League of Legends auto-battler spin-off, is about to get a massive content update with Set 2, with a whole new set of champions, elements, classes, and items.
When TFT exploded onto the scene back in June 2019, it rode the tide of Riot Games fandom and quickly rose to the top of Twitch.
While it’s not pulling ludicrous numbers anymore, it still has a very dedicated fan base and they are excited for what the future of Teamfight Tactics holds.
The first reveals have already begun coming out and a plethora of new champions, elements, classes, and items are set to hit the game.
- Read more: How to register for TFT mobile
These reveals are being sent out to Riot to various Teamfight Tactics content creators so you’ll have to keep an eye on them for the new information. However, we have compiled every release we know of so far in this article, sorted by element type, so you can get all the info you need and get hyped for the release on October 21.
Note: Many of the cards weren’t revealed in English, but all abilities have been translated.
Crystal
Crystal is a new element coming to Teamfight Tactics in the Rise of the Elements update. Crystal units have a taken damage cap at 100/40 damage per hit when 2/4 Crystal units are fielded.
Skarner
- Cost: 2
- Element: Crystal
- Class: Predator
- Ability: N/A
Ashe
- Cost: 4
- Element: Crystal
- Class: Ranger
- Ability: Ranger’s Focus — For five seconds, Ashe gains +50%/75%/100% attack speed and her auto attacks fire a five-arrow burst that inflicts 50%/80%/120% physical damage.
Taric
- Cost: 5
- Element: Crystal
- Class: Warden
- Ability: Cosmic Radiance — After a delay, Taric and all nearby allies become invulnerable for a few seconds.
Desert
The Desert buff grants all Desert allies 50%/90% armor penetration. This activates at two units, and upgrades at four.
Renekton
- Cost: 1
- Element: Desert
- Class: Berserker
- Ability: Cull the Meek — Renekton spins around, dealing 150/275/400 damage and healing for 150/250/350.
Azir
- Cost: 3
- Element: Desert
- Class: Summoner
- Ability: Arise! — Azir summons a sand soldier for six seconds, attacking whenever Azir does. Sand soldiers do 90/180/270 damage per attack to enemies in a line.
Sivir
- Cost: 3
- Element: Desert
- Class: Blademaster
- Ability: Ricochet — Sivir’s auto attacks will bounce off enemies up to ten times for five seconds. The additional attacks deal 100/135/150% bonus damage, and apply on hit effects.
Kha’Zix
- Cost: 4
- Element: Desert
- Class: Assassin
- Ability: Void Assault — Kha’Zix goes into stealth and attacks the lowest health enemy after 2/1.25/0.5 seconds, gaining 100% crit chance for one attack and regaining 5/10/15 mana.
Electric
Electric champions will gain an aura around them that causes them to shock nearby enemies for 60/200/500 damage every time they critically strike. This buff is activated at two Electric units, and upgraded at three and four.
Ornn
- Cost: 1
- Element: Electric
- Class: Warden
- Ability: Electric Breath — Ornn unleashes lighting bolts in a cone in front of him, dealing 100/200/300 magic damage and increasing their chance of being critically struck by 20% for four seconds.
Volibear
- Cost: 3
- Element: Glacial / Electric
- Class: Berserker
- Ability: Furious Bite — Deals 200/450/700 damage and executes the target if they are below 35% health. If target is executed, Volibear’s mana is fully restored.
Zed
- Cost: 5
- Element: Electric
- Class: Summoner / Assassin
- Ability: Living Shadow — Zed creates a shadow behind an enemy, which inherits the items and stats of the previous Zed. The shadow can then create a shadow of their own.
Woodland
With Woodland buff active, at the start of a round, a random Woodland ally will clone themselves. This buff activates at three Woodland units.
Ivern
- Cost: 1
- Element: Woodland
- Class: Druid
- Ability: Triggerseed — Ivern grants his lowest health ally a 200/400/600 damage shield that lasts for five seconds.
Maokai
- Cost: 1
- Element: Woodland
- Class: Druid
- Ability: Sap Magic — After being hit by an enemy, Maokai’s next basic attack will heal him for 100/200/300 health.
