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Full list of new Teamfight Tactics origins and classes

Published: 23:51, 22 October 2019
Updated: 00:06, 23 October 2019
Riot Games
Teamfight Tactics
Teamfight Tactics

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 champions , 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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