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** Almost all Special Abilities deal {{as|magic damage}}, with some exceptions.
 
** Almost all Special Abilities deal {{as|magic damage}}, with some exceptions.
 
* Three 1-star champions can be combined to create a stronger 2-star champion. Three 2-star champions can be combined to create an even stronger 3-star champion.
 
* Three 1-star champions can be combined to create a stronger 2-star champion. Three 2-star champions can be combined to create an even stronger 3-star champion.
āˆ’
** [[File:2 Star.png|20px|link=]]2-star, [[File:3 Star.png|20px|link=]]3-star, and 4-star ({{TFT|Moonlight|set=4|icononly=true}}) champions have respectively '''{{fd|{{#expr:100*(1.8)^1}}}}%''', '''{{fd|{{#expr:100*(1.8)^2}}}}%''', and '''{{fd|{{#expr:100*(1.8)^3}}}}%''' of the {{as|'''maximum''' health}} and {{as|attack damage}} of the [[File:1 Star.png|20px|link=]]1-star version of the champion. The ability also becomes stronger by an amount specific to the champion.
+
** [[File:2 Star.png|20px|link=]]2-star, [[File:3 Star.png|20px|link=]]3-star, and 4-star ({{TFTt|Moonlight|set=4|icononly=true}}) champions have respectively '''{{fd|{{#expr:100*(1.8)^1}}}}%''', '''{{fd|{{#expr:100*(1.8)^2}}}}%''', and '''{{fd|{{#expr:100*(1.8)^3}}}}%''' of the {{as|'''maximum''' health}} and {{as|attack damage}} of the [[File:1 Star.png|20px|link=]]1-star version of the champion. The ability also becomes stronger by an amount specific to the 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.
 
** 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.
 
* Champions have a tier that represents their rarity that ranges from 1 to 7 (Tier 1, [[File:Standard Skin.png|20px|link=]] Tier 2, [[File:Epic Skin.png|20px|link=]] Tier 3, [[File:Mythic Skin.png|20px|link=]] Tier 4, [[File:Ultimate Skin.png|20px|link=]] Tier 5, [[File:China Skin Tier 9.png|20px|link=]] Tier 7).
 
* Champions have a tier that represents their rarity that ranges from 1 to 7 (Tier 1, [[File:Standard Skin.png|20px|link=]] Tier 2, [[File:Epic Skin.png|20px|link=]] Tier 3, [[File:Mythic Skin.png|20px|link=]] Tier 4, [[File:Ultimate Skin.png|20px|link=]] Tier 5, [[File:China Skin Tier 9.png|20px|link=]] Tier 7).

Revision as of 05:37, 24 September 2020

This article is about the unit-type. For the full list of available champions, see: List of champions.
Teamfight Tactics Champions

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 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 depending on certain requirements of certain champion.

Gameplay

Teamfight Tactics champion star level

Champion Star Level

  • All units have 550 movement speed.
  • Melee champions now 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.
  • Most champions uses mana as a charge up system for their Special Ability. Mana is generated by basic attacking and taking damage.
    • All units generate mana by attacking or taking damage. 
    • Champions with mana automatically use their Special Abilities when their mana bar is full.
    • Some champions have no mana. Their Special Ability usually is a modifier to their basic attacks that is always active.
    • Almost all Special Abilities deal magic damage, with some exceptions.
  • Three 1-star champions can be combined to create a stronger 2-star champion. Three 2-star champions can be combined to create an even stronger 3-star champion.
    • 2 Star2-star, 3 Star3-star, and 4-star (Moonlight TFT icon) champions have respectively 180%, 324%, and 583.2% of the maximum health and attack damage of the 1 Star1-star version of the champion. The ability also becomes stronger by an amount specific to the 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.
  • Champions have a tier that represents their rarity that ranges from 1 to 7 (Tier 1, Standard Skin Tier 2, Epic Skin Tier 3, Mythic Skin Tier 4, Ultimate Skin Tier 5, China Skin Tier 9 Tier 7).
  • Most champions have one origin and one class, with a few exceptions. Satisfying the origin or class conditions grants bonus effects.

Champion Item Inventory

  • Defeated monsters sometimes drop loot-boxes that contain various rewards for the Little Legends or item that can be equipped onr a champion.
  • Champions can hold up to 3 items at the same 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 summoner's inventory.

Champion Store

  • The summoner has a champion store of 5 randomly picked champions.
  • The summoner 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 champion store can be locked to keep the current champions in the store.
  • 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 ā–ŗ 1 2

Standard Skin

3

Epic Skin

4

Mythic Skin

5

Ultimate Skin

7

China Skin Tier 9

Champion Star Level ā–¼
1 Star 1 Star 1 Gold 1 2 Gold 2 3 Gold 3 4 Gold 4 5 Gold 5 7 Gold 7
2 Star 2 Star 3 Gold 3 5 Gold 5 8 Gold 8 11 Gold 11 14 Gold 14 20 Gold 20
3 Star 3 Star 9 Gold 9 17 Gold 17 26 Gold 26 35 Gold 35 44 Gold 44 62 Gold 62
  • Higher champion tiers only drop at higher levels, and their chance of dropping increases by levels, while decreasing the lower ones:
Champion Tier ā–ŗ 1 2

Standard Skin

3

Epic Skin

4

Mythic Skin

5 or 7

Ultimate Skin China Skin Tier 9

Legend Level ā–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% 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%
  • All summoners share the same pool of champions. Each champion can only be found a specific amount of times based on its tier:
Champion Tier 1 2

