TFT Champions Database & Stats
Complete champion roster with ability breakdowns, BiS item builds, and meta placements. (60 champions)
Gain () Durability and grant the ally who has dealt the most damage this round % Attack Speed, decaying over seconds.
$2Fire a pair of missiles at target. Allies they pass through gain () Shield for seconds. When they collide, they deal () magic damage to target and () magic damage to adjacent enemies.
Throw a canister at target, dealing () magic damage to them and releasing monstrosities. Monstrosities attack times and deal () magic damage per attack.
Kick the target, dealing () Adaptive Damage. Heal for % of the damage dealt.Adaptive Damage: Uses the damage type the target resists less
$3Passive: After surviving damage, deal % of the damage absorbed as magic damage to target.Active: Gain () Shield for seconds. Shock the nearest enemies for () magic damage and reduce their damage by % for seconds.
Gain () Shield for seconds, then Stun target for seconds. Slam them down, dealing () physical damage to them and causing a shockwave in their row. Enemies hit take () physical damage and are briefly knocked up.
Enter a sniper's stance and call in an airship that circles the battlefield for seconds, dropping bombs at a random cluster of enemies over the duration. Bombs deal ( ) physical damage in a one-hex circle.Whenever an enemy is caught in the epicenter of an Air Raid blast, reduce their Armor and Magic Resist by and fire a shot towards them, dealing () physical damage.
Summon an assault of afterimages that deals () magic damage to the target and () magic damage to other nearby enemies. Afterimages reduce their target's Magic Resist by for the rest of combat.
Passive: Reduce all incoming damage by . Every second, emit sparks that deal () magic damage to adjacent enemies.
Summon a gate in a 5-hex line across target. Enemies hit take () magic damage and are 20% Shredded for seconds. Malzahar spreads 5 stacks of infection between enemies hit.Infection deals () magic damage per second for the rest of combat. This effect can stack infinitely. When an infected target dies, they spread their stacks to nearby enemies.Shred: Reduce Magic Resist
Become energized and heal () over seconds. While energized, deal () magic damage to a nearby enemy each second. Afterwards, deal () magic damage to all enemies within 2 hexes.Experiment Bonus: Gain @TFTUnitProperty.:TFT13_DrMundoBaseHealthExperimentBonus@ max Health. On each takedown, gain @TFTUnitProperty.:TFT13_DrMundoCurrentExperimentBonus@ more max Health.
For the next attacks, gain % Attack Speed, infinite range, and replace attacks with a piercing bolt that targets random enemies. Bolts deal () physical damage, reduced by % for each enemy they pass through.Experiment Bonus: After every attacks, deal physical damage to the nearest enemy equal to @TFTUnitProperty.:TFT13_TwitchCurrentExperimentBonus@% of their max Health.
Throw a shuriken at target, dealing () magic damage and marking them to take % more damage for seconds. Then dash away from target. After a brief delay, dash towards them and deal () magic damage.
Pull in an enemy on either side and slam them together, dealing () magic damage and Stunning them for seconds.If only one enemy is grabbed, the damage and Stun duration are increased by 50%.
Fire a shot towards current target that deals () physical damage to all enemies within 1 hex. Then, deal () physical damage to the unit in the center of the blast.
Gain % Durability for seconds. Over the duration, drain () Health from the nearest enemies. Then slam down, dealing () magic damage to all enemies within 2 hexes.
Passive: If Draven has an empowered axe in hand, his next attack will throw it, dealing a total of () physical damage. Empowered axes return to Draven after hitting an enemy.Active: Spin an empowered axe.
Gain () Shield for seconds. Lance enemies in a line for () magic damage and steal Armor and Magic Resist from enemies hit.
$3Blast target for () magic damage. Every third cast, splash miasma to enemies within hexes, dealing () magic damage to each.
Heal () and deal () magic damage to the target.
Jump to a nearby hex and web all enemies within hexes, Stunning them for seconds and dealing () magic damage. Heal ().
Chain together the nearest enemies for seconds, dealing () magic damage split between them. When one takes damage, % of the amount is split as bonus true damage to the others.LeBlanc's next attacks deal () bonus magic damage, increased by % for each enemy killed by the initial damage.
$4Fire missiles at random enemies that deal () magic damage. Each cast fires more missile than the last.
