Teamfight Tactics (TFT) Set 1 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. Updated periodically.
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 :).
Teamfight Tactics is 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: October 22, 2019
Synergy list
Origins
Demon
2 — Demon basic attacks have a 40% chance to burn 20 mana from their target and return 15 mana to the attacker.
4 — Demon basic attacks have a 40% chance to burn 20 mana from their target and return 30 mana to the attacker.
6 — Demon basic attacks have a 40% chance to burn 20 mana from their target and return 45 mana to the attacker.
Dragon
2 — Dragons have 75% Magic Resistance.
Exile
1 — If there are no adjacent units at the start of the combat, Exiles gain a Shield equal to 100% of their maximum health.
Glacial
2 — Attacks from Glacials have a 20% Chance to Stun the opponent for 1.5 seconds.
4 — Attacks from Glacials have a 33% Chance to Stun the opponent for 1.5 seconds.
6 — Attacks from Glacials have a 50% Chance to Stun the opponent for 1.5 seconds.
Hextech
2 — Throw a bomb at an enemy unit with an item, and disables all items in a 1 hex radius for 5 seconds.
4 — Throw a bomb at an enemy unit with an item, and disables all items in a 2 hex radius for 5 seconds.
Imperial
2 — A Random Imperial deals Double Damage.
4 — All Imperials deal Double Damage.
Noble
3 — A random ally gains 50 Armor and Magic Resistance and heals 30 HP on-hit.
6 — All allies gain 50 Armor and Magic Resistance and heal 30 HP on-hit.
Ninja
1 — The Ninja gains +50 Attack Damage and Ability Power.
4 — All Ninjas gain +80 Attack Damage and Ability Power.
This trait is active only if you have exactly 1 or 4 ninjas on the battlefield.
Pirate
3 — Earn up to 4 additional Gold at the end of each combat round.
Average gold per chest: 1.75.
Phantom
2 — Curses a random enemy unit at the start of combat, reducing their Health Points to 100.
Robot
1 — Robots start combat with full Mana.
Wild
2 — Wild units gain 10% Attack Speed per attack (up to 5 stacks).
4 — All the allied units gain 10% Attack Speed per attack (up to 5 stacks) and their basic attacks can’t miss.
Void
2 — A random Void unit deals True Damage.
4 — All Void units deal True Damage.
Yordle
3 — Yordles have 30% Dodge Chance.
6 — Yordles have 60% Dodge Chance.
9 — Yordles have 90% Dodge Chance.
Yordles can dodge also on-hit effects.
Classes
Assassin
3 — Assassins have 75% Critical Damage and 5% Critical Chance
6 — Assassins have 150% Critical Damage and 20% Critical Chance
9 — Assassins have 225% Critical Damage and 30% Critical Chance
Blademaster
3 — Blademasters have a 35% Chance on hit to proc 1 extra attack
6 — Blademasters have a 35% Chance on hit to proc 2 extra attacks.
9 — Blademasters have a 35% Chance on hit to proc 4 extra attacks.
Brawler
2 — 250 additional health points to all the Brawlers.
4 — 500 additional health points to all the Brawlers.
6 — 9000 additional health points to all the Brawlers.
Elementalist
3 — Summon an Elemental at the start of combat.
Guardian
2 — At the start of combat, Guardians and adjacent allies receive +40 Armor per stack. Guardians don’t buff themselves.
Gunslinger
2 — After each attack, Gunslingers have a 50% Chance to attack a random target in range.
4 — After each attack, Gunslingers have a 50% Chance to attack 2 random targets in range.
6 — After each attack, Gunslingers have a 50% Chance to attack 4 random targets in range.
Knight
2 — Your team ignores 15 Damage from all sources.
4 — Your team ignores 30 Damage from all sources.
6 — Your team ignores 60 Damage from all sources.
Ranger
2 — Every 3 seconds, Rangers have a 40% Chance to double their Attack Speed for 3 seconds.
4 — Every 3 seconds, Rangers have a 70% Chance to double their Attack Speed for 3 seconds.
Shapeshifter
3 — Shapeshifters transform in a stronger form, gaining 60% maximum Health.
6 — Shapeshifters transform in a stronger form, gaining 100% maximum Health.
Sorcerer
3 — All allies have +40% Magic Damage.
4 — All allies have +120% Magic Damage.
6 — All allies have +200% Magic Damage.