Teamfight Tactics has champions that are purchased from the shop. Each one comes with their own classes and origins that you must learn in order to optimise what kind of team you are building. Player levels are also tied into the drop rate for any particular champion, which we will be going over.
Teamfight Tactics champions guide
This guide will go over all of the Origins and Classes for every champion, as well as a small explanation about drop rates and why they’re vital to understanding how Teamfight Tactics works.
- Teamfight Tactics drop rates
- Teamfight Tactics Origins and Classes
- Teamfight Tactics Origins table
- Teamfight Tactics Classes table
One of the more interesting things about Teamfight Tactics is how player levels affect what appears in the shop. This is something that is being constantly altered during the early days of Teamfight Tactics, but the current drop rates were shared by Riot Games’s August Browning via Twitter.
Much like other auto-battlers, the champions that are revealed in each refresh of the shop are out of a pool of champions that have been distributed among all the players. So if you have been building up Vayne and notice that the supply of Vayne copies is drying up, the culprit behind the drought might be one of the opponents. If this is the case, you can sell off Vayne to get some much-needed cash.
Here are today’s (7/1) #TeamfightTactics adjustments. Big highlight is the increase to Tier 2 and Tier 3 droprates. They’re live right now!
As always, feedback is greatly appreciated. Thanks so much to everyone who’s been trying out the beta! pic.twitter.com/3ZBmL27hjZ
— August Browning (@RiotAugust) 1 July 2019
The table below contains the current drop rates for each tier of champions. If you’d like to know more about the individual champions, check out our TFT tier list guide.
|Tier 1||Tier 2||Tier 3||Tier 4||Tier 5|
|Lv2 - 100%||L2 - N/A||L2 - N/A||L2 - N/A||L2 - N/A|
|Lv3 - 65%||L3 - 30%||L3 - 5%||L3 - N/A||L3 - N/A|
|L4 - 50%||L4 - 35%||L4 - 15%||L4 - N/A||L4 - N/A|
|L5 - 37%||L5 - 35%||L5 - 25%||L5 - 3%||L5 - N/A|
|L6 - 24.5%||L6 - 35%||L6 - 30%||L6 - 10%||L6 - 0.5%|
|L7 - 20%||L7 - 30%||L7 - 33%||L7 - 15%||L7 - 2%|
|L8 - 15%||L8 - 20%||L8 - 35%||L8 - 20%||L8 - 5%|
|L9 - 10%||L9 - 15%||L9 - 35%||L9 - 30%||L9 - 10%|
Teamfight Tactics has two different traits that it uses for categorising individual champions. Traits are how each champion is linked to other champions across your roster. The more champions you have of a specific Origin or Class, the better the bonuses that are applied to each applicable champion. Some provide buffs to certain stats, while others fundamentally change the way a champion works.
While Origins and Classes are thematically different, they’re functionally similar to each other in how they work. Origins point to the species of your chosen hero, while their Class is linked to the roles they perform. You’ll need to build a team with the same Origins and Classes shared across your active roster.
For example, if you want your team to comprise of Sorcerers, you’ll need to have at least three of them on the battlefield to get the first stage of the trait bonus. They have to be different champions, meaning you can’t have three Ahri’s on the battlefield and expect them to synergise their traits. Instead, you’ll need three different Sorcerers to unlock that bonus, then a further three to unlock the second rank.
All Origin and Classes have different unlock criteria, so below are two tables that list each of the Origins and Classes that are available, as well as the bonuses for having multiple champions on the battlefield of that Origin/Class.
|Origin||Champions with Origin||Origin ability||Origin Synergies|
|Attacks from Demons have a chance to burn all of an enemy's mana and deal that much true damage.||Two: 25% Chance to Mana Burn
Four: 50% Chance to Mana Burn
Six: 85% Chance to Mana Burn
|Dragons are immune to Magic damage||Two: Immune of magic damage|
|Exile||Yasuo||If an Exile has no adjacent allies at the start of combat, they gain a shield equal to 100% of their maximum health.||One: Gain a shield equal to 100% of max health|
|Attacks from Glacials have a chance to stun for 2 seconds.||Two: 25% Chance to Stun
Three: 35% Chance to Stun
Four: 45% Chance to Stun
|Imperials deal double damage.||Two: 1 Random Imperial
Four: All Imperials
|Ninjas gain % attack damage.||One: 1 ninja gains +40% Attack Damage
Four: All ninjas gain +60% Attack Damage
|Nobles have +100 armor and heal 35 health per attack.||Three: 1 random ally
Six: All allies
|Phantoms curse a random enemy at the start of combat, setting their HP to 100.||Two: Curse a random enemy, set their HP to 100.|
|PIrates earn up to 4 additional gold after combat against another player.||Three: Earn up to 4 additional gold|
|Robot||Blitzcrank||Robots start combat at full mana.||One: Robots start combat at full mana|
|Void basic attacks ignore % of enemy's armor.||Three: Ignore 50% of the enemy's Armor|
|Wild attacks generate stacks of Fury (up to 5). Each stack gives 7% attack speed.||Two: Wild Allies Only
Four: All Allies
|Attacks against ally Yordles have a chance to miss.||Three: 20% Chance to Miss
Six: 50% Chance to Miss
|Class||Champions with Class||Class ability||Class Synergies|
|Assassins leap to the farthest enemy at the start of combat and deal additional Critical Strike Damage||Three: +150% Critical Strike damage
Six: +350% Critical Strike damage
|Blademasters have a 35% chance to strike additional times each attack.||Two: One additional strike
Four: Two additional strikes
|Brawlers receive bonus maximum health.||Two: 300 Bonus Health
Four: 700 Bonus Health
|Elementalists gain double mana from attacks.||Three: At the start of combat, summon a Golem|
|At the start of combat, all Guardians and adjacent allies receive +30 armor||Two: At the start of combat, all Guardians and adjacent allies receive +30 armor|
|After attacking, Gunslingers have a 50% chance to fire additional attacks.||Two: Attack another random enemy
Four: Attack two enemies in range
|Knights block damage from basic attacks.||Two: 20 Damage Blocked
Four: 40 Damage Blocked
Six: 80 Damage Blocked
|Rangers have a chance to double their attack speed for the next 3 seconds.||Two: 25% Chance to Double Attack Speed
Four: 65% Chance to Double Attack Speed
|Shapeshifters gain bonus maximum health when they transform.||Three: Bonus Maximum Health|
|Sorcerers gain double mana from attacking and allies have increased spell damage.||Three: +35% spell damage
Six: +100% spell damage