LeBlanc
- Cost: 2
- Element: Woodland
- Class: Mage / Assassin
- Ability: Ethereal Chains — LeBlanc throws a chain to a target, dealing 200/450/700 damage and snaring them for 1.5 seconds.
Neeko
- Cost: 2
- Element: Woodland
- Class: Druid
- Ability: Blooming Burst — Three waves dealing 100/200/300 damage, with increasing range per wave.
Glacial
The Glacial buff from set one is returning for set two, once again offering a chance to stun enemies on hit for 1.5 seconds. The chance to stun has been adjusted slightly, however, now offering 20/40/60% chance, a slight nerf at two units but a buff at four and six.
Warwick
- Cost: 1
- Element: Glacial
- Class: Predator
- Ability: Infinite Duress — Warwick dashes to the lowest health enemy, stunning them while dealing damage.
Braum
- Cost: 2
- Element: Glacial
- Class: Warden
- Ability: Unbreakable — Braum raises his shield towards the furthest enemy, reducing incoming damage and blocking projectiles.
Ezreal
- Cost: 3
- Element: Glacial
- Class: Ranger
- Ability: Mystic Shot — Ezreal targets the lowest health enemy champion, damaging and freezing them while applying other on-hit effects.
Olaf
- Cost: 4
- Element: Glacial
- Class: Berserker
- Ability: Berserker’s Rage — Olaf gains Crowd Control immunity, attack speed is increased by 75/100/125% and lifesteal increased by 20/40/60%.
Volibear
- Cost: 2
- Element: Glacial, Electric
- Class: Berserker
- Ability: Furious Bite — Deals 200/450/700 damage and executes the target if they are below 35% health. If target is executed, Volibear’s mana is fully restored.
Inferno
Inferno allies’ spells will burn the ground for five seconds, inflicting 80%/150%/250% of the damage from spells to units who stand on burnt hexes. This buff activates at three Inferno units, and upgrades at six and nine units.
Zyra
- Cost: 1
- Element: Inferno
- Class: Summoner
- Ability: Flame Spitter — Zyra summons two untargetable flame spitters on the corners of the arena, attacking the closest enemies.
Diana
- Cost: 2
- Element: Inferno
- Class: Assassin
- Ability: Pale Cascade — Diana creates three orbs which explode and deal 60/100/140 damage each when they hit an enemy. Additionally, she also gains a 150/250/350 health shield for three seconds.
Varus
- Cost: 2
- Element: Inferno
- Class: Ranger
- Ability: Piercing Arrow — Varus charges up an arrow that pierces through enemies in a line, dealing damage.
Kindred
- Cost: 3
- Element: Inferno / Shadow
- Class: Ranger
- Ability: Dance of Arrows — Kindred dashes across the board, dealing 150/325/500 magic damage to a unit.
Annie
- Cost: 4
- Element: Inferno
- Class: Summoner
- Ability: Tibbers! — Summon Tibbers to deal 100/200/300 damage to an area. Tibbers deals 150/300/999 magic damage with his auto-attacks.
Light
When a Light unit dies in TFT, other Light units will be buffed for the rest of the round. They will receive +10%/25%/50% bonus attack speed, and regenerate 25% of their maximum health for every death. The buff becomes active at three units, and upgrades at six and nine units.
Nasus
- Cost: 1
- Element: Light
- Class: Warden
- Ability: Fury of the Dawn — Nasus temporarily enrages, gaining bonus health and damaging adjacent enemies for the duration.
Vayne
- Cost: 1
- Element: Light
- Class: Ranger
- Ability: Silver Bolts — After stacking three auto attacks, Silver Bolts will deal additional true damage to an enemy.
Jax
- Cost: 2
- Element: Light
- Class: Berserker
- Ability: Counter Strike — Jax dodges all auto attacks for two seconds, then stuns all nearby enemies for 1.5 seconds, dealing 150/250/350 damage.
Aatrox
- Cost: 3
- Element: Light
- Class: Blademaster
- Ability: The Darkin Blade — Aatrox cleaves the area in front of him, dealing damage to enemies inside of it.
