Teamfight Tactics (TFT) Set 3.5 Champion Synergy List by class and origin

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

 

Vincenzo is an esports writer with ten years of experience. Former head editor for Natus Vincere, he has produced content for DreamHack, FACEIT, DOTAFire, 2P, and more. Follow him on Twitter and Facebook.