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Check out the details on LoLCHESS.GG!
You can play TFT set 10: Remix Rumble starting with Patch 14.4(May 14th)
If you want to experience the set even earlier you can join PBE.
Depending on placed champions and traits, background music is changed.
Stay true to the feel of TFT, while creating more varied & dynamic music.
Seamless weaving between different musical styles to create unique combinations.
Headliners appear as 2-star units, with one trait applied twice. They also have a unique Headliner effect.
If you don't have a Headliner, it will always appear in the shop. Once you have one, it will appear every 4 shop refreshes.
You can only have one Headliner at a time. To purchase a new Headliner, you must sell your current one.
Compared to past Revivals, Revival: Remix Rumble is returning to a shared pool.
Instead, bag sizes for our reroll champions (1- through 3-costs) have been increased, allowing you to play a comp more easily even when contested.
Use the EDM selector item to choose an EDM champion and see the frequency for each.
At the selected champion's frequency, your EDM champions cast the selected Ability with modified effectiveness.
(2) 90% effectiveness
(3) 110% effectiveness
(4) 120% effectiveness, -1 second
(5) 135% effectiveness, -1 second
Pentakill champions gain 15% Durability and Damage Amp. For each champion kill, a Pentakill champion rocks out, increasing its Damage Amp by 25%.
On the 5th kill, all Pentakill champions rock out and your team gains 50% Attack Speed.
(3) 15% Damage Amp
(5) 30% Damage Amp
(7) 45% Damage Amp
(10) 50% Durability and 99% Damage Amp
Punks gain bonus Health and Attack Damage, which increases by 1% every time you spend gold on a Shop reroll.
After Punks fight in combat, gain a 1 gold Reroll for that round. Your first reroll each round grants 3% bonus instead!
(2) +180 Health and +18% Attack Damage
(4) +300 Health and +30% Attack Damage
(6) +420 Health and +42% Attack Damage
Executioner Abilities can critically strike and they gain Critical Strike Damage. Their Critical Strike Chance is increased based on their target's missing Health.
(2) 5% Crit Damage, Up to 25% Crit Chance
(4) 15% Crit Damage, Up to 80% Crit Chance
(6) 30% Crit Damage, Up to 160% Crit Chance
Passive: After 4 casts, gain 40% Attack Speed and cast deal magic damage to another nearby enemy.
Active: Deal magic damage to the current target.
Headliner Effect: +20 AP
Deal physical damage to the current target and adjacent enemies, then Wound them for 5 seconds.
Wound: Reduce healing received by 33%
Headliner Effect: +20% AD
Deal magic damage to the current target. Gain 150% Attack Speed that decays over 4 seconds. While active, attacks restore Health.
Headliner Effect: +100 Health, +20 AP
Passive Minigun: Attacks grant Attack Speed.
Passive Rocket Launcher: Attacks deal bonus physical damage.
Active: Swap between Minigun and Rocket Launcher.
Headliner Effect: Minigun attacks grant an extra 1% Attack Speed, Rocket Launcher attacks deal an extra 10% bonus damage.
Enter a defensive stance and gain 2.5 Durability for 40% seconds. Afterwards, deal physical damage to the current target.
Headliner Effect: +225 Health
Discharge 2 Jolts over 2 seconds, Each Jolt deals magic damage to a random enemy within range and Stuns for 0.75 seconds.
Bling Bonus: Discharge at 2nd target for 50% damage and Stun duration.
Headliner Effect: +75 Health, Jolts heal 2% Maximum Health
Deal magic damage to adjacent enemies. Heal Lillia and her nearest ally.
Headliner Effect: +100 Health, Confetti Bloom heals 12% more.
Deal magic damage to the current target and Stun them for 1.25 seconds.
Headliner Effect: +25% AP
Passive: Heal Health on attack. For every 1% missing Health, gain Attack Speed.
Headliner Effect: +150 Health, +15 Armor, +15 Magic Resist
Passive: Reduce each instance of incoming damage.
Headliner Effect: +300 Health
Gain a Shield for 4 seconds. Taric's next 2 attacks deal bonus magic damage.
Headliner Effect: +150 Health, +15 Armor
Deal physical damage to the current target, or if they have more current Health than Vi. Stun them for a few seconds and reduce their Armor for the rest of combat.
Headliner Effect: +200 Health +15 AD
Passive: Yasuo permanently gain 1.5% Attack Damage when he kills an enemy champion (doubled in Hyper Roll).
Active: Deal damage to the current target.
Bling Bonus: Synthesizer Strike executes enemies under 15% Health
Headliner Effect: +200 Health, +10% Omnivamp
Deal physical damage and Stun the current target for a few seconds. Deal physical damage to enemies within 1 hex. If the original target dies, Stun enemies within 1 hex for 1 second.
Headliner Effect: +25% AD
Play a 4-note tune at random using 3 possible nots:
Doot - Deal magic damage to the current target.
Chime - Heal the lowest Health ally.
Tip - Drop 1 gold and play another note. (3 Gold in Hyper Roll)
Headliner Effect: The finale of Bard's plays cast each combat spreads an additional Doot for every 8 times he's cast this game. Doots deal 85 magic damage.
Gain max Health. Garen's next attack deals physical damage.
Headliner Effect: +350 Health
Leap over the current target and transform into Mega Gnar for the rest of combat, gaining Health and 70% Attack Damage. Subsequent casts deal physical damage to the current target.
Headliner Effect: At combat start, transforms into Mega Gnar.
Heal Health over 2 seconds. Then, deal magical damage to adjacent enemies and Chill them for 3 seconds.
Chill: Reduce Attack Speed by 30%
Headliner Effect: Gragas takes 10% less damage and deals 18% more damage.
Leap at the highest Health enemy within range and deal magic damage to them. Then, deal magic damage to all adjacent enemies. Gain 10% Attack Damage and Ability Power for the rest of combat.
Headliner Effect: +200 Health, +20% AP
Dash up to 2 hexes and fire a missile at the current target. It deals physical damage to the first enemy hit.
Headliner Effect: +25% AD, +2 range dashes farther.
Throw a blade at the current target that bounces 3 times, dealing magic damage and applying Wound for 6 seconds.
Wound: Reduce healing received by 33%.
Headliner Effect: +150 Health, and the final blade bounce deals 25% bonus magic damage.
Passive: Attacks deal bonus magic damage in waves at the current target and behind them.
Active: Deal magic damage to enemies around the target. Shred enemies hit for 4 seconds.
Shred: Reduce Magic Resist by 20%
Headliner Effect: +20% Attack Speed
Gain 45% Durability for 2.5 seconds. Afterwards, deal physical damage to the 3 enemies who dealt the most damage to Pantheon during the duration.
Headliner Effect: +250 Health, +20 Armor, +20 Magic Resist
Fire a blast of sound at the current target's location. It pulses 3 times, each dealing magic damage to enemies within 1 hex.
Bling Bonus: -15 max Mana
Headliner Effect: +5% AP, each pulse grows larger.
Send a high note to the largest clump of units that hists all units within 1 hex. Enemies take magic damage. Allies heal for Health.
Headliner Effect: Every other casts, send another High Note that deals 40% damage and heals 40%.
Throw a bottle at the current target, which deals physical damage to enemies within 1 hex. It explodes into 4 shards; each dealing magic damage to a random enemy within 2 hexes. Each enemy critically struck by the bottle creates 1 more shard.
Headliner Effect: +15% AD, +20% Crit Chance
Passive: When attacked, gain 4 Armor (stacks up to 25 times).
Active: Deal magic damage to adjacent enemies. Every 3rd cast hits enemies within 2 hexes and Stuns them for 1.5 second.
Headliner Effect: +150 Health, When attacked, also gains Magic Resist.
Deal magic damage to enemies within 2 hexes and Stun them for 1 seconds. Gain a Health shield for 4 seconds.
Bling Bonus: While the Shield is up, heal 100 Health every second.
Headliner Effect: +200 Health, +20% Ability Power
Fire a bolt toward the current target. It deals magic damage to the first enemy it passes through and magic damage to the second. Every 3rd cast, Stun the 3 nearest enemies for 1.25 seconds and deal magic damage instead.
Headliner Effect: +25 Ability Power.
Fires a beam at the farthest enemy, dealing magic damage to all enemies it hits.
