Check the latest information for <TFT Set 1>

  • Champions
  • Traits
  • Items
origin-iconAssassine
3/6/9
origin-iconBewahrer
2
origin-iconBogenschütze
2/4
origin-iconElementarmagier
3
origin-iconGestaltwandler
3/6
origin-iconKlingenmeister
3/6/9
origin-iconRevolverheld
2/4/6
origin-iconRitter
2/4/6
origin-iconSchläger
2/4/6
origin-iconZaubermeister
3/6/9
origin-iconBestie
2/4
$3
$1
$4
$1
$2
origin-iconDrache
2
$5
$3
$4
origin-iconDämon
2/4/6
$3
$2
$4
$1
$5
$3
$3
origin-iconEiswesen
2/4/6
$2
$3
$2
$5
$4
$3
origin-iconHextech
2/4
$2
$1
$4
$3
origin-iconImperial
2/4
$3
$5
$4
$1
origin-iconLeerenkreatur
2/4
$1
$5
$5
$2
$4
$1
origin-iconNinja
1/4
$2
$4
$3
$2
origin-iconNoble
3/6
$4
$1
$1
$2
$1
$5
origin-iconPhantom
2
$4
$1
$5
origin-iconPirat
3
$2
$3
$1
$3
$5
$2
origin-iconRoboter
1
$2
origin-iconVerbannt
1
$5
origin-iconYordle
3/6/9
$3
$4
$1
$3
$2
$3
Origins
Bestie
Bestie
$1

Nidalee

$1

Warwick

$2

Ahri

$3

Rengar

$4

Gnar

Attacks generate stacks of Fury (stacks up to 5 times). Each stack of Fury gives 10% Attack Speed

(2) Wild Allies Only

(4) All Allies (their basic attacks can’t miss)

$3

Shyvana

$4

Aurelion Sol

$5

Pantheon

(2) Dragons gain 75% resistance to Magic damage

Demon basic attacks have a 40% chance to burn 20 mana from their target and return some mana to the attacker.

(2) 15 mana returned

(4) 30 mana returned

(6) 45 mana returned

Glacial attacks gain a chance to stun enemies for 1.5s

(2) 20% Chance to Stun

(4) 33% Chance to Stun

(6) 50% Chance to Stun

When combat begins, the ally team launches and detonates a pulse bomb, temporarily disabling nearby enemy items for 5 seconds.

(2) within 1 hexes

(4) within 2 hexes

Gain Double Damage

(2) 1 Random Imperial

(4) All Imperials

(2) One random void champion deals true damage this combat

(4) All your void champions deal true damage this combat

The Ninja Trait is only active when you have exactly 1 or all 4 Ninjas.

(1) Ninja gains +50 Attack Damage and Ability Power

(4) All Ninja gain +80 Attack Damage and Ability Power

+50 Armor & MR and heal 30 health on-hit

(3) 1 Random Ally

(6) All Alies

(2) At the start of combat, curse a random enemy and set their HP to 100

(3) At the end of combat against another player, gain up to 4 additional gold

(1) Robots start combat at full mana

Verbannt
Verbannt

(1) If an Exiles has no adjacent allies at the start of combat, they gain a shield equal to 100% of their maximum Health

Yordles gain a chance to dodge enemy attacks

(3) 30% Chance to Dodge

(6) 60% Chance to Dodge

(9) 90% Chance to Dodge

Classes

Innate: At the start of combat Assassins leap to the farthest enemy. Assassins gain bonus Critical Strike Damage.

(3) 75% Crit Damage & 5% Crit Chance

(6) 150% Crit Damage & 20% Crit Chance

(9) 225% Crit Damage & 30% Crit Chance

(2) At the start of combat, Guardians grants +40 Armor to adjacent allies. This Armor can stack (except guardians).

Rangers gain a chance to double their attack speed every 3s for the next 3s

(2) 40% Chance to Double Attack Speed

(4) 70% Chance to Double Attack Speed

Innate: Elementalists gain double mana from attacks

(3) At the start of combat, summon a Golem

Shapeshifters gain bonus maximum Health when they transform

(3) 60% Bonus Maximum Heath

(6) 100% Bonus Maximum Heath

Blademaster attacks have a 45% chance to trigger additional attacks on-hit

(3) One Additional Attack

(6) Two Additional Attacks

(9) Four Additional Attacks

Gunslinger attacks gain a 50% chance to trigger additional attacks on-hit

(2) Attack 1 extra enemies

(4) Attack 2 extra enemies

(6) Attack 4 extra enemies

All allies block damage taken

(2) 15 Damage Blocked

(4) 30 Damage Blocked

(6) 60 Damage Blocked

Brawlers gain bonus maximum health

(2) 250 Bonus Health

(4) 500 Bonus Health

(6) 900 Bonus Health

Innate: Sorcerers gain double mana from attacks. All Allies have increased Spell Power

(3) +40% Spell Power

(6) +120% Spell Power

(9) +200% Spell Power

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