Soraka
- Cost: 3
- Element: Light
- Class: Mystic
- Ability: Equinox — Soraka creates a zone, silencing enemies for 3/5/7 seconds and dealing 150/300/450 damage.
Yorick
- Cost: 4
- Element: Light
- Class: Summoner
- Ability: Shepherd of Souls — Yorick blesses 3/5/10 non-Light allies. When these allies die, they resurrect as Ghouls with 500/900/2000 health and 75/150/225 attack damage. Ghouls also benefit from the Light buff.
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Mountain
The mountain buff grants one random ally a 1500 health shield at the start of combat. This buff is activated at two Mountain units.
Taliyah
- Cost: 1
- Element: Mountain
- Class: Mage
- Ability: Seismic Shove — Taliyah causes the ground to rise up under the enemy with the most mana, dealing 150/325/500 damage. If the enemy is ranged, they are thrown towards Taliyah. If the enemy is melee, they are thrown away.
Malphite
- Cost: 4
- Element: Mountain
- Class: Warden
- Ability: Unstoppable Force — Malphite charges at a random enemy, dealing 125/200/275 damage and knocking all nearby enemies into the air, stunning them for 2/2.5/3 seconds.
Ocean
When the Ocean buff is active, all allies will gain an additional 10/25/40 mana every three seconds. The ocean buff activates at two units, and upgrades at four and six.
Vladimir
- Cost: 1
- Element: Ocean
- Class: Mage
- Ability: Drain — Vladimir damages a target enemy for // damage, healing himself for the damage dealt.
Syndra
- Cost: 2
- Element: Ocean
- Class: Pilgrim
- Ability: Hydro Sphere — Syndra conjures a Hydro Sphere at a target location, dealing // damage to enemies.
Thresh
- Cost: 2
- Element: Ocean
- Class: Warden
- Ability: Deep Sea Passage — Thresh throws his lantern to the lowest-health ally, shielding them and nearby allies for a few seconds.
Nautilus
- Cost: 3
- Element: Ocean
- Class: Warden
- Ability: Depth Charge — Nautilus sends out a depth charge to the further enemy, knocking them up and stunning them.
Nami
- Cost: 5
- Element: Ocean
- Class: Mystic
- Ability: Tidal Wave: Nami sends a massive wave towards a random enemy, damaging and knocking up enemies and granting allies bonus magic damage on hit.
Poison
The Poison buff allows Poison allies to increase enemy mana costs by 50% when they attack them. This buff activates at three Poison units.
Kog’Maw
- Cost: 1
- Element: Poison
- Class: Predator
- Ability: Living Artillery — After a short delay, a projectile lands on a random enemy, dealing 125/275/425 damage.
Dr. Mundo
- Cost: 3
- Element: Poison
- Class: Berserker
- Ability: Burning Agony — Dr. Mundo makes a circle around him, dealing 40/110/160 (+1.25% maximum health) magic damage and heals for 100%/150%/200%
Twitch
- Cost: 4
- Element: Poison
- Class: Ranger
- Ability: Spray and Pray — Twitch gets unlimited range and 100/125/150% attack damage. All of his attacks pierce targets and apply on-hit effects.
Singed
- Cost: 5
- Element: Poison
- Class: Alchemist
- Ability: Poison Trail — Singed leaves a trail of poison behind him, dealing 400/800/1200 damage over four seconds.
Shadow
Details of the Shadow buff aren’t available yet, but we will update this section once more information is available.
Malzahar
- Cost: 2
- Element: Shadow
- Class: Summoner
- Ability: Dark Spirits— Opens a dark gate summoning 2/3/4 Dark Spirits. Spirits deal 60/100/140 damage per attack.
Veigar
- Cost: 3
- Element: Shadow
- Class: Mage
- Ability: Primordial Burst — Veigar blasts an enemy with magical energy, dealing damage. Instantly kills enemies at lower star levels than Veigar.
Master Yi
- Cost: 5
- Element: Shadow
- Class: Mystic / Blademaster
- Ability: Meditate: Master Yi meditates for 1.5 seconds, healing himself for 25%/50%/75% of his maximum health. He cannot be targeted while channeling, and his auto attacks gain 100/150/200 bonus damage for six seconds after meditating.