Standard Skin

3

Epic Skin

4

Mythic Skin

5 and 7

Ultimate Skin China Skin Tier 9

Size per champion 29 22 18 12 10

Stats and Mechanics

  • Health
    • Champions are removed from combat when their health reaches 0. Exceptions include:
    • Slain champions will respawn next round.
    • Health is shown above a unit's heads as a green bar that is separated once for every 300 health the unit has.
  • Basic attacks - Each champion has a basic attack. Basic attacks 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 another champions).
    • Attack range is measured in hexes.
    • 1 Attack range means a champion can only attack enemies in adjacent hexes.
    • Armor reduces the damage taken from physical damage. Armor works in exactly the same as it works in the main game, using this formula:
    • Basic attacks have a chance to 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.
  • Special Ability - Each champion has one ability. Active abilities require mana to cast, and automatically cast when a champion reaches maximum mana. Special abilities deal magic damage, with the exceptions of attack-modifiers.
    • Mana is generated by basic attacking and taking damage. Basic attacks generate mana on-attack, even if the triggering attack misses or is parried. Both abilities and basic attacks cause the damaged champion to generate mana.
    • Ability power increases the power of a champion's Special Ability by a percentage. Ability power affects magic damage, true damage, shielding and healing.
    • Magic resistance reduces the damage taken from magic damage. Magic Resistance works in exactly the same as it works in the main game, using this formula:
  • Star-level
    • All champions starting with Star-level are 1 Star1-star.
    • Three 1 Star1-star champions can be combined to create a stronger 2 Star 2-star champion. Three 2 Star 2-star champions can be combined to create an even stronger 3 Star 3-star champion.
    • Subjugate Shrink reduces a unit's Star-level by 1-star. A unit can be reduced to a 0-Star unit with 70% of maximum health and attack damage.
    • Veigar Veigar is the only champion interact with Star-level, which deals massive damage to champions with a lower Star level by his Special Ability.
    • 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 according to the Star-level of the wearer.
  • Other mechanics:
    • Stasis icon Banish temporarily removes the target from the battlefield. The target is unable to do anything, and cannot be attacked by enemy team during this duration.
      • Sources:
        • Zephyr Zephyr (Set 1, 2, 3, 3.5 and 4)
    • Grievous Wounds icon Grievous Wounds is a damage over time that also reduces healing.
    • Disarm icon Disarm prevents the target from declaring basic attacks.
    • Dodge icon Dodge causes incoming attacks to miss (deal no damage and do not apply spell or item effects).
    • True damage is a rarely-used damage type that bypasses resistances.
    • Camouflage 1 Stealth temporarily makes the target invisible and untargetable.
    • Silence icon Mana-lock prevents the target from gaining mana.
    • Stun icon Stun prevents the target from moving, attacking and activating their Special Ability.
    • Root icon Root prevents the target from moving.
    • Airborne icon Airborne moves in a specified direction or to a specific point. For the duration the target is unable to move, declare attacks or cast their Special Ability.
    • Hextech Hextech units able to Tft Item Disable Icon disable the items equipped.

Calculations

Critical strike damage
Spell Power
  • Formula to calculate the amount of Ability power icon Spell Power:

Resources

The two main resources of any champion is health and mana.

Health

  • A champion begins combat with full health. If health is reduced to 0, the champion is removed from the current round. However, if equipped with Guardian Angel Guardian Angel, the champion will be revived after its first death.
  • 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. Currently, the only champion that can increase maximum health is Lulu Lulu.
  • Many origins, classes and champions interact with health.
    • Volibear Volibear instantly kill enemies with his Special 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.

Mana

  • Most champions use mana as resource for their Special Ability. Mana is generated by basic attacking and when taking damage.
    • Basic attacks can generate 12 mana per attack.[1]
      • Sorcerers Sorcerers and Elementalists Elementalists generate twice as much mana per basic attack, and double the cap to 20 per attack.
    • Mana from taking damage is pre-mitigated damage.[2]
    • Champions with mana automatically use their Special Abilities when their mana bar is full.
    • After casting their Special Ability, champions can't accumulate mana for the second thereafter. Some champions are mana-locked for longer (e.g. Kindred Kindred and Varus Varus).
    • Five out of six Shapeshifter Shapeshifter champions are locked from mana gain permanently after using abilities. This is because their abilities lasts longer than a round, making mana on them useless once transformed. However, Shapeshifters using Guardian Angel Guardian Angel revive in their original form. They need to refill their mana after revival.
    • Some champions do not utilize mana, or use it in a different way:
  • Mana generation can be prevented with the Silence icon mana-lock effect.
  • There is a stat called Starting Mana. Champions using mana have that amount of mana at the start of the game. Higher starting mana allows champion to cast their first special ability sooner, but does not effect on later usages.
  • Some champions interact with mana in even more ways. This is partially why monsters have mana without any Special Abilities.
    • Kassadin's Kassadin's basic attacks consume enemy mana and convert it into a shield.
    • Kha'Zix Kha'Zix restores mana with his Special Ability.
    • Lux Lux restores mana when at least one enemy killed with her Special Ability.
    • Twisted Fate Twisted Fate has a chance to grant mana to himself and allies.
    • Demon Demon units gain the chance to burn enemy mana and fill up some of their own.
    • Ocean Ocean units restore mana every period of time.
    • Poison Poison units apply Neurotoxin when they deal damage, increasing the mana cost of the target's spell by 50%.

Special Abilities


Trivia

  • In Set 3.5, all 57 champions are in one of their custom skins, and cannot be seen without that skin. This is presumably in order for champions to better fit their given Origins.
  • 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. This is presumably in order for champions to better fit their given Origins. Only champions with the Void Void origin appear in their default skin.
  • 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. This is presumably in order for champions to better fit their given Elements.
  • 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 Jayce Jayce and Katarina Katarina as noted below). This is presumably in order for champions to better fit their given Origins.

  • References