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An overview of all classes, elements and origins in Teamfight Tactics

Teamfight Tactics has more than a dozen classes and elements that can be utilised for varied compositions to achieve wins and climb in Ranked Mode. Some are more common and stronger than others. This overview explains the various trait bonuses found within TFT.
An overview of all classes, elements and origins in Teamfight Tactics

Teamfight Tactics is an autobattler made by Riot Games utilising the vast roster of champions available in League of Legends.

By choosing different champions with the same classes and complimentary spells, you can unlock powerful synergies that allow for bonuses such as greater attack speeds, increased armor or stunning opposing champions on the field.

Items can be found and equipped to maximise the potential of individual champions, granting different benefits depending on what you equip and how you combine base items.

The classes were expanded upon with the introduction of the second set of champions in Rise of the Elements. Specific lements and origins were added alongside classes, increasing the number of trait bonuses and adding variety.

Below is a list of all of the available classes and elements currently in TFT, with links to full guides if available:

Classes

Alchemist - Alchemists ignore collision and never stop moving (unique to Singed)

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Assassin - At the start of combat, Assassins leap to the farthest enemy and gain bonus critical strike damage and chance = (3) +65% damage & +10% chance (6) +225% damage & +20% chance

Avatar - An Avatar's element counts twice for trait bonuses (unique to Lux)

Berserker - Berserkers gain a chance to hit all units in a cone in front of them = (3) 40% (6) 100% and +25 attack damage (guide found here)

Blademaster - Blademasters' basic attacks have a 35% chance to trigger additional attacks against their target, dealing the same damage and triggering on-hit effects = (2) 1 additional attack (4) 2 additional attacks (6) 3 additional attacks

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Druid - Druids regenerate 45 health each second with at least two on the field

Mage - Mages have a chance when casting their spell to instead doublecast = (3) 50% chance (6) 100% chance and +20 ability power

Mystic - All allies gain increased magic resistance = (2) 40 magic resist (4) 120 magic resist

Predator - Predators instantly kill enemies below 25% health when dealing damage with at least three on the field

Ranger - Every three seconds, Rangers have a chance to double their attack speed for three seconds = (2) 35% chance to 2x attack speed (4) 80% chance to 2x attack speed (6) 100% chance to 2.5x attack speed

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Soulbound - The first Soulbound unit to die in a round will instead enter the Spirit Realm, becoming untargetable and continuing to fight as long as another Soulbound unit is alive (unique to Lucian and Senna)

Summoner - Summoned units have increased health and duration = (3) 30% increase (6) 120% increase

Warden - Wardens gain increased total armor = (2) +150% Armor (4) +300% Armor (6) +999% Armor (guide found here)

 

Elements and origins

Cloud - All allies gain dodge chance = (2) 20% dodge chance (3) 25% dodge chance (4) 35% dodge chance

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Crystal - Crystal champions have a maximum amount of damage they can take from a single hit = (2) 100 max damage (4) 60 max damage

Desert - Desert champions penetrate armor = (2) 40% armor penetration (4) 100% armor penetration

Electric - Electric champions shock nearby enemies when they deal or receive a critical strike = (2) 100 damage (3) 300 damage (4) 500 damage

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Glacial - On hit, Glacials have a chance to stun for one and a half seconds = (2) 20% chance to stun (4) 35% chance to stun (6) 50% chance to stun (guide found here)

Inferno - Inferno spell damage burns the ground beneath the target, dealing a percent of that spell's pre-mitigation damage as magic damage over four seconds = (3) 70% damage & one hex (6) 150% damage & three hexes (9) 250% damage & five hexes (guide found here)

Light - When a Light champion dies, all other Light champions gain Attack Speed and are healed for 25% of the champion's Maximum Health = (3) 15% attack speed (6) 35% attack speed (9) 55% attack speed (guide found here)

Lunar - With two units on the field, every seven seconds, all allied champions in combat are infused with Moonlight, increasing crit chance by 15%, crit damage by 15% and spell power by 10%, stacking up to four times

Mountain - At the start of the combat, a random ally receives a 1500 health shield when there are two Mountain champions on the field

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Ocean - All allies gain additional mana every four seconds = (2) +10 mana (4) +30 mana (6) +60 mana (guide found here)

Poison - Poison champions apply Neurotoxin when they deal damage, increasing the target's mana cost by 50% when three are on the field

Shadow - Shadow units deal increased damage for 4 seconds at combat start, refreshed on takedown = (2) 65% increased damage (4) 175% increased damage

Steel - Steel champions gain damage immunity for a few seconds when they are reduced below 50% health = (2) two seconds of immunity (3) three seconds of immunity (4) four seconds of immunity (guide found here)

Woodland - (3) One Woodland champion or (6) all Woodland champions will be cloned at the start of combat

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