Teamfight Tactics (TFT) Set 4 Champion Synergy List by class and origin
This list shows the Teamfight Tactics (TFT) champions organized by class and origin. It indicates synergies, cost, and units required in Set 4: Fates.
Many Teamfight Tactics players do not play also League of Legends, so I have decided to display each champion with their name and the in-game portrait in order to help newcomers.
The champions are split according to their class and origin.
The number prior each name is the gold cost of that particular champion.
The bolded numbers specify how many units are necessary to gain a particular class or origin bonus.
I have included all the fundamental info to find out quickly the bonuses provided by a certain class and origin, the champions required, and their gold cost. Hopefully, this page will be a helpful resource for your games :).
Latest update: December 9, 2020
Synergy list
Origins
Cultist
Once your team loses 50% of their health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up.
3 — Tyrant Galio
6 — Demon Lord Galio
9 — Supreme Overlord Galio
Divine
Upon attacking 6 times or dropping below 50% health, Divine units remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration of the ascension.
2 — 3 seconds
4 — 6 seconds
6 — 9 seconds
8 — 15 seconds
Dusk
Dusk champions increase all allies Spell Power.
2 — All allies gain 20%
4 — Dusk champions gain an additional 50%
6 — 40% for all, 70% additional for Dusk champions
Enlightened
Enlightened champions generate more Mana.
2 — 40% Additional Mana
4 — 70% Additional Mana
6 — 100% Additional Mana
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.
3 — 20 Armor and Magic Resistance, 5 Attack Damage and Spell Power
6 — 30 Armor and Magic Resistance, 10 Attack Damage and Spell Power
9 — 40 Armor and Magic Resistance, 20 Attack Damage and Spell Power
Exile
If an Exile has no adjacent allies at the start of combat, they gain:
1 — Shield equal to 50% of their maximum health
2 — And 100% Lifesteal
Fortune
3 — Winning combat against a player will give bonus orbs. The longer you've gone without an orb, the bigger the payout!
6 — Wins give an extra bonus orb with rare loot!
Moonlight
3 — At the start of combat, the lowest star-level Moonlight champion stars up until combat ends. (In the case of a tie, the champion with the most items is chosen.)
5 — At the start of combat, the two lowest star-level Moonlight champions stars up until combat ends. (In the case of a tie, the champion with the most items is chosen.)
Ninja
Ninja gain bonus Attack Damage and Spell Power. This effect is only active when you have exactly 1 or 4 unique Ninjas.
1 — 50 Attack Damage and Spell Power
4 — 140 Attack Damage and Spell Power
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.
2 — 35% of Mana Cost
4 — 70% of Mana Cost
The Boss
1 — When The Boss first drops below 40% health, he removes himself from combat to start doing sit-ups. Each sit-up restores 15% of his maximum health and gives him 40% Attack and Movement Speed. If he reaches full health he returns to combat Pumped Up, converting his basic attack and spell damage to True Damage. If all of his allies die, he will immediately return to combat.
Tormented
1 — Tormented can be transformed after participating in 3 combats, enhancing their abilities.
Warlord
Warlords have bonus Health and Spell Power. Each victorious combat they've participated in increases this bonus by 10%, stacking up to 5 times.
3 — 200 HP and 20 Spell Power
6 — 450 HP and 40 Spell Power
9 — 700 HP and 70 Spell Power
Classes
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.
2 — 2 Seconds
3 — 3.5 Seconds
4 — 6 Seconds
Assassin
Innate: Before combat starts, Assassins leap to the enemy back line. Assassins' spells can critically strike and they gain bonus Critical Strike Damage and Chance.
2 — 10% Critical Chance and Critical Damage
4 — 25% Critical Chance and Critical Damage
6 — 45% Critical Chance and Critical Damage
Brawler
Brawlers gain bonus Maximum Health.
2 — 400 Bonus Health
4 — 800 Bonus Health
6 — 1200 Bonus Health
8 — 2000 Bonus Health
Dazzler
Dazzler's spells reduce their target's Attack Damage for 8 seconds.
2 — 40% Attack Damage
4 — 80% Attack Damage
Duelist
Innate: Duelists gain bonus Movement Speed. Duelists' attacks grant Attack Speed, up to 8 stacks.
2 — 12% Attack Speed per Stack
4 — 20% Attack Speed per Stack
6 — 30% Attack Speed per Stack
8 — 50% Attack Speed per Stack
Emperor
1 — Emperors deploy with two additional units that can be moved separately. These Shield bearers do not move or attack, and die when their Emperor dies.
Hunter
All Hunters attack the lowest health enemy, dealing increased damage.
2 — 125% Bonus Damage every 3.5 seconds
3 — 150% Bonus Damage every 3 seconds
4 — 175% Bonus Damage every 2.5 seconds
5 — 200% Bonus Damage every 2 seconds
Keeper
At the start of combat, Keepers grant themselves and all nearby allies a shield for 8/10/12 seconds. This shield is 50% stronger on Keepers.
2 — 150 Shield Amount
4 — 225 Shield Amount
6 — 350 Shield Amount
Mage
Mages cast twice and have modified Spell Power.
3 — 80% of their total Spell Power
6 — 120% of their total Spell Power
9 — 180% of their total Spell Power
Mystic
All allies gain Magic Resistance.
2 — 40 Magic Resistance
4 — 100 Magic Resistance
6 — 200 Magic Resistance
Shade
Innate: When combat starts, Shades teleport to the enemy back line. Every third attack Shades dip into the shadows, stealthing and causing their next basic attack to deal bonus magic damage.
2 — 125 Bonus Magic Damage
3 — 400 Bonus Magic Damage
4 — 750 Bonus Magic Damage
Sharpshooter
Sharpshooters attacks and spells ricochet to nearby enemies dealing reduced damage.
2 — 1 Ricochet with 55% Reduced Damage
4 — 2 Ricochets with 50% Reduced Damage
6 — 3 Ricochets with 45% Reduced Damage
Vanguard
Vanguard champions gain bonus Armor.
2 — 120 Armor
4 — 300 Armor
6 — 750 Armor
8 — 2000 Armor