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MGG / Games guides / Teamfight Tactics: Reckoning Cheat Sheets - Champions, Traits and Items /

Classes - Teamfight Tactics: Reckoning Cheat Sheets - Champions, Traits and Items

Teamfight Tactics: Reckoning Cheat Sheets - Champions, Traits and Items
Classes
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List of Classes

  • Assassin
  • Brawler
  • Caretaker
  • Cavalier
  • Cruel
  • God-King
  • Invoker
  • Knight
  • Legionnaire
  • Mystic
  • Ranger
  • Renewer
  • Skirmisher
  • Spellweaver

Assassin

Innate: At the start of combat Assassins leap to the enemy backline.

Assassins’ abilities can critically strike and they gain bonus Critical Strike Chance and bonus Critical Strike Damage.

(2) 10% Crit Chance; 25% Crit Damage
(4) 30% Crit Chance; 55% Crit Damage
(6) 50% Crit Chance; 90% Crit Damage

Brawler

Brawlers gain additional maximum Health.

(2) 400 Bonus Health
(4) 800 Bonus Health

Caretaker

Caretakers deploy with a Baby Dragon that can be placed anywhere on the battlefield. Baby Dragons gain 100% of their handler’s Attack Speed and restore 50 mana to their Caretaker upon death.

(1) Bonus Active

Cavalier

Innate: Cavaliers charge quickly towards their target whenever they move. Cavaliers take reduced damage. At the start of combat and after charge, this effect is doubled for 4 seconds.

(2) 15% Damage Reduction
(3) 20% Damage Reduction
(4) 25% Damage Reduction

Cruel

Cruel champions are purchased with Little Legend Health instead of gold. They can be sold for gold but not Health. You're welcome.

Never underestimate the hunger of a Cruel champion in single combat.

(1) Teemo lives on souls not money.

God-King

If you have exactly one God-King they deal 30% bonus damage to enemies who have at least one of their Rival Traits.

Garen's Rival Traits: Forgotten, Nightbringer, Coven, Hellion, Dragonslayer, Abomination, Revenant.

Darius' Rival Traits: Redeemed, Dawnbringer, Verdant, Draconic, Ironclad.

(1) Bonus Active

Invoker

All allies gain extra Mana from their basic attacks.

(2) +4 Mana
(4) +6 Mana

Knight

All allies block a flat amount of damage from all sources.

(2) 15 Damage Blocked
(4) 40 Damage Blocked
(6) 60 Damage Blocked

Legionnaire

Legionnaires gain bonus attack speed, and their first attack after casting a spell heals them for 50% of the damage dealt.

(2) 25% Attack Speed
(4) 50% Attack Speed
(6) 80% Attack Speed
(8) 120% Attack Speed

Mystic

All allies gain Magic Resist.

(2) 40 Magic Resist
(3) 100 Magic Resist
(4) 180 Magic Resist

Ranger

After 4 seconds, Rangers gain Attack Speed for 4 seconds. They regain this bonus every 4 seconds thereafter.

(2) 60% Attack Speed
(3) 120% Attack Speed

Renewer

Renewers heal for a percent of their maximum Health each second. If they're full health, they restore mana instead.

(2) 5% Health or 5% Mana
(4) 8% Health or 8% Mana

Skirmisher

Skirmishers gain a shield at the start of combat, and gain Attack Damage each second.

(3) 300 Shield and +3 Attack Damage each second
(6) 600 Shield and +10 Attack Damage each second

Spellweaver

Spellweavers have increased Ability Power and get bonus Ability Power any time a champion uses an ability, stacking up to 10 times.

(2) 20 Ability Power | 2% Bonus Ability Power
(4) 50 Ability Power | 5% Bonus Ability Power

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