- 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. 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[]
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 y set 5.5 only, cost Little Legend health)
- 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 |
2 |
3 |
4 |
5 |
---|---|---|---|---|---|
Size per champion | 22 | 20 | 17 | 10 | 9 |
A champion's drop rate is determined based on their tier and on the Little Legend's level:
Champion Tier â–º | 1 |
2 |
3 |
4 |
5 |
---|---|---|---|---|---|
Legend Level â–¼ | |||||
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 | 10% | 20% | 25% | 35% | 10% |
Level 10 | 5% | 10% | 20% | 40% | 25% |
Level 11 (set 6 only) | 1% | 2% | 12% | 50% | 35% |
- Note: Level 11 (set 6 only) is a combination of Level Up and High End Shopping Augments.
Champion Star-level[]
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.
Champions combine automatically when you have three of the same and all copies are not in combat. The combined champion will automatically appear on your battlefield if one of the original champions is already deployed.
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 ( ) |
1-Star | 2-Star | 3-Star | 4-Star ( , , EE) | |
---|---|---|---|---|---|
Attack damage and health | 70% | 100% | 180% | 324% | 583.2% |
Other Star-level scalings[]
(Sets 1 and 2 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.
Champion store[]
- 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 resets with every 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
- 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 â–º | 1 |
2 |
3 |
4 |
5 |
---|---|---|---|---|---|
Champion Star-level â–¼ | |||||
1-Star | 1 | 2 | 3 | 4 | 5 |
2-Star | 3 | 5 | 8 | 11 | 14 |
3-Star | 9 | 17 | 26 | 35 | 44 |
Champion item inventory[]
- 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 items are used on the same champion, they are combined into a stronger 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[]
- 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 statistics and mechanics[]
Champions have a variety of statistics which increases the champion's strengths.
Health[]
- 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 green bar that is separated for every 300 health the champion has.
Basic attack[]
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).
- Attack range is measured in hexes. 1 attack range means a champion can only attack enemies in adjacent hexes.
- 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).
- Armor reduces the damage taken from physical damage. Armor works using this formula:
Ability[]
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:
Movement speed[]
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[]
- Dodge causes incoming attacks to miss (deal no damage and do not apply spell or item effects).
- Grievous Wounds is a debuff that reduces healing on the target for a duration.
- True damage is a type of damage that ignores resistances (armor and magic resistance).
- Stealth temporarily makes the target invisible and untargetable.
Crowd control[]
- 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.
- 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.
Bench[]
If a player's bench is full, the extra champion gained with a carousel will be sold at the end of Planning phase.
Trivia[]
- As of Set 12 and the League of Legends champion release of on 17 July 2024, 165/168 champions have been made playable as a champion in Teamfight Tactics.
- Champions have not appeared in Teamfight Tactics are: .
- Champions exclusive to Teamfight Tactics:
- In Set 10, , , , , , , , and have skins unique to Teamfight Tactics.
- 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:
- (Mana is purely cosmetic)
- (Mana is purely cosmetic)
- No champions that use mana in League of Legends but are manaless in Teamfight Tactics found for Set 7.5.
- No champions that use mana in League of Legends but are manaless in Teamfight Tactics found for Set 7.
- (Mana is purely cosmetic)
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- 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:
In Set 12, 55/58 (about 94% of the LoL champion pool) champions are in one of their custom skins, and cannot be seen without that skin.
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