Riot Games are overhauling Teamfight Tactics with new champions, reworks of existing ones that weren't vaulted and by adding new origins and classes. Here is a full list of them.
Just like with the , some origins and classes are new while some are returning from the first set.
Origins:
- Light - When a Light unit dies, all other Light units get 10%/25%/50% attack speed (at 3/6/9 synergy) and get healed for 25% max HP
- Shadow - Shadow champions gain 50%/100% attack damage at battle start and kill participation
- Inferno - At 3/6/9 Inferno units, the ground gets burnt for 5 seconds, inflicting 80%/150%/250% damage from spells
- Ocean - At 2/4/6 units with this origin, give all allies additional 10/25/40 mana every 3 seconds
- Desert - At 2/4 units give 50%/90% armour penetration
- Poison - At 3 units, champions cause Neurotoxin upon damaging enemies. The victim's mana cost is increased by 50%
- Electric - At 2/3/4 units, these champions shock nearby enemies for 60/200/500 damage upon receiving or dealing a critical hit
- Crystal - At 2/4 units, these champions limit damage taken to 100/60
- Forest - At 3 units, one of the Forest champions will clone themselves
- Steel - At 2/3/4 units, they gain invincibility for 2/3/4 seconds after dropping below 50% HP
- Wind - At 2/3/4 units, Wind champions gain 25%/40%/55% dodge chance
- Mountain - At 2 units, one random ally gains a Stone Shield with 1500 HP
- Glacial - At 2/4/6 units, Glacials have 20%/40%/60% chance to stun their target for 1.5 seconds
Classes:
- Warden - Warden champions gain 100%/250%/400% Armor at 2/4/6 units deployed
- Alchemist - Ignores unit collision and never stops running. Singed gets this trait so his Poison Trail isn't useless
- Mage - At 3/6 units gain 50%/100% chance to double cast spells
- Predator - At 3 Predator units, they execute their targets under 25% HP
- Summoner - At 3/6 units, gain 40%/100% increased summon duration
- Druid - At 2 units, they both heal 40 HP per second
- Berserker - Berserkers jump to their closest enemy. At 3/6 units, they cleave for 40%/80% damage and deal 100% frontal AoE damage
- Mystic - At 2/4 units, Mystics gain 70/150 Magic Resistance
- Ranger - At 2/4/6 units, each Ranger auto attacks gains 30%/65%/100% chance to double attack speed for 3 seconds
- Assassin - At 3/6 units gain increased critical hit chance and damage. Exact numbers pending.
- Blademaster - At 2/4/6 units, gains 40% chance for 1/2/3 additional attacks,
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