TFT Tier List

Your units that start combat next to a unit with over 1650 Health take 10% less damage for the rest of combat.

Gain 1 Thief's Gloves.

Your units that start combat with no adajacent allies gain a 25% maximum Health shield for 10 seconds.

After 10 seconds of combat, your units heal 40% of their missing Health.

Your champions holding an item gain 150 Health and restore 2 Mana per second.

Your Tactician heals 30 Health, grows larger, and has 130 maximum Health.

Your champions holding an item gain 150 Health and 20 Armor.

Units on your bench start at 1 stack and gain 25 Health, 4 Attack Damage and Ability Damage every round, up to 4 times.

When your units receive a critical strike, they deal 50/70/90/110 magic damage to nearby enemies. 1 sec cooldown.

Your units with no items gain 30 Armor and Magic Resist.

Know who you will fight next. Gain a Zephyr.

Your 1 and 2 cost units gain 25% movement and Attack Speed.

All healing and shielding received by your units is increased by 25%.

You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.

Gain 1 random completed item.

When your units cast and deal Ability damage, the first target hit and a nearby enemy take 40/70/100/130 bonus magic damage.

Your units heal 400 Health on kill.

Your units heal for 12% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 250 Health.

Your units that start combat in the front 2 rows gain 15 Attack Damage.

Gain double streak gold.

Your units gain 1 Attack Damage and Ability Power per Trait active across your team.

Your 3-cost champions gain 133 Health, 13 starting Mana, and 13% Attack Speed.

Your units equipped with an item gain 150 Health and 8 Attack Damage.

Gain a random component. At the start of each turn, items on your bench are randomized (excluding Force of Nature, Spatula, and consumables).

Your units that start combat in the front 2 rows gain 15 Ability Power.

Your Champions permanently gain 1 Attack Damage every time they kill an enemy unit. Champions start with 2 Attack Damage.

Gain 2 gold. At the start of every turn, Champions in your 3 rightmost bench slots transform into random Champions of the same cost.

Gain 40 gold when you reach Level 9.

Champions on your board permanently transform into random champions that cost 1 more. Gain 2 Magnetic Removers.