteenth ruleset for Teamfight Tactics.


Magic N’ Mayhem makes up the twelfth ruleset for the game Teamfight Tactics.


Inkborn Fables makes up the eleventh ruleset for the game Teamfight Tactics.
The icon used for this set was created by the League of Legends Wiki.


Remix Rumble makes up the tenth ruleset for the game Teamfight Tactics.


Runeterra Reforged and its expansion, Horizonbound, make up the ninth ruleset for the game Teamfight Tactics.


Monsters Attack! and its expansion, Glitched Out!, make up the eighth ruleset for the game Teamfight Tactics.


Dragonlands and its expansion, Uncharted Realms, make up the seventh ruleset for the game Teamfight Tactics.


Gizmos & Gadgets and its expansion, Neon Nights, make up the sixth ruleset for the game Teamfight Tactics.


Reckoning and its expansion, Dawn of Heroes, make up the fifth ruleset for the game Teamfight Tactics.


Fates and its expansion, Festival of Beasts, make up the fourth ruleset for the game Teamfight Tactics.


Galaxies and its expansion, Return to the Stars, make up the third ruleset for the game Teamfight Tactics.


The Beta Set and its unnamed Hextech expansion was the first and experimental ruleset for the game Teamfight Tactics.
The first Teamfight Tactics set was not officially named but Beta was the name of the corresponding Battle Pass, and all other Battle Passes have shared a name with their ruleset. The conjectural name Faction Wars may also be used. The icon used for this set is similarly conjectural as Riot Games did not assign icons to Teamfight Tactic sets until Galaxies (Set 3).


Rise of the Elements and its unnamed Lunar expansion make up the second ruleset for the game Teamfight Tactics.
The icon used for this set is conjectural as Riot Games did not assign icons to Teamfight Tactic sets until Galaxies (Set 3).