Teamfight Tactics (TFT) Set 3.5 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 3: Galaxies.
Updated to Galaxies II
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: August 18, 2020
Synergy list
Origins
Astro
3 — Astro Champions reduce their mana costs by 30.
Battlecast
Battlecast champions, upon dealing or taking 10 instances of damage, heal if below half health, or deal magic damage to the nearest enemy if above half.
2 — 80 Healing or Damage
4 — 180 Healing or Damage
6 — 480 Healing or Damage
8 — 1000 Healing or Damage
Celestial
All allies Heal based on damage Celestial units deal.
2 — 15% of Damage Dealt
4 — 45% of Damage Dealt
6 — 150% of Damage Dealt
Chrono
All allies gain 15% Attack Speed.
2 — Every 8 seconds
4 — Every 3 seconds
6 — Every 1 seconds
8 — Every 0.5 seconds
Cybernetic
Cybernetics with an item gain bonus Attack Damage and Health.
3 — 35 Attack Damage and 300 Health
6 — 70 Attack Damage and 550 Health
Dark Star
When an allied unit dies, all allied Dark Star champions gain bonus Attack Damage and Spell Power.
2 — +8 Attack Damage and Spell Power
4 — +18 Attack Damage and Spell Power
6 — +28 Attack Damage and Spell Power
8 — +48 Attack Damage and Spell Power
Mech Pilot
3 — At the start of combat, three random Mech Pilots are merged into a Super-Mech until it dies.
The Super-Mech has combined HP (2200 + 50% of Pilots Health), Attack (160 + 50% of Pilots Attack Damage), and Traits. Once it dies, the Mech-Pilots are ejected with 35% of their total Health and continue to fight.
Rebel
At the start of combat, Rebels gain a Health Shield for 8 seconds and Increased Damage for each adjacent Rebel.
3 — 150 Health Shield and 10% Increased Damage
6 — 225 Health Shield and 15% Increased Damage
9 — 400 Health Shield and 20% Increased Damage
Space Pirate
50% chance to drop Gold or Items whenever a Space Pirate lands a killing blow.
2 — 1 Gold
4 — 1 Gold and 33% chance to drop an item
Star Guardian
Star Guardians' spellcasts grant Mana to other Star Guardians (spread among them).
3 — 25 Mana
6 — 40 Mana
9 — 60 mana
Classes
Blademaster
Blademasters have a chance on hit to attack two extra times.
3 — 30% Chance On Hit
6 — 65% Chance On Hit
9 — 100% Chance On Hit
Blaster
Every fourth Blaster attack fires Additional Attacks which apply on-hit effects.
2 — 3 Additional Attacks
4 — 6 Additional Attacks
Brawler
Brawlers gain bonus Health.
2 — 350 Health
4 — 600 Health
Demolitionist
2 — Demolitionist spells Stun targets they hit for 1.5 seconds.
Infiltrator
Infiltrators jump to the back of enemy territory at the start of combat. Infiltrators gain bonus Attack Speed for the first 6 seconds of combat.
2 — 40% Bonus Attack Speed. Refreshes on Takedown
4 — 80% Bonus Attack Speed. Refreshes on Takedown
6 — 150% Bonus Attack Speed. Refreshes on Takedown
Mana Reaver
2 — Mana-Reaver attacks increase the mana cost of their target’s next spell by 30%.
There isn’t a 4-piece bonus.
Mercenary
1 — Mercenaries can be paid gold to upgrade their ability.
Mystic
Grants the team bonus Magic Resistance.
2 — 50 Magic Resistance
4 — 120 Magic Resistance
Paragon
1 — Ally Star Guardian basic attacks are converted to true damage. All other ally basic attacks are converted to magic damage.
Protector
Protectors gain a Shield scaling off Max Health for 3 seconds whenever they cast.
2 — 30% Max Health Shield
4 — 40% Max Health Shield
6 — 55% Max Health Shield
Sniper
Snipers deal increased damage for each hex of distance between themselves and their target.
2 — 9% Bonus Damage per hex
4 — 16% Bonus Damage per hex
Sorcerer
All allies gain increased Spell Power.
2 — 20% Spell Power
4 — 40% Spell Power
6 — 70% Spell Power
Starship
2 — Starships continuously circle the arena and cannot basic attack.
Vanguard
Vanguards gain bonus Armor.
2 — 125 Armor
4 — 300 Armor
6 — 9000 Armor