Teamfight Tactics, TFT, Set 2, Guide, Astuces, Tips, Solution, Cheats, Classes, Origins, League of Legends
With Set 2 of Teamfight Tactics, many classes and origins are arriving, while others are disappearing. We take stock of all the changes and present you everything in detail.
The champions in Teamfight Tactics are all part of several major groups. When you use multiple champions from the same group, you get special bonuses. In this Set 2 of TFT, the Origins left place to the Element . Most Classes have also been changed. These new champion families correspond to the new Set 2 champions and all bring new bonuses and synergies.
Small clarification: Classes and Elements work in a similar way, that's why we'll simplify everything by talking only about "classes" but everything that we say about classes also applies to origins.
The classes
Alchemist |
Soul Mate |
Assassin |
Avatar |
Berserker
Defender |
Druid |
Summoner |
Mage
Master of Blades |
Mystique |
Predator |
Prowler
The elements
Steel |
Wood |
Crystal |
desert |
Hell
Lightning |
Glacial |
Light |
Mountain
ocean |
Shadow |
Poison |
Wind |
Variable
A character's class determines their behavior and how they attack. When you have several champions of the same class on the field, you benefit from an additional bonus for all the corresponding champions. Class bonuses work in stages. You unlock more or less powerful bonuses depending on the number of champions of the same class that you place on your board. Some classes have only one level, others have three.
Here are different classes, different levels, and as different champions of each of these classes.
Classes |
Bonus |
shiitake mushrooms |
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![]() (Steel) |
Steel champions are immune to damage for a few seconds when they drop below 50% of their max health. | ![]() ![]() |
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2 | 2 seconds of immunity | ||
3 | 3 seconds of immunity | ||
4 | 4 seconds of immunity | ||
![]() Alchemist (Alchemist) |
Ignores all collisions and moves uninterrupted on the battlefield. |
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1 | One, to rule them all | ||
![]() Soul mate (Soulbound) |
When one of the soulmates dies, they remain on the field as an untargetable ghost and continue to move and attack normally as long as the other soulmate is alive. | ![]() ![]() |
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2 | -- | ||
![]() Assassin |
At the start of the fight, Assassins jump towards the furthest enemy and have a significant damage bonus on their critical attacks. |
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3 | +50% critical damage & 10% chance to inflict critical damage | ||
6 | +150% critical damage & 20% chance to inflict critical damage | ||
![]() Avatar |
Double account for bonuses | ![]() |
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1 | Blocks 15 damage per attack | ||
![]() Berserker |
At the start of combat, Berserkers jump to the nearest target. They have a 40% chance of hitting (in a cone shape) enemies in front of them with each attack. |
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3 | 40% chance | ||
6 | 100% chance / +25 attack damage to all Berserkers | ||
![]() Wood (Wood) |
At the start of combat, a random Forest champion summons a copy of itself. | ![]() ![]() ![]() ![]() |
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3 | A copy is invoked | ||
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Crystal Champions only take a certain amount of damage at most with each hit. | ![]() ![]() ![]() |
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2 | Max 100 damage | ||
4 | Max 60 damage | ||
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Defenders increase their total armor. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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2 | +150% armor | ||
4 | +300% armor | ||
6 | +450% armor | ||
![]() Desert |
Desert champions reduce enemy armor. | ![]() ![]() ![]() ![]() |
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2 | +50% armor reduction | ||
4 | +90% armor reduction | ||
![]() Druid (Druid) |
Druids re-gain hit points per second. | ![]() ![]() ![]() |
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2 | 40 hit points per second | ||
![]() Hell (Hell) |
Infernal spells burn the ground beneath the clibes hit, dealing a percentage of base spell damage over 4 seconds. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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3 | +70% damage / 1 flaming hex | ||
6 | +140% damage / 3 flaming hexes | ||
9 | +210% damage / 5 flaming hexes | ||
![]() Lightning (Electric) |
Electric champions shock nearby enemies whenever they land or take a critical hit. | ![]() ![]() ![]() |
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2 | 80 damage | ||
3 | 250 damage | ||
4 | 500 damage | ||
![]() Glacial |
Glacials have a chance to stun opponents for 1,5 seconds with each successful attack. | ![]() ![]() ![]() ![]() ![]() |
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2 | 20% chance to stun | ||
4 | 35% chance to stun | ||
6 | 50% chance to stun | ||
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Summoned units have more health and last longer on the battlefield. | ![]() ![]() ![]() ![]() ![]() ![]() |
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3 | +30% on stats | ||
6 | +120% on stats | ||
![]() Light (Light) |
When a Light champion dies, all other Light champions gain attack speed and are healed for 25% of their maximum health. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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3 | +15% attack speed | ||
6 | +25% attack speed | ||
9 | +35% attack speed | ||
![]() Mage |
Mages have a chance to cast two spells instead of one | ![]() ![]() ![]() ![]() ![]() ![]() |
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3 | 50% chance | ||
6 | 100% chance | ||
![]() Master of Blades (Blademaster) |
Blademasters have a 40% chance to trigger an additional attack. These attacks deal the same damage as basic attacks and apply on-hit effects. | ![]() ![]() ![]() ![]() |
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2 | 1 additional attack | ||
4 | 2 additional attacks | ||
6 | 3 additional attacks | ||
![]() Mountain (Mountain) |
At the start of combat, a random ally gains a stone shield. | ![]() ![]() |
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2 | The stone shield does 1500 hit points | ||
![]() Mystique (Mystic) |
All allies gain magic resistance. | ![]() ![]() ![]() ![]() |
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2 | 40 magic resistance | ||
4 | 120 magic resistance | ||
![]() Ocean (Ocean) |
All allies regain mana every 4 seconds. | ![]() ![]() ![]() ![]() ![]() |
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2 | +15 mana | ||
4 | +30 mana | ||
6 | +60 mana | ||
![]() Umber (Shadow) |
At the start of combat, Shadow Champions deal bonus damage for 5 seconds. | ![]() ![]() ![]() ![]() ![]() ![]() |
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3 | +60% bonus damage - Refreshes when the champion in question kills an enemy | ||
6 | +140% bonus damage - Refreshes when a Shadow champion kills an enemy | ||
![]() Poison |
Poison champions apply Neurotoxin when they deal damage, increasing the mana required to cast a spell from the target. | ![]() ![]() ![]() ![]() |
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3 | Target's spells cost 50% more mana | ||
![]() Predator (Predator) |
Predators immediately kill targets they hit if they are below a certain percentage of their hit points. | ![]() ![]() ![]() ![]() |
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3 | +20% of their hit points | ||
![]() Prowler (rangers) |
Every three seconds, Rangers have a chance to double their attack speed for 3 seconds | ![]() ![]() ![]() ![]() ![]() ![]() |
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2 | 35% chance to double attack speed | ||
4 | 80% chance to double attack speed | ||
6 | 100% chance to multiply attack speed by 2,5 | ||
![]() Wind (Wind) |
All allies have a chance to dodge. | ![]() ![]() |
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2 | +20% dodge chance | ||
3 | +35% dodge chance | ||
4 | +50% dodge chance | ||
![]() Variable |
Variable champions have one element chosen at random from a series of options and change with each encounter. | ![]() ![]() |
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1 | Only one Variable is enough |
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