Passive: Summon a placeable Hextech Forge. On cast, the allies closest to it gain () Shield for seconds. If it's dead, revive it with % Health.Active: Summon 2 Hexgates and knock target into one of them, dealing () physical damage and sending them flying back to their original position. While flying, they deal () physical damage to all other enemies in the path.
Heal () and chomp target for () physical damage. Both effects are increased by up to % based on Trundle's missing Health.
Toss a bomb at target, dealing () magic damage. mini-bombs fly out, dealing () magic damage to random enemies.
Call down a rain of missiles on target's row that each deal () magic damage, Wound, and 1% Burn units hit for seconds. For each missile that doesn't hit an enemy, restore Mana.If there's only 1 enemy left, fire all of the missiles at them.Burn: Deal a percent of the target's max Health as true damage every secondWound: Reduce healing received by 33%@TFTUnitProperty.:TFT13_JunkerKing_UpgradeTRAKeyWrapper@
Leap towards the enemy with the fewest items within hexes. Slash times, dealing a total of () physical damage. If they die, leap again, dealing % less damage.
Randomly cast 1 of 3 spells, with a chance of a Jackpot!Flamethrower: {{Spell_TFT13_LieutenantSpell1_Tooltip}}Extendo-Punch: {{Spell_TFT13_LieutenantSpell2_Tooltip}}Chomp: {{Spell_TFT13_LieutenantSpell3_Tooltip}}
Heal () over seconds. For the duration, raise target into the air, Stunning them, and dealing () physical damage. Afterwards, slam them down, dealing () physical damage to all adjacent enemies.
Gain () Shield for seconds. It redirects % of damage taken by adjacent allies. When it expires, deal () magic damage in a cone.
Passive: On heal, heal the closest allies for % of the amount.Active: Heal for () and strike target for () magic damage.
Fire shots towards the farthest enemy that deal () physical damage to the first enemy they hit.
Send a monkey towards the largest group of enemies, causing a 2-hex radius explosion on impact. Enemies hit take () magic damage, reduced by % for each hex they are away from the epicenter. Wound and 1% Burn applied for seconds to all enemies hit.Burn: Deal a percent of the target's max Health as true damage every secondWound: Reduce healing received by 33%
Stop attacking and brace for seconds, gaining () Armor and Magic Resist. Vander's next attack is replaced with a strike that deals () physical damage, increased by () physical damage for each 1 or 2 cost champion on your team.
Lob bombs at the nearest enemies, Stunning them for seconds and dealing () magic damage to each. Heal ().
$3For seconds, gain () Durability and create a 2-hex cloud of noxious fumes that deals () magic damage to enemies within. Afterwards, detonate the cloud and deal () magic damage to all enemies within.Experiment Bonus: After dealing damage, deal @TFTUnitProperty.:TFT13_NunuCurrentExperimentBonus@% max bonus magic damage (s cooldown).
Jinx alternates between Zap, Flame Chompers, and Death Rocket for her ability.Zap: Deal () physical damage to enemies in a line and Stun them for seconds.Flame Chompers: Deal () physical damage to 1-hex circles of enemies.Death Rocket: Fire a rocket at the center of the board that () physical damage to ALL enemies, reduced by % for each hex they are away from the epicenter.
Passive: Every rd attack is replaced with a spark that deals () physical damage to target and () physical damage to nearby enemies.
Jab target times for () physical damage each. Then uppercut them, dealing () physical damage and briefly knocking them up.
Launch a wave at target that bounces times to enemies within hexes and deals () magic damage.
Lock onto target and strafe to a nearby position, unleashing missiles split between the target and all enemies within two hexes. Each missile deals () physical damage and reduces Armor by .Every th missile deals () physical damage and reduces Armor by .
Passive: After dealing damage, heal ().Active: Gain () Shield for seconds. Slam a massive sword on target, dealing () physical damage to them and () physical damage to enemies within 2 hexes.
Deal () magic damage to target and create a one-hex radius zone of darkness around them. After a brief delay, deal () magic damage to enemies still in the zone.
For seconds, attacks also cause adjacent enemies to bleed for () physical damage over second.
Spin, dealing () physical damage to adjacent enemies and healing (). Apply a () physical damage bleed to target over seconds.
Enter a defensive stance and gain () Shield that rapidly decays over seconds. When it expires, deal () magic damage + % of the damage absorbed to enemies around and in front of Irelia.