Steel
When Steel units drop below 50% health, they will gain invulnerability for 2/3/4 seconds. This buff activates at two Steel units, and upgrades at three and four units.
Rek’Sai
- Cost: 2
- Element: Steel
- Class: Predator
- Ability: Furious Bite — Rek’Sai deals 200/550/900 true damage to an enemy.
Nocturne
- Cost: 3
- Element: Steel
- Class: Assassin
- Ability: Umbra Blades — Every third attack does area of effect damage, healing for 75%/100%/125 of damage dealt.
Wind
All units regardless of element will gain dodge chance when Wind buff is active. It’ll be 25% at two Wind units, 40% at three, and 55% at four.
Yasuo
- Cost: 2
- Element: Wind
- Class: Blademaster
- Ability: Last Breath — Yasuo blinks towards the target with the most items equipped, knocking them up for one second and hitting them 3/5/7 times.
Janna
- Cost: 4
- Element: Wind
- Class: Mystic
- Ability: Monsoon — Janna casts a wind blast that lasts for three seconds, healing allies for 30%/40%/80% of their maximum health and stunning enemies for one second.
Other
Qiyana
Qiyana has a variable Elemental Origin, which will be different in each game depending on whatever element the first elemental hex spawns as.
- Cost: 3
- Element: Variable
- Class: Assassin
- Ability: Edge of Ixtal — Qiyana dashes to the side of her target and throws a blast of wind through them, damaging and stunning enemies it passes through.
Lux
Lux is the game’s first 7-cost unit, and appears to have versions for 10 different elements. It’s not currently clear how this variation will affect the game – whether she has a different version each game, like Qiyana, or she can change to suit the composition, or whether multiple different versions can appear in the same game.
Lux also has a new Class that is so far unique, called “Avatar”, the details of which have not yet been revealed.
- Cost: 7
- Element: Variable
- Class: Avatar
- Ability: Final Spark — Inflicts 600/900/1200 magic damage and restores 50 mana on kill
Unknown
These champions have been teased before now, but are yet to be categorized into elements.
- Sion — rumored to be a Shadow / Berserker
Classes
You’ve seen the new and reworked champions pick up new classes, so it’ll definitely be helpful to know what those classes consist of.
Here’s a look at all of the ones that have been revealed so far and what they will do in-game.
Alchemist
- 1 unit: Ignore unit collision, never stop moving.
Assassin
- 3 units: +75% critical strike damage and 25% critical strike chance
- 6 units: +150% critical strike damage and 50% critical strike chance
Berserker
- Innate: Berserkers leap towards their closest enemy
- 3 units: 40% chance to cleave and deal 100% area of effect damage to surrounding units
- 6 units: 80% chance to cleave and deal 100% area of effect damage to surrounding units
Druid
- 2 units: Summon a 2000 health stone golem with Mountain element and the items of your highest tier Druid.
- 4 units: Summon a 4000 health stone golen with Mountain element and the items of your highest tier Druid.
Mage
- 3 units: 50% chance to double cast spells
- 6 units: 100% chance to double cast spells
Mystic
- 2 units: All units gain 70 magic resist
- 4 units: All units gain 150 magic resist
Predator
- 3 units: Any damage a predator deals to an enemy below 25% health will execute them for an instant kill
Ranger
- 2 units: 35% chance to double all Ranger’s attack speeds for three seconds
- 4 units: 65% chance to double all Ranger’s attack speeds for three seconds
- 6 units: 100% chance to double all Ranger’s attack speeds for three seconds
Summoner
- 3 units: 40% increased lifetime on summoned units
- 6 units: 100% increased lifetime on summoned units
Warden
- 2 units: +100% armor to Warden units
- 4 units: +250% armor to Warden units
- 6 units: +400% armor to Warden units
Avatar
Another entirely new class, Avatar has so far only been seen on the 7-cost Lux. As a result, it’s very possible the class could be unique to her – much like the “Exile” class that featured only Yasuo in set one – although so far Riot haven’t revealed exactly what bonus the class will offer.
We will continue to keep this post updated with all the new info for TFT Set 2!
Last updated: October 22, 2019 at 10:20 AM EST