TFT Classes Set 7.5

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:

[X]