Headliner Effect: +15% Crit Chance and this ability can critically strike.
Deal physical damage to the current target and physical damage to the closest enemy behind them. If either die, gain Attack Speed for 4 seconds.
Headliner Effect: +20% AD
Gain a Shield and deal magic damage to adjacent enemies over 3 seconds. Afterwards, deal magic damage to nearby enemies.
When Face-Melter kills and enemy, gain 4% Ability Power and Attack Damage, and 4 Armor and Magic Resist.
Headliner Effect: +100 Health, +5 AP, When this ability kills, permanently gain 1% Ability Power.
Cosplays the highest Health ally and gain a Shield + 8% of the ally's Health for 4 seconds. When it breaks, deal % of its initial value as magic damage to adjacent enemies.
Headliner Effect: +200 Health, Neeko grants 60 Mana to the ally she copies.
For the next 6 seconds, gain a Shield and attacks deal bonus physical damage to enemies within 1 hex of the target.
Headliner Effect: +200 Health, +10% AD, +10% Armor, +10% Magic Resist
Passive: Attacks that critically strike grant a stack of Style, up to 6 stacks. Each stack grants Attack Speed.
Active: Deal physical damage to the current target, then another physical damage per Style stack. Afterwards, reset Style.
Headliner Effect: +5 AD, +10% Crit Chance
Gain a Shield for 2 seconds, increased by 1 for every 4 missing Health. Deal magic damage to the current target and magic damage to enemies in a cone around them.
Headliner Effect: +150 Health, At 50% Health, gains 50 max Health permanently.
For 8 seconds, convert bonus Attack Speed to Attack Damage. Attacks deal physical damage in a cone and grant Urgot 20% of the damage dealt as a 5 second Shield. Deals 50% bonus damage if his spell only hits 1 target.
Headliner Effect: +15% AD, +10% Omnivamp
Send a shadow to the current target that Stuns enemies within 1 hex for 0.75 seconds. Then, it deals magic damage to enemies within 1 hex.
Headliner Effect: +25% AP
Gain stacking Move Speed and Omnivamp for the rest of combat. Slash twice, dealing physical damage to enemies in a cone each time.
Omnivamp: Heal for percentage of damage dealt
Headliner Effect: +150 Health, +15% AD
Blow a kiss at the current target. It deals magic damage and briefly Stuns them. If the target has been kissed before, deals empowered magic damage instead.
Headliner Effect: +25% Ability Power
Throw a shuriken at the farthest unmarked target, marking them. Dash to every marked enemy, striking them for physical damage and dealing physical damage to enemies dashed through.
Headliner Effect: +100 Health, +10% Attack Speed
Deal physical damage three times split between the three closest enemies whiin three hexes. For each enemy that survives all three waves, refund mana.
Bling Bonus: Heal for 20% of the damage dealt with Three Point Strike.
Headliner Effect: +100 Health, +10% Attack Speed
Passive: Deal magic damage to a nearby enemy every 2 seconds.
Active: Gain a Shield. For 5 seconds, Blitzcrank's Passive deals damage every second and deals an additional 1% of target's max Health as magic damage.
Headliner Effect: +200 Health, and the Passive always deals the max Health magic damage.
Fire shots at the 4 furthest enemies. Shots deal physical damage to the first enemy hit.
Headliner Effect: +5% AD, and fire additional shot that deals 60% damage.
Blink away from the current target and deal physical damage to them. Every 3rd cast, deal physical damage to all enemies in a line.
Headliner Effect: +15% AD
Passive: Gain Ability Power based on Critical Strike Chance.
Active: magic damage to the 4/4/6 lowest Health enemies, always critically striking if possible. Gain 30% Ability Power for the rest of combat.
Headliner Effect: +15% AP
Passive: Gain Attack Damage based on bonus Health.
Active: Gain 100 Armor and Magic Resistance for 6 seconds. Hammer the nearest enemy 3 times, each deals physical damage and heals Health. If this kills an enemy, slam an additional time.
Headliner Effect: +200 Health, +15% AD
Stun the largest group of nearby enemies and deal magic damage to each. Thresh heals for a certain Base Heal + 50% of the total damage dealt.
Headliner Effect: +250 Health, Reduce max Mana by 25.
Throw cards divided between the current target and 3 nearest enemies. They reduce Magic Resist by 1 and deal magic damage.
Headliner Effect: Throws 3 extra cards.
Slam on a nearby hex. Deal physical damage to enemies within two hexes and mark them for a few seconds. Marked enemies take 10% increased damage from all sources.
Viego's attacks on marked enemies deal empowered physical damage instead.
Headliner Effect: +150 Health, +10% Attack Damage
Bounce 3 times on nearby enemies. Each bounce deals magic damage, Stuns for 1 second, and heals Zac.
Headliner Effect: +300 Health, +20 Ability Power
Marks the current target and spawns an untargetable Shadow with % of Zed's Attack Damage for 4 seconds. After a brief delay or when the target falls below some health, deals an additional physical damage.
Headliner Effect: +100 Health, +10% AD
Passive: Every 3 seconds, Illaoi's tentacles deal magic damage to nearby enemies.
Active: Gain Armor and Magic Resist for 3.5 seconds. Revive or fully heals the lowest Health tentacle. Leaps at the nearest enemy and deal magic damage in a large circle 3 times as tentacles slam in unison.
Headliner Effect: +10% Ability Power, +5 Armor, +5 Magic Resist, and tentacles slam every 2 seconds.
Passive: Attacks generate 10 additional Mana. If your bench has 4 Grand Finale Rifles, begin conducting instead of attacking. Each Rifle fires at the same rate as the Maestro and deals physical damage. Every 4th volley deals 200% damage.
Active: Put 1 Grand Finale Rifle into one of your empty bench slots.
Headliner Effect: +10% Attack Damage, Combat Start: Put 1 Grand Finale Rifle onto an empty bench slot.
Dash, then deal magic damage to all adjacent enemies and Chill them for 3 seconds. If Kayn only hits one target, he immediately casts again.
Chill: Reduce Attack Speed by 20%
Headliner Effect: +10% Ability Power, Shadow Assassin rewards an extra 5 gold. Rhaast rewards an extra 2 Tactician Health.
Fire shots towards the furthest enemy. Each shot explodes on the first enemy hit, dealing physical damage to all nearby enemies and reducing their Armor for the rest of combat.
If Arpeggio ends early, gain Mana based on the number of unused shots.
Headliner Effect: +5% AD, Arepeggio fires an additional 3 shots.
Copy the current target's items and throw them to an ally, or deal true damage if they have none. Then knock them to the edge of the board and deal physical damage.
Bling Bonus: After Sample & Remix kills a champion and copies an item, create 1 permanent component(s).
[Radiant items, Artifacts, and Emblems cannot be copied]
Headliner Effect: +5% AD, When Qiyana copies an item, she permanently gains 2% Attack Damage.
Kinetic
Passive: Attacks instead send a beat to an ally, healing them for % of their maximum Health.
Active: Send a beat to all allies and grant them a Shield for a few seconds.
Headliner Effect: +5% AS, Gains 1% Attack Speed every time she attacks.
Ethereal
Passive: Attacks instead send a beat to an ally, granting them Attack Speed for 4 seconds.
Active: Grant all allies Attack Speed and magic damage on attack for 6 seconds.
Concussive
Passive: Attacks instead send a beat to an ally, granting both Sona and the ally Ability Power.
Active: Deal magic damage to the nearest enemies.
Headliner Effect: +5% AS, Gains 2% Attack Speed every time she attacks.
Summon headbanging ghouls around that pile toward the center of the board. Each deals physical damage over three attacks. Ghouls' damage 20% Sunders for 3 seconds.
Every other cast also summons a BIG ghoul.
Sunder: Reduce Armor by 20%
Headliner Effect: +50 Health, Summons 2 extra Zombies. The BIG zombie is BIGGER and deals 10% extra damage.
Throw a bomb at the current target that deals magic damage. It splits into 5 smaller bombs that Shred their target for 4 seconds and deal magic damage. Each cast increases the number of bombs by 1.
Shred: Reduce Magic Resist by 30%
Headliner Effect: +5% Ability Power, Reduce max Mana by 15.
* Some stats may differ due to the PBE balance patch.
All of your champions gain their unique Headliner effect. In Addition, your Headliner gains 100 Health and 10% Attack Speed.
Create a clone of your Headliner with 100% -130% of their base health (based on stage level). You cannot equip items on the clone.
Gain 2 gold after losing a player combat. Gain a random component after every 4 losses.
Heartsteel Champions gain 4% Attack Damage for each 8-bit champion fielded. Whenever you beat a high score, gain 20 Hearts multiplied by the number of times it's been beaten. Gain an Aphelios and a Garen.
K/DA champions gain 20 Ability Power. 12 seconds into combat, all enemies and non-K/DA units are forced to dance for 1.5 seconds. Gain a Lillia and a Kai'Sa.
Sentinels gain 5% bonus Armor and Magic Resist. Every 4 seconds, their next attack deals 75% of their total resistances as magic damage. Gain a Garen.
Your Headliner's damage heals your Superfans for 22% of the damage dealt. Gain a Gnar.
Your 8-Bit champions execute targets below 10% Health. Executions have a 10% chance to drop 1 gold, increased by 2% for each high score achieved. Gain a Corki and a Garen.
Disco Balls cast the selected EDM champion's Ability at 50% effectiveness. Gain a Jax and a Nami.
Enemies that attack a Guardian's shield take magic damage equal to 7% of the shielded unit's max Health (up to once per second). Gain a Pantheon.
The first time Akali casts, K/DA and True Damage champions gain 50% of the other's bonus. Gain an Akali.
On death, Bruisers deal 35% of their max Health to enemies within 1 hex. After 15 seconds, expand the range to 2 hexes. Gain an Olaf and a Gragas.
When you have 3 3-star Punks, gain a Yorick and a Bloodthirster. Punks gain 4% Damage Amp for each Pentakill champion fielded. Gain a Gnar and a Twitch.
Rapidfire champions start combat with 4 stacks of Attack Speed from their trait, and can now go up to 30 stacks. Gain a Jinx and a Senna.
Combat Start: For each adjacent ally, Moshers gain 4 Armor, 4 Magic Resist, 4% Attack Damage, 4 Ability Power, and 4% Attack Speed. Gain a Jax and a Gnar.
Damage from Executioners' attacks and spells Shred and Sunder enemies by 30% for 3 seconds. Gain a Twitch. (Shred: reduce Magic Resist, Sunder: reduce Armor)
The damage over time effect from your Dazzlers lasts 2 seconds longer and deals 100% more damage. Gain a Nami and a Bard.
Allies of your Emo champions gain 60% of the Emo Mana bonus when any ally dies. Gain an Annie and a Vex.
Crowd Divers gain 10% Attack Speed and leap at 50% Health instead of on death. Gain 2 Crowd Divers.
Keep 25% of the Heartsteel hearts you convert into rewards. Your Heartsteel champions gain 200 Health. Gain a K'Sante and an Aphelios.
Gain a Bard. Combat start: Jazz champions gain permanent bonuses based on the number of active traits. 3: 20 max Health 5: and 2% Attack Speed 7: and 2% Attack Damage and 2 Ability Power
Your Disco Balls affect allies up to 2 hexes away and pulse every 2.5 seconds. Gain a Nami and a Gragas.
Your Pentakill champions are immune to crowd control for the first 12 seconds of combat. They heal 4% of their max Health on takedown. Gain a Kayle and a Gnar.
Allies sharing a trait with your Headliner gain 200 Health and 10% Attack Speed.
Your True Damage champions gain 80 Health and 8% Attack Speed for each item they are holding. Gain a Yasuo and a Senna.
Edgelords' attacks deal 40% of their damage to enemies within 1 hexes of their target. Gain a Yasuo and a Kayle.
Every 3 attacks, Big Shots also fire a bomb that deals 100% Attack Damage to enemies within 1 hex of the target. Gain a Kai'Sa.
When your Spellweavers cast their 2nd Ability each combat, they instantly cast it again at 50% effectiveness. Gain a Gragas and a Seraphine.
Country champions have a 20% chance to drop 1 gold on kill. Your Dreadsteed's chances are doubled. Gain a Samira.
* Some stats may differ due to the PBE balance patch.
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