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

Champion known as Garen Garen being controlled by a Little Legend.

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 Map profileicon.png 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
  • Standard Skin.png Tier 2
  • Epic Skin.png Tier 3
  • Hextech Skin.png Tier 4
  • Ultimate Skin.png Tier 5
  • China Skin Tier 9.png Tier 7 (Set 2 Lux Lux 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
Standard Skin.png
2
Epic Skin.png
3
Hextech Skin.png
4
Ultimate Skin.png
5
Size per champion 29 22 18 12 10

A champion's drop rate is determined based on their tier and on the Little Legend's level:

Champion Tier ►
1
Standard Skin.png
2
Epic Skin.png
3
Hextech Skin.png
4
Ultimate Skin.png
5
Legend 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 35% 35% 25% 5% 0%
Level 7 24% 35% 30% 10% 1%
Level 8 15% 25% 35% 20% 5%
Level 9 10% 15% 30% 30% 15%

Champion star level

Champion Star Level

When acquired, a champion starts as a 1 Star.png 1-Star. Three of the same 1-Star champion can be combined to create a stronger 2 Star.png 2-Star champion. Three of the same 2-star champions can be combined to create an even stronger 3 Star.png 3-Star champion.

Champions combine automatically when you have three of the same. 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.png 1-star version. Their ability also becomes stronger.

0-Star (Dervish Blade item.png) 1 Star.png 1-Star 2 Star.png 2-Star 3 Star.png 3-Star 4 Star.png 4-Star (Moonlight TFT icon.svg)
Attack damage and health 70% 100% 180% 324% 583.2%

Other Star-level scalings

Veigar Veigar (Set 1 and 2) 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.

The effect of Bramble Vest Bramble Vest, Locket of the Iron Solari Locket of the Iron Solari, Statikk Shiv Statikk Shiv and Zz'Rot Portal Zz'Rot Portal increases based on the Star-level of the wearer.

Champion store

  • The player has a champion store of 5 randomly picked champions.
  • The player can spend 2 gold Gold 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 Gold gold. And they can be sold for:
Champion Tier ►
1
Standard Skin.png
2
Epic Skin.png
3
Hextech Skin.png
4
Ultimate Skin.png
5
Champion Star Level ▼
1 Star.png 1-Star 1 Gold 1 2 Gold 2 3 Gold 3 4 Gold 4 5 Gold 5
2 Star.png 2-Star 3 Gold 3 5 Gold 5 8 Gold 8 11 Gold 11 14 Gold 14
3 Star.png 3-Star 9 Gold 9 17 Gold 17 26 Gold 26 35 Gold 35 44 Gold 44

Champion item inventory

  • 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

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

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.

A champion can be healed by items like Bloodthirster Bloodthirster or Redemption Redemption, or by ally abilities, such as Nidalee's Nidalee's.

The maximum health of a champion can be increased through equipped items built from Giant's Belt Giant's Belt. The only champion that can increase a champion's maximum health is Lulu Lulu.

Some game elements interact with health.

  • Volibear Volibear (Set 2) instantly kills enemies with his ability if the target is below 35% health.
  • Exile's Exile's shield scales with maximum health.
  • Brawlers Brawlers and Shapeshifters Shapeshifters gain maximum health by meeting certain conditions.
  • Druid Druid restores health every period of time.
  • Nobles Nobles grant on-hit healing.
  • Light Light heal for 25% of their maximum health when a Light unit dies.
  • Phantom Phantom reduces an enemy champion's current health at the start of each fight.
  • Predator Predator instantly kill enemies they damage who are below 25% health.
  • Summoner Summoner grant their summoned units bonus health.
  • Steel Steel gains damage immunity for a few seconds when they are reduced below 50% health.

Death can be prevented with:

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. Melee role.png 1 attack range means a champion can only attack enemies in adjacent hexes.
  • Basic attacks have a chance to Critical strike icon.png critically strike to deal 50% 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 icon.png Spell power increases the potency of a champion's ability. Each point of spell 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 role.png Melee champions move slightly earlier at the start of combat than Ranged role.png 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 icon.png Dodge causes incoming attacks to miss (deal no damage and do not apply spell or item effects).
  • Grievous Wounds icon.png 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).
  • Camouflage 1.png Stealth temporarily makes the target invisible and untargetable.

Crowd controls

  • Airborne icon.png 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.
  • Zephyr Zephyr temporarily Stasis icon.png 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.
  • Disarm icon.png Disarm prevents the target from declaring basic attacks for a duration.
  • Root icon.png Root prevents the target from moving.
  • Stun icon.png Stun prevents the target from moving, attacking and activating their ability.
  • Taunt icon.png Taunt forces the target to attack the source.

Trivia

  • Before Set 3, some champion abilities did not scale with Ability power icon.png spell power:[2]


References

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