Ambessa switches between two stances on cast:Chains: Gain +1 Range. Attacks deal () physical damage.On cast, dash to target and strike in a half-circle, dealing () physical damage to enemies hit.Fists: Gain () Omnivamp and attack twice as fast.On cast, briefly Stun target before slamming them into the ground, dealing () physical damage, then dash away.
Send vines towards the current target, Stunning them for second and dealing () magic damage. Then smaller vines seek out the nearest enemies and deal () magic damage to them.Experiment Bonus: Ability damage bleeds enemies for @TFTUnitProperty.:TFT13_ZyraCurrentExperimentBonus@% bonus true damage over seconds.
Restore () Health. Then slash, dealing () physical damage to enemies in a line. If only one enemy is hit, the damage is doubled.
Fortify for seconds, gaining () Durability. Afterwards, deal () magic damage to adjacent enemies.
Passive: Attacks deal () bonus magic damage.Active: Gain % stacking Attack Speed for the rest of combat. After every casts, gain +1 Range.
$3Throw 3 cards at different targets.Blue Card: Restore () Health to the lowest Health ally.Red Card: Deal () magic damage to the largest circle of enemies.Yellow Card: Deal () magic damage to target and Stun them for second.
Grant () Shield to the lowest current Health ally. Lux's next attack deals () bonus magic damage.
$5Briefly gain % Durability and summon a massive claw, dealing () magic damage to the most enemies in a line. The closest enemies take % more damage and are pulled towards Mordekaiser.For the next seconds, gain % Omnivamp, +1 Attack Range, and replace every attack with a slam that deals () magic damage to target and () magic damage to all other enemies within hexes.
Curse the nearest non-cursed enemy, dealing () magic damage over seconds and reducing the effectiveness of shields used on them by %.
Fire a cannonball at target, dealing () physical damage. If they die, the cannonball ricochets to the nearest enemy, dealing the overkill damage. When it does, permanently gain @TFTUnitProperty.:TFT13_TristanaASPerStack@% Attack Damage.(Current Bonus: @TFTUnitProperty.:TFT13_TristanaASGain@% )
Heal () and ascend for seconds. While ascended, heal () and deal () magic damage to adjacent enemies every second. On takedown, the ascension's duration is extended by seconds.
Fire an explosive charge, dealing () physical damage to target and () physical damage to adjacent enemies. 20% Sunder all enemies hit for seconds.Sunder: Reduce ArmorExperiment Bonus: Dash to targets. On cast, gain @TFTUnitProperty.:TFT13_UrgotCurrentExperimentBonusShield@% max Health Shield and @TFTUnitProperty.:TFT13_UrgotCurrentExperimentBonusAS@% Attack Speed for seconds.
Launch a star at target that deals () magic damage. It bounces to the farthest enemy within hexes, then bounces back to the target. This effect repeats times, hitting a different enemy each time.
TFT Set 13 Champion Database: Costs, Bag Sizes & BiS Optimization
Every unit in Teamfight Tactics Set 13 possesses unique base stats, starting mana thresholds, and ability ratios. Knowing how many copies exist in the shared champion bag determines whether a 3-star reroll strategy is viable or mathematically doomed.
Carry Scaling: AD vs AP vs True Damage
Units like Caitlyn and Vi scale with heavy physical Attack Damage and critical strike multipliers (Infinity Edge, Last Whisper), while casters like Silco require fast Mana generation (Blue Buff, Spear of Shojin) and ability amplify (Jeweled Gauntlet).
Frontline Item Synergy
Tanks with natural shields or damage reduction maximize effective HP when stacked with defensive resistance items (Gargoyle Stoneplate, Dragon's Claw, Bramble Vest) and percent regeneration (Redemption).
Key Strategic Takeaways
- 1-cost champions (30 copies in pool): Reliable to 3-star at Level 4 or Level 5.
- 2-cost champions (25 copies in pool): Best rerolled at Level 6 with 50+ gold bank.
- 3-cost champions (18 copies in pool): Extreme power spikes when 3-starred at Level 7.
- 4-cost champions (10 copies in pool): Only 1 player can 3-star a 4-cost; two players contesting caps them at 2-star.
- 5-cost legendaries (9 copies in pool): High impact game finishers unlocked at Levels 9 and 10.
TFT Set 13 Champions FAQs
Key questions about champion pooling, star level scaling, and itemization.




















































