Teamfight Tactics (TFT) Set 2 Champion Synergy List by class and element
This list shows the Teamfight Tactics (TFT) champions organized by class and element. It indicates synergies, cost, and units required in Set 2: Rise of the Elements.
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 element.
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 element bonus.
Note: This season, origins have been replaced by elements.
I have included all the fundamental info to find out quickly the bonuses provided by a certain class and element, the champions required, and their gold cost. Hopefully, this page will be a helpful resource for your games :).
Teamfight Tactics is still a new game, and I believe there will be several adjustments in the coming months, so I will try my best to keep this list updated with all the changes and new champions.
Latest update: March 4th, 2020
Synergy list
Elements
Cloud
All allies gain dodge chance.
2 — 20% dodge chance.
3 — 25% dodge chance.
4 — 35% dodge chance.
Crystal
Crystal Champions have a maximum amount of damage they can take from a single attack or ability hit.
2 — 110 Max Damage.
4 — 60 Max Damage.
Desert
Reduces each enemy's armor.
2 — 40% Armor reduction.
4 — 100% Armor reduction.
Electric
Electric champions shock nearby enemies whenever they deal or receive a critical strike.
2 — 80 damage.
3 — 250 damage.
4 — 550 damage.
Glacial
Basic Attacks from Glacials have a chance to stun their target for 1.50 seconds.
2 — 25% Chance to Stun and 75 bonus Magic Damage on stun.
4 — 25% Chance to Stun and 175 bonus Magic Damage on stun.
6 — 25% Chance to Stun and 375 bonus Magic Damage on stun.
Inferno
Inferno spell damage burns the ground beneath the target, dealing a percent of that spell's pre-mitigation damage as magic damage over 4 seconds.
Effect triggers on spell damage and critical strikes.
3 — +70% damage.
6 — +150% damage.
9 — +250% damage.
Light
Whenever a Light Champion dies, all other Light Champions gain Attack Speed for the remainder of the round (stacking with multiple Light champion deaths) and are healed for 20% of the dying champion's Maximum Health.
3 — +20% Attack Speed.
6 — +30% Attack Speed.
9 — +50% Attack Speed.
Lunar
2 — Every 7 seconds, your team gains 15% Critical Strike Chance, 15% Critical Strike Damage, and 15% Spell Power. (Stacks up to 4 times)
Mountain
2 — At the start of the combat, a random ally receives a 1500 health Stoneshield.
Ocean
All allies restore mana every 4 seconds.
2 — +10 Mana.
4 — +30 Mana.
6 — +60 Mana.
Poison
3 — Poison Champions apply Neurotoxin when they deal damage (with both attacks and abilities), increasing the target's mana cost by 33%.
Shadow
Shadow units deal increased damage for 6 seconds at combat start, and when they score a takedown.
3 — 65% increased damage, Self Takedown.
6 — 150% Increased Damage, Any Shadow Takedown.
Steel
Steel Champions gain damage immunity for a few seconds when they are reduced below 50% health.
2 — 2 seconds of immunity.
3 — 3 seconds of immunity.
4 — 4 seconds of immunity.
Variable
Variable origins are chosen from a set of options and change every match.
There are 10 copies of Lux in each game, one for each of the following elements: electric, inferno, glacial, crystal, cloud, woodland, steel, ocean, shadow, light. Once you purchase one Lux, the other Luxes will become that element when you see them in your shop.
Qiyana can have the following elements: ocean, mountain, inferno, or cloud.
Woodland
3 — At the start of combat, a random Woodland Champion makes a copy of themselves (including items).
6 — All Woodland champions clone themselves.
Classes
Alchemist
Alchemists ignore collision and never stop moving.
Assassin
At the start of combat, Assassins leap to the farthest enemy.
Assassins gain bonus Critical Strike Damage and Chance.
3 — +70% Critical Strike Damage and +10% Critical Strike Chance.
6 — +210% Critical Strike Damage and +20% Critical Strike Chance.
Avatar
An Avatar’s element is counted twice for trait bonuses.
Berserker
At the start of combat, Berserkers leap to the nearest enemy.
Berserkers have a % chance to hit all units in a cone in front of them with their attacks.
3 — 40% chance.
6 — 100% chance and +25 Attack Damage.
Blademaster
Blademaster Basic Attacks have a 40% chance to trigger additional attacks against their target.
These additional attacks deal damage like Basic Attacks and trigger on-hit effects.
2 — One Additional Attack.
4 — Two Additional Attacks.
6 — Three Additional Attacks.
Druid
2 — Druids regenerate 45 health each second.
Mage
Mages have a chance on cast to instead Doublecast.
3 — 50% chance.
6 — 100% chance, and 20 AP to all Mages.
Mystic
All allies gain increased Magic Resistance.
2 — 40 Magic Resistance.
4 — 120 Magic Resistance.
Predator
3 — Predators instantly kill enemies they damage who are below 25% health.
Ranger
Every 3 seconds, Rangers have a chance to double their Attack Speed for 3 seconds.
2 — 35% Chance to Double Attack Speed.
4 — 80% Chance to Double Attack Speed.
6 — 100% Chance to activate a 2.5x Attack Speed Bonus.
Soulbound
2 — The first Soulbound champion to die will instead continue fighting as an untargetable spirit until all other Soulbound champions are dead.
Summoner
Summoned units have increased health and duration.
Summoners’ pets benefit from Element and Class bonuses, but don’t count as additional units toward activating higher levels of those bonuses.
3 — 30% increase.
6 — 120% increase.
Warden
Wardens gain increased total Armor.
2 — 150% Armor.
4 — 300% Armor.
6 — 999% Armor.