The following contains the complete list of Classes that have appeared in TFT set 7.5. Click name Classes to see synergies of Classes.
TFT Classes List Set 7.5
Assassin
Innate: Leap to the enemy backline when combat starts. Assassins’ Abilities can critically strike and they gain bonus Critical Strike Chance and bonus Critical Strike Damage.
- 2- 20% Crit Chance & 10% Crit Damage
- 4- 40% Crit Chance & 25% Crit Damage
- 6- 75% Crit Chance & 75% Crit Damage
Champions:
Bard
- 1- Allies that survive player combat have a 2% chance to create a Doot. Bard always creates a Doot when dancing. Each Doot you collect increases your Shop odds for higher-tier champions by 1%.
Champions:
Bruiser
Your team gains bonus maximum Health. Bruisers gain double this bonus.
- 2- 180 Health
- 4- 350 Health
- 6- 550 Health
- 8- 900 Health
Champions:
Cannoneer
Every 5th attack fires a cannon shot that explodes for physical damage around the target.
- 2- 125% Attack Damage
- 4- 325% Attack Damage
- 6- 550% Attack Damage
Champions:
Cavalier
Innate: Charge quickly towards their target whenever they move. Cavaliers gain Armor and Magic Resist. At the start of combat and after each charge, gain 200% the amount for 4 seconds.
- 2- 25 Armor, 25 Magic Resist
- 3- 40 Armor, 40 Magic Resist
- 4- 55 Armor, 55 Magic Resist
- 5- 70 Armor, 70 Magic Resist
- 6- 100 Armor, 100 Magic Resist
Champions:
Dragon
Innate: Require 2 team slots. Dragons provide +3 to the marked trait, and gain additional bonuses based on how many Dragons are on your team.
- 1- 500 bonus Health
- 2- and 20 Armor and Magic Resist
- 3- and 10% bonus damage
- 4- and +1 to team size
- 5- and 10% Attack Speed
Champions:
Dragonmancer
Use the Dragonmancer Blessing item to choose a Hero. The Hero gains massively increased Health and Ability Power, which increases by 20% per star level of your Dragonmancers.
- 2- 300 Health, +18 Ability Power
- 4- 550 Health, +30 Ability Power
- 6- 800 Health, +50 Ability Power
- 8- 1500 Health, +75 Ability Power
Champions:
Evoker
Evokers gain Mana whenever an ally or enemy casts an Ability.
- 2- 4 Mana
- 3- 8 Mana
- 6- 12 Mana
Champions:
Guardian
Once per combat at 50% Health, Guardians shield themselves and their closest ally for a percent of their maximum Health. Shields stack!
- 2- 25% of max health shield
- 4- 45% of max health shield
- 6- 65% of max health shield
- 8- 100% of max health shield
Champions:
Mage
Mages cast twice and have modified total Ability Power.
- 3- 75% Ability Power
- 5- 100% Ability Power
- 7- 125% Ability Power
- 9- 150% Ability Power
Champions:
Mystic
Your team gains Magic Resist.
- 2- 50 Magic Resist
- 3- 100 Magic Resist
- 4- 175 Magic Resist
- 5- 300 Magic Resist
Champions:
Shapeshifter
Transforming grants bonus maximum Health.
- 2- 50% maximum Health
- 4- 100% maximum Health
Champions:
Spell-Thief
- 1- Zoe nabs a new Ability after each cast and at the start of every round.
Champions:
Starcaller
- 1- The first Starcaller to cast their Ability during player combat heals you for (2/3/75), depending on their star level. Excess healing disintegrates an enemy champion.
Champions:
Swiftshot
Innate: gain 2 hex Attack Range. Swiftshots gain Attack Speed for each hex between themselves and their target.
- 2- 10% Attack Speed
- 3- 20% Attack Speed
- 4- 30% Attack Speed
- 5- 50% Attack Speed
Champions:
Warrior
Warrior attacks have a 50% chance to increase the damage of their next attack.
- 2- 80% damage
- 4- 180% damage
- 6- 350% damage
Champions: