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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
• 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 Size per champion 1 2 3 4 5 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 ► Legend Level ▼ 1 2 3 4 5 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% 30% 20% 5% 0% Level 6 30% 35% 25% 10% 0% Level 7 19% 35% 30% 15% 1% Level 8 14% 20% 35% 25% 6% Level 9 10% 15% 30% 30% 15%

## 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. 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 ()
Attack damage and health 70% 100% 180% 324% 583.2%

### Other Star-level scalings

(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 , , and 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 to reroll the pool.
• Consecutive shops do not repeat unbought champions.
• 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. And they can be sold for:
 Champion Tier ► Champion Star Level ▼ 1 2 3 4 5 1-Star 1 2 3 4 5 2-Star 3 5 8 11 14 3-Star 9 17 26 35 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 or , or by ally abilities, such as .

The maximum health of a champion can be increased through equipped items built from . increase maximum health is .

Some game elements interact with health.

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

Death can be prevented with:

• (Set 1, 2, 3, 3.5 and 4)
• (Set 2)

### 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 have a chance to 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:
$\pagecolor{Black}\color{White}{\rm Damage\ multiplier}= {100 \over 100+{\it Armor}}$

### 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.
• 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:
$\pagecolor{Black}\color{White}{\rm Damage\ multiplier}= {100 \over 100+{\it MR}}$

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

• causes incoming attacks to miss (deal no damage and do not apply spell or item effects).
• 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).
• temporarily makes the target invisible and untargetable.

### Crowd controls

• 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.
• temporarily 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.
• prevents the target from declaring basic attacks for a duration.
• prevents the target from moving.
• prevents the target from moving, attacking and activating their ability.

## Trivia

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

• There are Teamfight Tactics champions that are manaless in League of Legends but used mana in Teamfight Tactics in at least one set.
• Some examples are: , , , , , , , , , , , , , and .
• Conversely, there are Teamfight Tactics champions that use mana in League of Legends that were manaless in at least one Teamfight Tactics set.
• Some examples are: , , , , , , and .
• The icon takes after the logo for Riot Games Inc.
• As of Set 4 and the champion release of in League of Legends, 136/151 (about 91% of the League of Legends champion pool) champions have been made playable as a champion in Teamfight Tactics.
• Champions have not appeared in Teamfight Tactics are: , , , , , , , , , , , , , and .
• can be summoned via the trait but hasn't been made a traditional, purchasable in-game champion yet.
• Oftentimes, champions in Teamfight Tactics will appear in one of their custom skins. This is to help them better thematically fit their given traits.

• In Set 4, 45/58 (about 78% of the champion pool) champions are in one of their custom skins, and cannot be seen without that skin.
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• In Set 3.5, all 57 champions are in one of their custom skins, and cannot be seen without that skin.
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• In Set 3, 49/52 (about 94% of the champion pool) champions are in one of their custom skins, and cannot be seen without that skin. Only champions with the origin appear in their default skin.
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• In Set 2, 33/56 (about 59% of the champion pool) champions were in one of their custom skins, and could not be seen without that skin.
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• In Set 1, 9/57 (about 16% of the champion pool) champions were in one of their custom skins, and could not be seen without that skin (with the exception of and as noted below).
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## References

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